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