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. >>

