Our customers all have agreements that protect them, and next year we'll be pushing on the 3rd party licensing model which will also allow people to distribute free Fabric tools if they choose to. If someone wanted to build a full-on DCC then we'd have a license agreement that would protect them as well.
There are more approaches to this than just 'open source all the things!'. On 12 December 2014 at 11:27, Guy Rabiller <[email protected]> wrote: > > > 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]> 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]> 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 >>>>>> >>>>>> >>>>>> >

