Well, while it is said that hindsight is cheap, I agree wholeheartedly with the bit about what a fantastic animation tool messiah could be today without the development time the renderer sucked and still sucks away from it.
From what I know today, I would guess the renderer will take another 2 years until it can compete with other tools in solidness and completeness of the features.
Or maybe: If it isn’t there after 6 years, it probably never will.
On the other hand: Animation for Animators, not TDs, is still a heavily sought after thing. And improvements in that area could be made in a finite timeframe: If an autorig is too much to develop, drop it and just deliver several good rigs from simple to complex and parts of rigs with the app. (not only fish
) Show the users how to adapt those rigs to their characters. Improve the setup saving and loading and you will have come a long way.
Build in better import and export, maybe including something like Collada or another open format…
Don’t develop for developers and TDs, but for ANIMATORS. That means that you deliver 30 or more useful, intuitive actions for armatures, not 5 and a SDK. Animators don’t code, Period.
Think simple.
I did the TLH Shader tools in 2 days as my first exercise in messiah coding and they improved my render-experience massively. Such small things sometimes help people more than some on-the-edge-of-technology tools. While this is a render example, it holds for animation at least as much.
I hardly dare to mention “search and replace in expressions”. That demand is over 6 years old and should be a piece of cake to implement.
Or other little helpers: In XSI I draw a bone chain and bang, it has IK, FK a slider for blending them and tons of settings for handles, IK style (2D and 3D) etc. Maybe even to much, but some such convenience functions would take messiah a long way toward 2006.
Bones should finally get not only the option to realtime modify the jonts but also rotate the bones individually. Not only splitting bones, but joining them too…
“Maintenance” I would call it.
Keep what was good in a decent shape.
Refine existing tools after their initial introduction in a regular manner.
If users have problems with a tool, LISTEN to them, even if you yourself think the feature is the coolest since sliced bread and the user is just being stupid.
From Compose to DirectX, from Armatures to the timeline handles - there aren’t many areas where there aren’t obvious things to improve.
But the problem may be that the basic stuff that is so much needed every day is extremely boring. It is much more interesting to develop some completely new stuff.
I even understand that…
OK, I’m wandering way off topic here. Sorry for ranting once more.
I still seem to have some hope for messiah deep inside :shrug: :rolleyes:

Best regards,
