Yeah well, with all the lies Autodesk gave us, how come can you expect to be trusted ?

Nothing personal though, you are not responsible.

But the trust is lost, broken, irreversibly. They did a pretty good job at it. Blame them.

The only projects and products that deserve trust are open sourced projects. Period.

Yet I still don't understand why you are so afraid to open source the core using a dual license. Take Berkeley DB from Oracle for instance. Open sourced, dual licensed. I don't think Oracle stakes holders are less business oriented than Autodesk ones. Wiser perhaps ?

Cheers,
Guy.
--

guy rabiller | radfac founder | raa.tel


On 12/12/14 18:10, Paul Doyle wrote:
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] <mailto:[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  <http://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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