New pipeline for procedural node networks
Updated: Jul 29
ACME’s dual microservice pipeline is now released. What does that mean? Well, ACME uses big - and I mean big - software programs and apps used by the Visual Effects Industry. All of these programs are primarily designed to be used interactively by 3d artists. These 3d programs also have highly integrated scripting languages (mel, Python, lua) which can be used to automate many of the actions that a 3d artist can do. Now: The key word in that last sentence is ‘many’. The truth is *not all* of the actions of an artist clicking on the program interface can be scripted. Because these programs have massive subsystems smartly designed to not block each other (graphics display not blocking animation evaluation, texture loading, dependency computation, and runtime api alterations via plugins for example), many artist action sequences simply cannot be easily scripted because the scripts run much faster than 3d artists clicking on the GUI interface. Many tools in these programs were only designed with ‘slowly’ clicking humans in mind. This means race conditions occur when scripts attempting to mimic 3d artists are run within these programs. ACME engineers however, know the ways around this problem, and for the animations that require it, we have nimbly created a parallel pipeline which progresses these animation’s creation through any 3d animation software as if an artist was there driving it. We consider this one of our core advantages to the competition. As of today, ACME can create any animation that Hollywood can. Only ACME does it *completely automated*.
We now support MASH based animations from within Maya.