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

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