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 :) >>>>> >>>>> >>>> >>> >> >

