Wow… big question. It can be approached from so many angles and a lot depends on EITG’s intended marketing strategy. (which I don’t know) I don’t think one tool will do it, but rather a set of tools, methodologies and company marketing agressiveness are in order.
However, I’ll give it go. (Remember these are my opinions…not EITG’s)
EIAS has certain “infrastructure” limitations due to its age. None of these limitations are uncermountable, but changing EIAS into something its not could potentially cascade and effect a number of systems that are dependant on its current infrastructure. (Camera, plugins, etc) Picture EIAS like the x86 architecture. It can grow and offer new things, but it has to remain sensitive to the old x86 core. Luckily we’re seeing advancements to the Shader and Plugin APIs and this is a great thing. FBX also goes a really long way to bridging gaps in the character animation field. Right now, EIAS is better than its ever been. So where can they improve?
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The program needs to be more open to both the user, the programmer, and other applications. The number one need pro users require in the film industry is an open architecture program. Notice I didn’t say open source, there is a difference. The reason why Maya is such a success in the film industry is advanced users can get into the guts of the program through MEL and through Maya’s plugin API. EIAS now offers Xpressionist, which is a first step, but Xpressionist more about controlling animation channels than permitting a method to construct new tools which tap into nearly EVERY aspect of the program.
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EIAS is a polygon based program. In the past, this was somewhat of a detriment in the film community. EI countered by being able to handle huge numbers of polys. However, polys were generally avoided because of their finite resolution. Studios would utilize NURBS patch modeling instead and then either tessalate to a required resolution or just simply render NURBS on the fly. Today, machines are stronger, and polys for film animation are making a big comeback. For the typical user, polys are easier to use. SubDs are popular because they offer a nice hybrid between the two technologies. If EI wants to be seen as a complete package, some form of modeling within the program is required. This is mainly because animation users want the ability to modify and manipulate geometry down to the vertex level. Bouncing back and forth between a separate modeler and animation package is cumbersome for the character and organic animator, but not necessarily a problem for the illustrator or hard surface animator. Organics require the abilty to control the surface of a mesh to the nth degree. That currently isn’t available in EIAS. So, EI must continue to market itself to a niche group of people that are either doing hard surface animation, matte or set design, motion graphics, lighting and rendering tasks, or CAD. If this is EI’s desire, then they are on the right path. But you must also look to what the market wants.
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The CG market, at least in the entertainment industry, wants character animation. CG is the preferred method of storytelling for animated movies now. The rise of Pixar is proof of this. However, there is difference between visual effects and organic animation. EIAS is definitely better for VFX than character work…but to the aspiring filmmaker, which is more appealing? Character work in my opinion. Everyone wants to create the next Toy Story, and right now, EIAS isn’t the right tool for the job. Could it be? Yes. is it getting there? Yes. Is it too late? Difficult to say.
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Next, EITG needs to focus its direction towards its desired market. If it is to remain an advanced rendering solution for other packages through FBX then make that known. For years, users of EIAS have wanted Camera to be available as a separate application to compete with Maxwell, Turtle, Renderman, etc… but EITG refused to open it up. At first I thought this was a mistake, but I think they took a page from Apple and did the right thing. If they can make data exchange between EIAS and other packages as seemless as possible, they can start to offer Camera to other programs without giving up its secrets.
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Tools. Ugh. So many I want. I agree with you that breaking away from the linear approach to animation is important, but so is including nodal methodology. EIAS’ infrastructure needs methods to route animation channels more effectively through a nodal approach in addition to the xpressionist route of writing expressions and also through constraints. Expressions and constraints must be evaluated on a frame by frame basis and they slow things down and users are scared of them (expressions at least). Redirecting animation channels like a telephone switchboard would go a long way. Then integrate modeling, followed by more character tools. We know that Camera can make things look pretty.

) but the expresions on the faces are crucial.