Hey folks,
I’m wondering if anyone has tackled building set of tools that could work in both 3dsMax and Maya. The reason I’m asking is because, even though we were originally a 3dsMax shop, we’ve got a project that launched in Maya (in retrospect it was a bad idea). We’re just a few TA’s in the shop, and I feel that it makes no sense to have to port tools to accommodate various 3d platforms. I’ve made a plea to migrate our future projects to Maya, however in case we remain in 3dsMax has anyone had experience building for both platforms?
Because 3dsMax now has Python support, I thought of migrating our tools to Python and Qt. The concept is to build a single UI framework, but interface with the appropriate module based on what 3d software platform is running. That being said, it seems like a huge undertaking, namely because we’d have to build abstract classes for most of the data, and two set of functions based on what software we’re pulling and setting the data. It just seems like too much work for the amount of TAs (not to mention most of us are overlapping on three projects). It also feels like unless we build this efficiently we can end up with really slow/unresponsive tools.
Most of our existing tools are in Maxscript using .NET as UI, which makes me question even further whether the investment is worth the trouble. Don’t get me wrong, I’ve been dabbling in Python and QT the last few weeks, and I’m in love, it’s just that I can easily see this idea turning into a majestic puzzle.
Any thoughts or insight would be helpful.
Also has anyone have experience with Blur-Dev? It seems like a really novel approach to using Python in 3dsMax, but I haven’t heard any studios going exclusively with this solution (outside of Blur obviously).
Thanks!
CL Audio