Hot shit this stuff looks cool, just make a DCC already :P Na i get why that can't be a priority right now, still all this awsome...
We are hungry for more i'm sure :) so congrats to all and to you Paul. On 12 December 2014 at 08:23, Nicolas Esposito <[email protected]> wrote: > > 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 >>> >>> >>>

