+1 Get a demo of Houdini and Softimage and check them out for a couple of days, pick the best of both and improve where you can...easy :) . Also FabricEngine Canvas is coming soon: http://fabricengine.com/canvas-videos/
/Thomas On 03/07/2015 05:50 AM, Isaac Weaver wrote: > Not sure if you have heard of Houdini(http://www.sidefx.com/) or not but it > already does exactly what you described, it combines modeling, constraints, > modifiers as well as simulation into one unified system, resulting in an > extremely powerful workflow. It also has something that resembles blenders > driver system, but is a lot more flexible. Not that I am trying to turn > blender into Houdini but it might be good a place to start. > > ~ Isaac > > On Fri, Mar 6, 2015 at 5:22 PM, Jacques Lucke <[email protected]> wrote: > >> >> Hi, >> >> unfortunally I wasn't able to build Blender on my PC for now. (last time >> it worked was 2 years ago. Since then I tried it multiple times for a >> few days....). So design comes first, I think I have way to less C >> knowledge to help coding for such a big project. Maybe later. As you >> said it will take a long time to get to an usable state. >> >> I'm currently thinking about if it is possible to combine modifiers, >> mesh creation (something like sverchok?), constraints and other >> animation stuff (not simulation!) in one system.I think that are things >> that can go hand in hand. My addon is already a bit of a combination of >> all these things and it works quite fine. >> >> Simulation on the other hand is more difficult I guess and I have no >> idea how to unify e.g. particle nodes with hair stuff. >> >> Am 2015-02-28 13:46, schrieb Ton Roosendaal: >> >>> Hi Jacques, >>> >>> A lot of people have seen your work and I heard good things about it. >> I'd be very interested to work out what you could do on the Blender (C >> code) side itself for it. Do you propose to design or to code, or both? >>> As for the design - we have a modifier system to nodify, including >> generative modifiers. We have constraints to look at, including all the >> armature rigging options. We have our particle and hair systems to look at. >> And we have all the other simulation and animation features in Blender... >> it's too big to solve in a single project, but it's certainly something I'd >> like to see people explore designs and develop a good vision for. >>> Might well be a project that takes many years and brings us into the >> next decade in the end :) >>> Lukas Toenne is a core dev who already did node-particle tests, and I >> know he'd love to get focus back on this... but he's doing other things now >> as well (work on particle hair, sims, alembic). His experience with >> supporting a high end pipeline for a film will be invaluable for the design >> later on. For that reason I haven't predicted this project to take off very >> soon. But could well be starting this summer. >>> On the other hand, if you would kickstart it with a design proposal (or >> code prototype), we can definitely check on it! >>> Laters, >>> >>> -Ton- >>> >>> -------------------------------------------------------- >>> Ton Roosendaal - [email protected] - www.blender.org [1]Chairman Blender >> Foundation - Producer Blender Institute >>> Entrepotdok 57A - 1018AD Amsterdam - The Netherlands >> >> >> Links: >> ------ >> [1] http://www.blender.org >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
