I meant "simple to implement" once you have done it in maya of course I am sure 
us not simple, specially since looks like non water tight geometry is handled 
apparently very well and that may be the tough part.

I will ask our RnD guy here what does he thinks about it.

Jb

Sent from my iPhone

> On 19 Mar 2014, at 08:17, Jordi Bares <[email protected]> wrote:
> 
> Its really nice research, and simple to implement, this is the kind of tool 
> that will cost you peanuts to integrate in max and Softimage isn't it?
> 
> I will certainly read the paper properly.
> 
> Jb
> 
> Sent from my iPhone
> 
>> On 19 Mar 2014, at 02:31, Luc-Eric Rousseau <[email protected]> wrote:
>> 
>> On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>> <[email protected]> wrote:
>>> Agree, and the geodesic voxel binding skin algorithm, Blender already have
>>> at least 1 year ago or more. In other words, no innovation, only
>>> implementation of existing tools.
>> 
>> Got a link to that?  Geodesic voxel binding is research by Autodesk.
>> 

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