I mean using some parts of your simple brush, currently I'm not using the 
pickBuffer but raycasting.

Le 10 mai 2013 à 01:17, Steven Caron <[email protected]> a écrit :

> awesome!
> 
> btw, merged with mine? what do you mean?
> 
> *written with my thumbs
> 
> On May 9, 2013, at 5:21 AM, Ahmidou Lyazidi <[email protected]> wrote:
> 
>> 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 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 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
>> 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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