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
>>>
>>>
>>>

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