RE: ERROR : 2000 - Mesh structure error (corruption)

2015-07-07 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Whatever this is, it's just insidious. I have models that are reading fine for 
days then suddenly out of nowhere it is corrupted upon opening a saved scene. 
It's almost as if the corruption is occurring upon the previous scene save. I 
can go back to the scene save prior and compare the edges or vertices or poly 
that are reported bad and in the prior save they are different components than 
the ones being reported corrupt in the current scene. At least they are in 
different places on the geometry.

A lot of these models do have user normal clusters but that's all as far as 
clusters go. I guess I'll try to hunt them all down and delete them. The worst 
offenders weren't created in SI and I have no pedigree on what they were made 
in but it's clear that SI can't handle them safely.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
 boun...@listproc.autodesk.com] On Behalf Of Matt Lind
 Sent: Monday, July 06, 2015 3:22 PM
 To: softimage@listproc.autodesk.com
 Subject: RE: ERROR : 2000 - Mesh structure error (corruption)
 
 You are experiencing exactly what I experienced at Carbine that prevented
 upgrade from Softimage 7.5 for 5+ years.  If you can tell me with certainty
 which version of Softimage you made the geometry, I may be able to help
 you salvage some stuff.
 
 I reported a ton of corruption issues from XSI v6.x thru 2012 SP2.  All those
 versions have hidden gremlins like what you just uncorked.  The specific
 gremlin and it's solution varies depending on the version of the software the
 geometry was created and/or last modified prior to being opened to 2013 or
 later.  Geometry created in 2013 SP1 or later should not have any of these
 issues.
 
 One thing you could check is to see if your geometry has polygon clusters.
 If so, try rebuilding them, then deleting the original polygon cluster(s).
 I suggest doing while geometry operator loading/evaluation is disabled in
 your user preferences.  That tended to fix a lot of our problems.
 Triangulating geometry also helped.
 
 I also suggest you fix the issues in the version of Softimage which they were
 created and not try to fix it in 2014 or later as the fixes to those problems
 actually prevent you from fixing them in the latter versions.  For example, if
 the scene was created in Softimage 2011, then fix the problems in Softimage
 2011.
 
 
 Matt
 
 
 
 Date: Mon, 6 Jul 2015 13:51:34 +
 From: Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov
 Subject: RE: ERROR : 2000 - Mesh structure error (corruption)
 To: softimage@listproc.autodesk.com
 
 It would seem that this is mostly geometry related. It also seems that it is 
 an
 age issue as I have some Models that were created in Soft about 5 years ago
 and created no problems then but are demonstrating issues now. What's
 more bizarre is that one mesh has topology errors that I am certain did not
 exist back then. It literally boils down to a simple 64x64 square grid of 
 quads
 that was generated from a loft and later converted to a mesh. There is an
 area of about 15 or so polys that are mangled, missing, and non-manifold,
 kind of like you see in some DWG to mesh conversions. But there is
 absolutely no apparent reason for it. I have other geometry that came over
 from Maya that was originally NURBS and a lot of older Viewpoint geometry
 as well. I see the problem a lot with those models. But that isn't what
 surprises me. It's the custom modeling created in Maya and Softimage about
 5 years ago that really doesn't make sense. It's like the entire mesh database
 for any geometry that exhibits the problem is unstable. The minute you
 delete offending points, edges or polys the problem moves to a different
 part of the mesh. Its as if the geometry, when read by SI, was read wrong
 and mangled. You have to delete the entire mesh and recreate it. Just as you
 said, it's a lost cause. The only thing with these models that seems to be
 consistent is their age and the fact that they started existence as a NURBS
 model and at some point converted to mesh.
 
 --
 Joey Ponthieux
 LaRC Information Technology Enhanced Services (LITES) MYMIC Technical
 Services NASA Langley Research Center
 __
 Opinions stated here-in are strictly those of the author and do not represent
 the opinions of NASA or any other party.




RE: ERROR : 2000 - Mesh structure error (corruption)

2015-07-07 Thread Matt Lind
I have models that are reading fine for days then suddenly out of nowhere 
it is
corrupted upon opening a saved scene. It's almost as if the corruption is 
occurring

upon the previous scene save.


Yes, that is exactly *one* of the bugs.  XSI 6.x, Softimage 2010, Softimage 
2011, and Softimage 2012 are quite afflicted with this problem.


The aggravating part about the bug is it will develop during a session, but 
you won't see the effects of the bug until you open the scene in a new 
session.  That is, you can save multiple times during a session and all 
those scenes will not display the bug until you quit Softimage then restart 
the application and try to open those scenes.  Often not until another 
windows session on another calendar day.  Most of the artists bitten by this 
bug didn't see the problem until the following morning after a day's work.


Drove me bats tracking that one down and trying to replicate it.  I found it 
more pronounced on scenes using ICE, which is one reason why I didn't deploy 
it's use in production on Wildstar.



Matt






Date: Tue, 7 Jul 2015 18:55:53 +
From: Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov
Subject: RE: ERROR : 2000 - Mesh structure error (corruption)
To: softimage@listproc.autodesk.com

Whatever this is, it's just insidious. I have models that are reading fine 
for days then suddenly out of nowhere it is corrupted upon opening a saved 
scene. It's almost as if the corruption is occurring upon the previous scene 
save. I can go back to the scene save prior and compare the edges or 
vertices or poly that are reported bad and in the prior save they are 
different components than the ones being reported corrupt in the current 
scene. At least they are in different places on the geometry.


A lot of these models do have user normal clusters but that's all as far as 
clusters go. I guess I'll try to hunt them all down and delete them. The 
worst offenders weren't created in SI and I have no pedigree on what they 
were made in but it's clear that SI can't handle them safely.


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



Re: data stream

2015-07-07 Thread Scott
Nice. The set up is allowing you to change the path, I assume. It's an 
interesting task, visualizing this and what leeway you might take. Are you 
planning on doing something more with the reveal?

Sent on the new Sprint Network

- Reply message -
From: Kris Rivel krisri...@gmail.com
To: Softimage List softimage@listproc.autodesk.com
Subject: data stream
Date: Mon, Jul 6, 2015 12:03 PM

Yeah sure! Sorry for the bad dropbox compression...download if you want a 
better look. Just 3 passes..thin strands, lots of small digits and a few larger 
ones: https://www.dropbox.com/s/03gsttazwz3r9b2/Strands_v03_Comp3.mp4?dl=0

On Fri, Jul 3, 2015 at 3:10 PM, Scott Lange sc...@turbulenceffects.com wrote:
Kris, can we see a WIP? I understand if you would prefer not to. SCL From: 
softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
Sent: Friday, July 03, 2015 2:54 PM
To: Softimage List
Subject: Re: data stream I keep solving my own problems...happy to report I did 
this with some simple spawning of random characters! Didn't think it would be 
that easy!
 On Thu, Jul 2, 2015 at 5:58 PM, Kris Rivel krisri...@gmail.com wrote:Trying 
to think of the best way to create a data stream effect. I have some nice 
flowing strands but I want to add random digits, bits of text, etc. I would 
love if each particle flowing along my path was randomly dropping a different 
character at each frame or specific intervals. Any suggestions?
Kris

 

Re: modo / houdini + fabric engine

2015-07-07 Thread Sebastien Sterling
they are fairly different packages now.

I don't know if Fabric out of the box will compensate for everything
Houdini has to offer,

i feel fairly certain that in time it will, or if you are a KL Wiz kid you
can do some crazy stuff, but it would still be a huge undertaking.

The guys said at the mo they are concentrating on rigging.

maybe later they work on particles, fluid sims, hair and fur, maybe people
like Poobi or Mootz create addons and plugins to extent functionality

that would be the beauty of fabric to a 3rd party, you can sell your
plugins to every package user.



On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build tools
 with that.

 So with fabric engine in mind, I wonder how people feel about modo v.s.
 houdini?



modo / houdini + fabric engine

2015-07-07 Thread Doeke Wartena
For me a good reason to go houdini was the node based programming it
supports.
But now with Fabric Engine I feel it will be much butter to build tools
with that.

So with fabric engine in mind, I wonder how people feel about modo v.s.
houdini?


Re: modo / houdini + fabric engine

2015-07-07 Thread Juhani Karlsson
I was thinking more about the simulation solvers. Flip and fluid solvers
ect.
I think it takes still some time to make that happen. Then again who knows
what Mootz is up to ; )

Rigging in Fabric is already very promising!

- J

On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101 and
 it`s great for content creation but I would not make the whole studio run
 on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com
  wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz kid
 you can do some crazy stuff, but it would still be a huge undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build tools
 with that.

 So with fabric engine in mind, I wonder how people feel about modo v.s.
 houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Tehtaankatu 27a
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


Re: modo / houdini + fabric engine

2015-07-07 Thread Juhani Karlsson
Houdinis strong point is not only the procedualism but also very good
solvers and those took long time to develop.
If Fabric would get that good solvers I would imagine it being quite a
beast as it can run on other dccs.

Modo is complete opposite to Houdini. I have been using it since 101 and
it`s great for content creation but I would not make the whole studio run
on it.

- J

On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz kid you
 can do some crazy stuff, but it would still be a huge undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe people
 like Poobi or Mootz create addons and plugins to extent functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build tools
 with that.

 So with fabric engine in mind, I wonder how people feel about modo v.s.
 houdini?





-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Tehtaankatu 27a
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


Re: data stream

2015-07-07 Thread Kris Rivel
Thanks! Just a test for a potential project at this point.

On Tue, Jul 7, 2015 at 8:16 AM, Scott sc...@turbulenceffects.com wrote:

 Nice. The set up is allowing you to change the path, I assume. It's an
 interesting task, visualizing this and what leeway you might take. Are you
 planning on doing something more with the reveal?

 Sent on the new Sprint Network

 - Reply message -
 From: Kris Rivel krisri...@gmail.com
 To: Softimage List softimage@listproc.autodesk.com
 Subject: data stream
 Date: Mon, Jul 6, 2015 12:03 PM

 Yeah sure! Sorry for the bad dropbox compression...download if you want a
 better look. Just 3 passes..thin strands, lots of small digits and a few
 larger ones:
 https://www.dropbox.com/s/03gsttazwz3r9b2/Strands_v03_Comp3.mp4?dl=0

 On Fri, Jul 3, 2015 at 3:10 PM, Scott Lange sc...@turbulenceffects.com
 wrote:

 Kris, can we see a WIP? I understand if you would prefer not to.



 SCL



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel
 *Sent:* Friday, July 03, 2015 2:54 PM
 *To:* Softimage List
 *Subject:* Re: data stream



 I keep solving my own problems...happy to report I did this with some
 simple spawning of random characters! Didn't think it would be that easy!



 On Thu, Jul 2, 2015 at 5:58 PM, Kris Rivel krisri...@gmail.com wrote:

 Trying to think of the best way to create a data stream effect. I have
 some nice flowing strands but I want to add random digits, bits of text,
 etc. I would love if each particle flowing along my path was randomly
 dropping a different character at each frame or specific intervals. Any
 suggestions?

 Kris







Re: modo / houdini + fabric engine

2015-07-07 Thread Eric Thivierge
There is nothing stopping you from creating solvers currently. We have a
Hair simulation solver going at Hybride currently that Ahmidou is pushing
on. Getting some awesome results. Utilizing Fabric for the calculations and
pushing back into Softimage to strands. Nothing stopping us doing the same
in Maya I don't think either.

I wouldn't say that Fabric is just working on Rigging. It's the easiest
thing to target currently as it's mostly just driving transforms, but there
isn't anything stopping you from doing some work in other areas.

For solvers, we'll be shipping Kraken with a few standard ones that you'll
be able to use and build your own components from:
2 Bone IK / FK
N Bone IK / FK
Bezier Spine
Multi Pose Constraint





Eric Thivierge
http://www.ethivierge.com

On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson juhani.karls...@talvi.com
wrote:

 I was thinking more about the simulation solvers. Flip and fluid solvers
 ect.
 I think it takes still some time to make that happen. Then again who knows
 what Mootz is up to ; )

 Rigging in Fabric is already very promising!

 - J

 On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101 and
 it`s great for content creation but I would not make the whole studio run
 on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz kid
 you can do some crazy stuff, but it would still be a huge undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent 
 functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build
 tools with that.

 So with fabric engine in mind, I wonder how people feel about modo
 v.s. houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi



Re: modo / houdini + fabric engine

2015-07-07 Thread Sebastien Sterling
Is there something like softs constrain to cluster ?

On 7 July 2015 at 15:34, Eric Thivierge ethivie...@gmail.com wrote:

 There is nothing stopping you from creating solvers currently. We have a
 Hair simulation solver going at Hybride currently that Ahmidou is pushing
 on. Getting some awesome results. Utilizing Fabric for the calculations and
 pushing back into Softimage to strands. Nothing stopping us doing the same
 in Maya I don't think either.

 I wouldn't say that Fabric is just working on Rigging. It's the easiest
 thing to target currently as it's mostly just driving transforms, but there
 isn't anything stopping you from doing some work in other areas.

 For solvers, we'll be shipping Kraken with a few standard ones that you'll
 be able to use and build your own components from:
 2 Bone IK / FK
 N Bone IK / FK
 Bezier Spine
 Multi Pose Constraint




 
 Eric Thivierge
 http://www.ethivierge.com

 On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson 
 juhani.karls...@talvi.com wrote:

 I was thinking more about the simulation solvers. Flip and fluid solvers
 ect.
 I think it takes still some time to make that happen. Then again who
 knows what Mootz is up to ; )

 Rigging in Fabric is already very promising!

 - J

 On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com
  wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101
 and it`s great for content creation but I would not make the whole studio
 run on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz kid
 you can do some crazy stuff, but it would still be a huge undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent 
 functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com
 wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build
 tools with that.

 So with fabric engine in mind, I wonder how people feel about modo
 v.s. houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





Re: modo / houdini + fabric engine

2015-07-07 Thread Sebastien Sterling
And then stuff like this happens :P

http://www.awn.com/news/mpc-fabric-software-unveil-fabric-pixar-s-renderman?utm_source=dlvr.itutm_medium=facebook

On 7 July 2015 at 15:23, Juhani Karlsson juhani.karls...@talvi.com wrote:

 I was thinking more about the simulation solvers. Flip and fluid solvers
 ect.
 I think it takes still some time to make that happen. Then again who knows
 what Mootz is up to ; )

 Rigging in Fabric is already very promising!

 - J

 On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101 and
 it`s great for content creation but I would not make the whole studio run
 on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz kid
 you can do some crazy stuff, but it would still be a huge undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent 
 functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build
 tools with that.

 So with fabric engine in mind, I wonder how people feel about modo
 v.s. houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi



Re: modo / houdini + fabric engine

2015-07-07 Thread Eric Thivierge
Fabric doesn't have a concept of clusters currently so no. I'm sure you
could implement something similar though.

Eric T.


Eric Thivierge
http://www.ethivierge.com

On Tue, Jul 7, 2015 at 10:39 AM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Is there something like softs constrain to cluster ?

 On 7 July 2015 at 15:34, Eric Thivierge ethivie...@gmail.com wrote:

 There is nothing stopping you from creating solvers currently. We have a
 Hair simulation solver going at Hybride currently that Ahmidou is pushing
 on. Getting some awesome results. Utilizing Fabric for the calculations and
 pushing back into Softimage to strands. Nothing stopping us doing the same
 in Maya I don't think either.

 I wouldn't say that Fabric is just working on Rigging. It's the easiest
 thing to target currently as it's mostly just driving transforms, but there
 isn't anything stopping you from doing some work in other areas.

 For solvers, we'll be shipping Kraken with a few standard ones that
 you'll be able to use and build your own components from:
 2 Bone IK / FK
 N Bone IK / FK
 Bezier Spine
 Multi Pose Constraint




 
 Eric Thivierge
 http://www.ethivierge.com

 On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson 
 juhani.karls...@talvi.com wrote:

 I was thinking more about the simulation solvers. Flip and fluid solvers
 ect.
 I think it takes still some time to make that happen. Then again who
 knows what Mootz is up to ; )

 Rigging in Fabric is already very promising!

 - J

 On 7 July 2015 at 17:16, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Given their current focus is rigging i'm sure that solvers will be
 addressed shortly, these are pretty amazing people as I'm sure is news to
 no one here :P

 On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com
 wrote:

 Houdinis strong point is not only the procedualism but also very good
 solvers and those took long time to develop.
 If Fabric would get that good solvers I would imagine it being quite a
 beast as it can run on other dccs.

 Modo is complete opposite to Houdini. I have been using it since 101
 and it`s great for content creation but I would not make the whole studio
 run on it.

 - J

 On 7 July 2015 at 14:59, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 they are fairly different packages now.

 I don't know if Fabric out of the box will compensate for everything
 Houdini has to offer,

 i feel fairly certain that in time it will, or if you are a KL Wiz
 kid you can do some crazy stuff, but it would still be a huge 
 undertaking.

 The guys said at the mo they are concentrating on rigging.

 maybe later they work on particles, fluid sims, hair and fur, maybe
 people like Poobi or Mootz create addons and plugins to extent 
 functionality

 that would be the beauty of fabric to a 3rd party, you can sell your
 plugins to every package user.



 On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com
 wrote:


 For me a good reason to go houdini was the node based programming it
 supports.
 But now with Fabric Engine I feel it will be much butter to build
 tools with that.

 So with fabric engine in mind, I wonder how people feel about modo
 v.s. houdini?





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi





 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Tehtaankatu 27a
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi