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

