Great job guys! I'm very interested especially regarding the DeltaMush modifier, looks fantastic!
Very interesting is the Blendshapes rig...about that I'm thinking that the debugging of the blendshape could be used for realtime deformation ( displacement or wrinkle maps ) that triggers automatically ( ala Facerobot but much quicker ). I'm still not familiar with Fabric Engine so pardon my questions but: - Regarding the captain atom rig, if I understood correctly you are able via Alembic to bake all the deformation you setup with the Rigging Toolbox and then via script apply those deformation on the source mesh itself, right? so, after I did all the deformations I want I can simply bake those deformations with a script and then export the rig itself in FBX and those deformations are baked in, right? - Same question, but related to tge blendshape rig...at 22.10 the locator is described as a container which holds the geometry, but there's no actual geometry in the scene...in this case how the export in FBX would work? Cheers guys, this looks awesome! 2014-12-12 3:46 GMT+01:00 Paul Doyle <[email protected]>: > > Hi Guy - no, we're not planning to open-source the core. Thanks for the > analysis of our client base and users ;) > > Paul > > On 11 December 2014 at 21:28, Guy Rabiller <[email protected]> > wrote: >> >> >> Hi Paul, >> >> Still no plan to make the Core open sourced (perhaps dual licensed ala >> Oracle) and available to open sourced projects ? >> >> I see you are now in need for more users/clients, perhaps this could be >> the right time ? >> >> Cheers, >> Guy. >> -- >> >> guy rabiller | radfac founder | raa.tel >> >> >> On 11/12/14 22:48, Paul Doyle wrote: >> >> (X-Post from 3DPro) >> >> Hi everyone - something that has come up a few times with customers has >> been 'can you give us some sample deformers written in KL for us to get >> started?'. The Rigging Toolbox is our pass at doing just that: a public >> repo where people can see how we've approached things like delta mush (is >> it too late to be considered part of the DM hype train?) and contribute >> back their own work if they want to. >> >> video here: https://vimeo.com/114272905 >> website + link to repo: http://fabricengine.com/rigging-toolbox/ >> >> "The Rigging Toolbox provides a collection of production relevant tools >> that can be used when building character pipelines using Fabric Engine. >> These tools can be used as is, or purely as reference as you build your own >> implementations. Recently we have added a suite of deformers and are now >> working on leveraging our GPU compute capabilities with these deformers." >> >> The rigging toolbox works in Maya, Max and Softimage with our Splice >> plugin, so this all has the usual Fabric benefits of encapsulation and >> portability. As we move to visual programming next year, this work will all >> be compatible there as well. >> >> Last infomercial piece: http://fabricengine.com/get-fabric/ Fabric is >> free for individuals and we're giving 50 free licenses to studios, which >> helps when you're hoping people will contribute to a project like this. >> >> Thanks, >> >> Paul >> >> >>

