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/

