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

