In maya Splice is implemented as a node in maya's node-graph, which lends itself better to the recreation of well, a node graph like ICE which LKL uses. You could set up a splice file for every compound in an ICEPlugin, give it the right inputs and outputs, load them all into their own splice-maya-nodes and then connect them to one another through maya's node-graph. It wouldn't be as good though as the current implementation in ICE because all the nodes would look effectively the same and such.
It's not really an important thought, as it isn't meant to be used that way I think. I was merely musing on possibilities. On Wed, Mar 12, 2014 at 7:31 PM, olivier jeannel <[email protected]>wrote: > Why is it different in Maya and SI ? > > Le 12/03/2014 19:24, Leonard Koch a écrit : > > Hey everyone, glad you're liking the example. > > As to the question of what is in Fabric Engine for people who can't > code, I think that it will just be our responsibility as tool builders to > build up a library of tools > With the current implementation of splice it is still a bit hard to > reproduce the full functionality of a suite of compounds like LK Lightning. > At least in Softimage, in Maya I think it would be pretty doable, but not > perfect. 2.0 will hopefully help a lot with that. > > @EricThivierge > I was having concerns along similar lines. I think an ice attribute should > simply be an array of that type in another application, but I haven't taken > a look yet. > I'll download a maya trial later, will give it a try and report back. > > > On Wed, Mar 12, 2014 at 5:29 PM, Paul Doyle <[email protected]> wrote: > >> On a serious note - there will be visual programming capabilities in the >> new data flow graph, but stage one of that will not have a visual >> programming system for writing KL. Think of it more like ICE at the >> scenegraph level. We are now discussing the visual programming requirements >> for authoring KL - the nice thing is that the work involved is really >> around the interface to everything we already have in place. ICE took a >> long time to come through because there was a lot going on at all levels. >> We've already spent four years on the execution engine and KL language. >> >> We will share timelines soon and I think you'll be excited. Remember >> that this stuff will work within other DCCs, so it can be quite a gentle >> introduction to Fabric rather than wholesale change. >> >> >> On 12 March 2014 12:25, Nicolas Esposito <[email protected]> wrote: >> >>> Sounds great!!! >>> Hopefully users too will start to do some basic and advanced tutorials >>> in order to have a better idea of whats going of behind the framework, so >>> at least, even if you're not a coder, you have an idea of whats going on. >>> >>> >>> 2014-03-12 17:14 GMT+01:00 Helge Mathee <[email protected]>: >>> >>> Hey guys, >>>> >>>> just as a side not for those of you "normal" users who are not into >>>> coding, >>>> we did discuss visual programming several times internally and with >>>> clients, >>>> it has come up. There's no roadmap for it yet (or release dates), but >>>> it is certainly >>>> something we'll look into in the future (at some point). I am trying to >>>> be careful >>>> phrasing this to not to create too immediate expectations. :) >>>> >>>> We are working hard right now to complete GPU compute. >>>> >>>> -H >>>> >>>> >>>> On 12.03.2014 16:57, Angus Davidson wrote: >>>> >>>> I really second that it would be great to have a few apps that people >>>> can use out the box when testing and seeing how they were put together. I >>>> know a lot of the stuff that does get developed will be in house only, but >>>> the more things that get released into the wild as it were the more folks >>>> will be exposed to it and take the plunge. >>>> ------------------------------ >>>> *From:* Mirko Jankovic [[email protected]] >>>> *Sent:* 12 March 2014 04:12 PM >>>> *To:* [email protected] >>>> *Subject:* Re: [OT] A Case for Fabric Engine >>>> >>>> small Q. for us "normal" users that are not into coding. >>>> with all things happening plus busy schedule never enough time to test >>>> new candy but does that mean that we need to get fabric, get splice and can >>>> start using tools that are made and ported? >>>> ofc right now FE is more interesting to coders to start making but you >>>> guys need someone to play with toys you make right? :) >>>> >>>> >>>> On Wed, Mar 12, 2014 at 3:07 PM, Eric Turman <[email protected]>wrote: >>>> >>>>> Thanks Leonard! That was an impressively small bit of code compared to >>>>> the ICE tree. >>>>> >>>>> -=Eric Turman >>>>> >>>>> >>>>> On Wed, Mar 12, 2014 at 8:20 AM, Leonard Koch < >>>>> [email protected]> wrote: >>>>> >>>>>> Hey everyone, I rewrote a component from one of my Plugins in Fabric >>>>>> Engine. >>>>>> This video shows the outcome: https://vimeo.com/88867023 >>>>>> I'm very impressed. >>>>>> >>>>>> In the video I also answer a question I've been getting some emails >>>>>> about in the past few days: >>>>>> What is going to happen to my tools? >>>>>> I'm going to port and develop them further in Fabric Engine, for >>>>>> Softimage, but also for whatever other platform we're all going to end up >>>>>> on. >>>>>> >>>>>> Leonard Koch >>>>>> >>>>> >>>>> >>>>> >>>>> -- >>>>> >>>>> >>>>> >>>>> >>>>> -=T=- >>>>> >>>> >>>> This communication is intended for the addressee only. It is >>>> confidential. If you have received this communication in error, please >>>> notify us immediately and destroy the original message. You may not copy >>>> or disseminate this communication without the permission of the >>>> University. Only authorised signatories are competent to enter into >>>> agreements on behalf of the University and recipients are thus advised >>>> that the content of this message may not be legally binding on the >>>> University and may contain the personal views and opinions of the author, >>>> which are not necessarily the views and opinions of The University of the >>>> Witwatersrand, Johannesburg. All agreements between the University and >>>> outsiders are subject to South African Law unless the University agrees in >>>> writing to the contrary. >>>> >>>> >>>> >>>> >>>> >>> >> > >

