RayDevWiki

Rayman Developer Community Wiki

User Tools

Site Tools


ubiart:overview

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Last revisionBoth sides next revision
ubiart:overview [2023/01/23 22:55] – [File Formats] payopayoubiart:overview [2023/02/01 23:59] payopayo
Line 1: Line 1:
- 
 ====== UbiArt Overview====== ====== UbiArt Overview======
  
Line 10: Line 9:
  
 ===== Topics ===== ===== Topics =====
-  * [[ubiart:history|History]]+  * [[ubiart:fileformats|File Formats]]
   * [[ubiart:tutorials|Tutorials]]   * [[ubiart:tutorials|Tutorials]]
 +
 +===== History =====
 +
 +In the year **2010**, Ubisoft has announced the **UbiArt Framework** alongside [[https://raymanpc.com/wiki/en/Rayman_Origins|Rayman Origins]], an episodic game with the engine in-use. The engine has been developed with [[https://en.wikipedia.org/wiki/Ubisoft_Montpellier|Ubisoft Montpellier]] and [[https://raymanpc.com/wiki/en/Michel_Ancel|Michel Ancel]]. UbiArt's purpose was to serve artists and animators a reliable and easy engine usability and environment.
 +
 +**Michel Ancel** has planned to release the engine for public releasing and licensing, however, no plans have been confirmed and the engine has remained close-sourced to Ubisoft executives.
 +
 +On an interview with Ubisoft CEO **Yves Guillemot** on **April 19 2019** ((https://www.youtube.com/watch?v=a9ewXj4RO5A&t=2650s)), he has stated out that executives has been struggling to use the engine and pointed out that //"the tools were difficult to use"//. There has been plans to distribute the engine to other Ubisoft studios. However, they decided not to as they wanted to //“spend a lot of time with a lot of people to actually help people to use it.”// Yves Guillemot has mentioned that the engine has not been abandoned: //"It's still there, and you can see other things using it, but it's not as predominant as it used to be"//, leaving a note that **the engine has not been forgotten.**
  
 ===== Games ===== ===== Games =====
Line 38: Line 45:
   * **Just Dance 2022** (2021) (Switch, PS4, Xbox One)   * **Just Dance 2022** (2021) (Switch, PS4, Xbox One)
  
 +===== Third-Party tools =====
  
-===== File Formats ===== 
- 
-Below are the listed file formats for UbiArt. ((https://github.com/byvar/ubi-canvas/wiki/File-types)) 
- 
-  * **ipk:** Bundle 
-  * **isc:** Scene 
-  * **isg:** Generic object. Can be anything, but it is still readable thanks to the serialization system for generics. 
-  * **act:** Actor (NOTE: In Rayman Origins, act files are Actor Templates) 
-  * **tpl:** Actor_Template 
-  * **fcg:** FriseConfig - the template of a Frise object 
-  * **msh:** GFXMaterialShader_Template - Material Shader info 
-  * **gmt:** RO2_GameMaterial_Template - Game material, contains all info about the collision (e.g. can you wall run on it, is it slippery, etc.) 
-  * **anm:** AnimTrack - an animation 
-  * **pbk:** AnimPatchBank - UVs and positions on the rig of "patches", parts of a sprite sheet. 
-  * **tga:** TextureCooked - A texture with a header 
-  * **png:** TextureCooked - A texture with a header 
- 
-=== Still unparsed files === 
- 
-  * **sgs:** Presumably Scene reference file 
- 
-=== Special files === 
  
-  * **atlascontainer:** UVAtlasManager - Contains all the UV data of all non-animated objects in the bundle. The texture filename is used to access it, so creating a new texture file and using it in a scene with a TextureGraphicComponent requires modifying the atlascontainer file. 
  
ubiart/overview.txt · Last modified: 2023/06/15 13:21 by hogsy