I'm not a coder unfortunately, :- ( but yes I'd definitely buy a finished
version with relax and symmetry, I have stated as much on previous threads.
(i don't know much about development costs)



On 9 May 2013 02:09, Steven Caron <[email protected]> wrote:

> no, the first post shows he updated it.
>
> ya, no relax... maybe ask him for the source code so you can make the
> changes? or offer to pay him?
>
> s
>
>
> On Wed, May 8, 2013 at 4:35 PM, Sebastien Sterling <
> [email protected]> wrote:
>
>> Yes i have seen this before, however it is only for 32 bit ? i still
>> think it is impressive, but it doesn't have the most important tool the
>> relax tool, the one tool that would complete mudbox... so they horde it as
>> a maya exclusive...
>>
>>
>> On 9 May 2013 01:07, Steven Caron <[email protected]> wrote:
>>
>>> 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 :)
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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