It will probably take years to be functional. Ironically by the time it is
done, there will probably be a much better solution out there.


On 19 March 2014 11:30, Artur Woźniak <artur.w...@gmail.com> wrote:

> I thought Bifrost was something more than just a node striped Naiad
> shuffled in Maya . Is it more or just a fluid solver? I know "just" may not
> give its justice but still.
>
> Artur
>
>
> 2014-03-19 12:16 GMT+01:00 Jordi Bares <jordiba...@gmail.com>:
>
> Have a look at the feature list of mudbox and motion builder (big shame as
>> this tool is very very good)
>>
>> Totally and utterly abandoned.
>>
>> If that is caring about your customers this is not the way to show it.
>>
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 19 Mar 2014, at 08:39, Daniel Sweeney <dan...@northforge.co.uk> wrote:
>>
>> Not really impressed by these releases. But autodesk releases have not
>> impressed for a while. Stagnant with A bit of bolted on tech. So OK stuff
>> in Maya but once again seems like all bolt ons.
>>
>> I think max is next on the chopping board or they will just let's it sit
>> and every release will get less and less.
>> On Mar 19, 2014 8:17 AM, "Jordi Bares" <jordiba...@gmail.com> 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 <luceri...@gmail.com>
>>> wrote:
>>> >
>>> > On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte
>>> > <paulocdua...@gmail.com> 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.
>>> >
>>>
>>>
>

Reply via email to