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
>>>>
>>>>
>>>>

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