Apologies for resurrecting this topic, only i was chatting to our character
fx supervisor about Fabric, and it got me thinking, would it be possible to
create something like ice in fabric engine, but for maya? i mean possible,
not viable, i don't want to see ice in maya, i was just wondering what are
the limits, it sounds like an sdk away from home, could one make deformers
operators, could you make a version of artisan sculpt tools for softimage
with deformers linked to brushes ? would it all have to happen in a second
interface, or is there a way of integrating it seamlessly with what is
already there in maya and softimages UI, also i was told that you can code
in html and the KL core does the heavy lifting is this right ? sorry again
if any of this in inacurate


On 20 April 2013 21:02, Paul Doyle <[email protected]> wrote:

> Don't get me wrong - Yeti is great software, and the guys at Peregrine are
> very smart. I was just responding to the comments about Fabric :)
>
>
> On 20 April 2013 13:33, Sebastien Sterling 
> <[email protected]>wrote:
>
>> Hello Paul, i have in fact seen the demo for the hair module, and in
>> general the fabric engine looks amazing, up until now i was under the
>> impression it was going to be some external application that would instance
>> things back into softimage or maya, i was not aware that you intended to
>> integrate it into both applications, i'm curious and very eager to see what
>> this might look like :)
>>
>> the thing i like with yeti after having seen it in action is the
>> interaction model is really solid, you have a node based editor to build
>> your simulation tree where your setting live like ice, but you can also
>> come in and comb and tweek the guides manually, its also really cleaver
>> about instancing. more to the point its very specifically built for
>> "artists" to create production quality hair.
>>
>>
>> On 20 April 2013 18:15, Paul Doyle <[email protected]> wrote:
>>
>>> Just to clarify - the Creation 
>>> modules<http://fabricengine.com/creation-modules/>are designed to be much 
>>> more 'out of the box' than the Creation Platform
>>> itself (which, as you rightly say, is a tool for building tools). Right now
>>> we're focused on modules for locomotion/crowds (Horde), scene assembly
>>> (Stage) and vegetation (Flora).
>>>
>>> Tufty (the hair module) is on hold at the moment but we'll pick it up
>>> again later this year (sooner if someone wants us to build them a hair
>>> system). When it's made available it will provide out of the box
>>> functionality, and run standalone as well as inside Maya and Softimage
>>> (which I think is a pretty good attempt at " its nice to have a
>>> production ready out of the box solution identical and compatible
>>> everywhere in the world"). The preview 
>>> video<https://vimeo.com/51762811>that we released last year already showed 
>>> a viable workflow - we just want
>>> to do a lot more with it before we release anything.
>>>
>>>
>>>
>>>
>>> On 20 April 2013 11:54, Sebastien Sterling <[email protected]
>>> > wrote:
>>>
>>>> i would have thought the more third party willing to develop on
>>>> softimage platform the better, yes the fabric engine looks really
>>>> promising, but its still not a "solution" its a tool designed to create
>>>> other tools, as powerful a tool it is to a TD or coder, in this instance
>>>> its like replacing ice with something even more sophisticated and
>>>> specialised,
>>>>
>>>> To give you another example, i don't know if any of you have seen the
>>>> Psyop ruffle feather engine, that is ice based and amazing, but i can't
>>>> create somthing like that, we can't all go away for a year or 2 and become
>>>> TD's in order to build our own little feather systems in ice, sometimes its
>>>> nice to have a production ready out of the box solution identical and
>>>> compatible everywhere in the world.
>>>>
>>>>
>>>> On 20 April 2013 12:48, Nick Angus <[email protected]> wrote:
>>>>
>>>>>  Have you had a look at fabric engines vimeo page?  They have started
>>>>> a fur package probably more as a tech demo at this stage, but they may be
>>>>> planning to complete it as a full package.
>>>>>
>>>>> It would of course be maya/soft compatible, and you know its good if
>>>>> Helge Mathee had anything to do with it!
>>>>>
>>>>> N
>>>>>
>>>>> Sent from my Windows Phone
>>>>>  ------------------------------
>>>>> From: Sebastien Sterling <[email protected]>
>>>>> Sent: 19/04/2013 7:26 PM
>>>>>
>>>>> To: [email protected]
>>>>> Subject: Yeti for Softimage
>>>>>
>>>>>     Hello List.
>>>>>
>>>>>  I just wanted to perform a quick survey of what solutions people are
>>>>> using for hair/fur/feathers in softimage these days.
>>>>>
>>>>>  recently a new tool has become available on the market, its a
>>>>> production ready all in one hair/feather solution. it's called Yeti
>>>>>
>>>>>  http://peregrinelabs.com/yeti/
>>>>>
>>>>>
>>>>>  The hair module in softimage doesn't seem to have aged well, and i
>>>>> know what a lot of you are thinking, ice already gives us a multitude of
>>>>> ways to develop hair solutions... However, there doesn't seem to be any
>>>>> universal go to hair solution for softimage. this can be a problem for
>>>>> numerous reasons. and as good as ice is, it's short comings can't be
>>>>> ignored (ex: styling tools?)
>>>>>
>>>>>  I wrote an email to Peregrine asking if there where any plans for a
>>>>> port to XSI, they responded as follows:
>>>>>
>>>>> Hi Sebastien,
>>>>>
>>>>> Thank you for the great feedback - we have investigated Yeti
>>>>> integration for rendering preview which may be available in a later 
>>>>> version
>>>>> but at this time we're not planning an XSI version of the editing tools.
>>>>>  Adding in support for a whole new 3D application is a large task and we
>>>>> haven't had enough demand for an XSI version at this stage.  If at some
>>>>> point that changes and it looks like a studio may commit to a large number
>>>>> of licenses we could afford to do this.
>>>>>
>>>>>  So yes, i guess I'm asking who would like Yeti to come to softimage,
>>>>> and if Not, why?
>>>>>
>>>>>  good day :)
>>>>>
>>>>>
>>>>
>>>
>>
>

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