for the time being...

LivePaint - Ahmidou
http://www.si-community.com/community/viewtopic.php?t=1735



On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling <
[email protected]> wrote:

> yes building ice in maya does sound excessively enterprising, which is why
> i asked if it would be doable as supposed to viable. i'm much more
> interested in a simple artisan tool counterpart for softimage
>  there would be a nice place for it, right on the shelf beneath the weight
> painting tooles :P
>
>
> On 8 May 2013 23:58, Alan Fregtman <[email protected]> wrote:
>
>> Code in html? They don't do the browser plugin anymore.
>>
>> You're right about the other things as far as I know though. Write a tool
>> in Fabric and it's usable from Maya and Softimage. Their hair system
>> example is essentially an example of that. Their viewport integration seems
>> to be cross-platform.
>>
>> They have painting samples already, and a brush API, so it's not so far
>> fetched to make an artisan tools clone if you were so inclined, and can
>> code.
>>
>> An ICE clone? That's harder. :p
>>
>>
>>
>> On Wed, May 8, 2013 at 5:33 PM, Sebastien Sterling <
>> [email protected]> wrote:
>>
>>> 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 :)
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

Reply via email to