Hi Steven, it's still very wip, I'll release the sources as soon as I'll have cleaned the code I also want to merge it with yours.
By the way, it's updated :) http://www.si-community.com/community/viewtopic.php?f=13&t=1735&p=12643#p12643 Cheers A. ----------------------------------------------- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/9 Steven Caron <[email protected]> > @ahmidou > > if you don't have plans to market/sell it, maybe share the code? > > > On Wed, May 8, 2013 at 9:27 PM, Ahmidou Lyazidi <[email protected]>wrote: > >> Hi Sebastien, >> There is a 64bit version in the archive, and you can smooth/relax by >> choosing the option in the RMB menu. >> By the way I have an updated version at home with the undo working, I'll >> post it tonight >> >> ----------------------------------------------- >> Ahmidou Lyazidi >> Director | TD | CG artist >> http://vimeo.com/ahmidou/videos >> >> >> 2013/5/9 Sebastien Sterling <[email protected]> >> >>> 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 :) >>>>>>>>>>>>>> >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >

