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> And these "most people" who are scared of a Python API? Weak! It should have been a low level C API! ;-)

I wouldn't frame it as "scared". The issue is that at a certain scene scale Python becomes the performance bottleneck if that's all you can use.

> You pick a (stable) version, and use that API. It doesn't change if you don't. If it truly is a _major_ project, then constantly "upgrading" to the latest release is a big no-no (or should be)!

This is fine if you only ever have one show in production. Most non-boutique studios have multiple shows being worked on in tandem, be it internal productions or contract bids that require interfacing with other studios. These separate productions can have any given permutation of DCC and plugin versions, all of which the internal pipeline and production engineering teams have to support simultaneously. Apps that provide a stable C/C++ SDK and Python interface across versions are significantly more amenable to these kinds of environments as the core studio hub app, rather than being ancillary, task specific tools.



If you had multiple shows in production, I would expect that standards be set to use the same platforms and versions across the board.

If the company is more than a boutique shop, I would expect them to have a somewhat competent CTO to manage this kind of problem - one that isn't specific to Blender, even!

Also, if the company is more than a boutique shop, I would hope it would be at a level and budget that the Python performance bottlenecks would be well addressed with competent internal pipeline and production engineering teams.

But then again, if the company is more than a boutique shop, they would just pay for the Maya licensing. :-)

Small timers, boutique shops, and humble folks like me just try to get by with the tools we can afford.

On a related note, though: I built a Blender plugin with version 2.93 and recently learned it still works fine on Blender 4. The "constantly changing API" isn't the beast some claim it is.


> If you had multiple shows in production, I would expect that standards be set to use the same platforms and versions across the board.

Considering productions span years, not months, artists would never get to use newer tools if studios operated that way. And it really only works if shows share similar end dates, which is not the reality we live in. Productions can start and end at any point in another show's schedule, and newer tools can offer features that upcoming productions can take advantage of. Each show will freeze their stacks, of course, but a studio could be juggling multiple stacks simultaneously each with their own dependency variants (see the VFX Reference Platform).

https://vfxplatform.com

> Also, if the company is more than a boutique shop, I would hope it would be at a level and budget that the Python performance bottlenecks would be well addressed with competent internal pipeline and production engineering teams.

That would be the ideal, something that can be difficult to achieve in practice. You'll find small teams of quality engineers overwhelmed with the sheer volume of work, and other larger teams with less experience who don't have enough senior folks to guide them. The industry is far from perfect, but it does generally work.

> But then again, if the company is more than a boutique shop, they would just pay for the Maya licensing. :-)

And back to reality XD

That being said a number of studios have been reducing their Autodesk spend over the past few years because it's honestly a sick joke the way the M&E division is run. It's a free several hundred million a year revenue earner, but they foist the CAD business operations onto it and the products suffer. Houdini's getting really close, but if another AIO can cover effectively everything in a way that each team sees is better, you will start to see the ramp up of migrations occur. Realistically this comes down to the rigging and animation departments more than any other. But Maya will never go away completely as it'll still need to be used for referring to and opening older projects from productions that used it, beyond just converting assets to a different format. USD is pretty much that intermediary anyways, it's the training and migration effort that becomes the final roadblock.




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