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On ething I have wanted to beable to do in Maya is to use eps files as textures that rerasterize at each frame so that you can zoom into them without using huge texture files but so far they haven't done it.
theres one russian guy who made this rasterisation for renderman, so it is possible but due to the nature of sampling its not necessarily very feasible for filtering purposes. It is possible to write a dso wrapper for prettymuch any renderer to use this code.
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Years ago running a Symbolics, the system had a combination of 3D animation and 2D animation that were integrated to the point that I could do 2D animations that ran mapped on 3D surfaces
Anyway you can do it already not hard by any means (tough i prefer to use shake, wich causes a problem since the shake is on another machine, but no biggie i save it out and read the comp back into maya renderview, and parameters can off course be inside maya).
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It's too bad because a full compositing/2D animation package integrated with 3D is very powerful in deed.
they tried this route years ago, but for some reason studios prefer not to meddle in this, because they are in general 2 different occupations, and having 2 applications side by side isnt a problem that is after all the reason we have windowing systems. But also mainly because they are developped at different time and space, rendering taking forever and the comp usually being almost real time.
Anyway if you do this open AE, open maya do proveiw render (maya puts theese images on disk), then reference theese files into your AE build your comp. Now when you rerender in maya it owerwrites those files, so to see the update in AE all you need to do is ask for AE to referesh. If you want this image can then be saved and read back into maya window.
now the other way around is a bit trickyer, but can also be done as long as you push your result on disk. and let maya read the texture information form there.
Ps mayas actually a pretty decent comp app, most people don't realize it tough, so aside for time morphs maya can pretty much do all that ae can and more, i wouldnt do it unless i was down on my luck but it can be done.
So the surfece texture network can do all that ae could possibly do but with a bit of tweaking.