It's actually simple to implement in general. Doesn't mean cheap or quick,
but there's hardly anything exotic about it.
Voxelling non watertight geo is also a non-issue, I think it's highlighted
in the features because some stuff out there frequently craps itself with
non WT and non Manifold topology, but it's not a technological breakthrough.



On Wed, Mar 19, 2014 at 7:32 PM, Jordi Bares <[email protected]> wrote:

> 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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