Create a whole dcc on top of a proprietary closed source product that can disappear or be trashed at any time ? Are you kidding ? Will you ever learn ?

I guess loosing Softimage was not enough for you ? Or you simply don't care ?

I still do. For a long time.

Cheers,
Guy.
--

guy rabiller | radfac founder | raa.tel


On 12/12/14 14:39, Ahmidou Lyazidi wrote:

Il don't see the need to expose the core either, you can already create a whole dcc by yourself. You can extend the Splice standalone and add as many feature as you want. You can add/derive/modify all the KL objects. You can draw whatever you want in modern opengl and interact with the objects in the viewport. Integrate. c++ libraries and finally customize the ui with QT.
What would you like to do by changing the core?

Le 12 déc. 2014 06:00, "Thomas Mansencal" <[email protected] <mailto:[email protected]>> a écrit :

    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]
    <mailto:[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] <mailto:[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] <mailto:[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]
                <mailto:[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  <http://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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