Yeah but if like you say, you can feed in the same data type array,
there is no reason you can't feed in the nParticle xfo's if you have
access to them. This would be an interesting problem to see if you can
solve and if the implementation allows. I haven't done any splice work
with particles yet so I can't really say how possible it is.
Eric T.
On Wednesday, March 12, 2014 2:40:18 PM, Leonard Koch wrote:
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] <mailto:[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] <mailto:[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]
<mailto:[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] <mailto:[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]
<mailto:[email protected]>]
*Sent:* 12 March 2014 04:12 PM
*To:* [email protected]
<mailto:[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] <mailto:[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]
<mailto:[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=-
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