Excellent! I'm not a rigger but my friends rigger are now aware :) On Fri Dec 12 2014 at 10:31:36 AM Sebastien Sterling < [email protected]> wrote:
> > 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 >>>> >>>> >>>>

