Thanks Paul, thorough explanation. Also I want to thank Eric and Marc for
explaining (in that other thread) how they are making use of this
mysterious tech. Now onto reading the docs.

Em quarta-feira, 5 de março de 2014, Mirko Jankovic <
[email protected]> escreveu:

> A bit more cleared things now :)
> But let me be stupid now once and learn instead of not asking and staying
> stupid.
> So if I understood correctly.. for example tool that someone create for
> rigging and animation for example, should be, in theory possible to work in
> all supported applications  via Splice.
> So you can use that tool, rig in Maya, animate in SI or vice verse or
> completely in one and use in another?
> Just trying to figure out if I got a grasp of idea  Thanks!
>
>
> On Wed, Mar 5, 2014 at 7:18 PM, Paul Doyle <[email protected]> wrote:
>
> (cross-posted to SI-Community and to our mailing list)
>
> Hi everyone,
>
> We've been mentioned in a few places recently in relation to what has
> happened to Softimage, and particularly in discussions regarding 'what
> now?'. I'm going to try and cover everything that's come up in various
> emails and forum threads. If I missed anything, let me know and I'll do my
> best to get back to you. You can reach me directly using
> [email protected], and I will track responses in the places this is
> posted.
>
> Before getting into anything else, you need to know that *FABRIC IS FREE* to
> individuals. Freelancers, hobbyists, students, professionals - we don't
> care. We strongly believe that the way for Fabric to become successful is
> for people to have easy access to it. We make money from studios adopting
> the technology, not from people trying to use it.
> "What the &^%$ is Fabric Engine?"
>
> Fabric Engine is a platform for building custom tools and applications.
> It's designed to be open and extensible. That doesn't really mean much
> though, so let me explain a bit about the major components.
>
> *Fabric Core - *this is a high-performance multi-threading engine. It
> takes the code you write in KL, and makes sure that it runs as fast as
> possible on the hardware you're running it on.
>
> *Kernel Language (KL)* - this is the high-level language used for writing
> this code. KL has been designed to be accessible to someone that is most
> comfortable writing Python code - it behaves as a dynamic language, so you
> can iterate quickly. However, it is as fast as statically compiled code.
> Soon we will be able to execute KL on your graphics card, without needing
> to change a line of code - GPU compute for free, using a language that
> anyone can learn. You can learn a lot more about the KL language here:
> http://fabricengine.com/splice/kernel-language-kl/
>
> *Extensions - *we ship a range of libraries that Fabric can use. Alembic,
> FBX, Bullet, Open Image IO, hardware devices and so on. We also ship the
> EDK to make your own extensions, and all the source code to our extensions,
> and tools to make it as easy possible. This means that you can use these
> libraries inside of your existing DCCs.
>
> *Splice API - *this API makes it possible for you to use the Fabric Core
> and KL within other applications. That might be a commercial DCC  - we
> currently support Maya, Softimage, Arnold and Nuke (Max and Houdini coming
> soon) - or it could be a custom framework. This allows you to use Fabric to
> build tools that are DCC-agnostic - you can easily move them between
> applications, which can be very powerful. There is a full demo here:
> https://vimeo.com/76325922
>
>

-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/

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