I explained the reasoning, I'm not going to go into this topic any further.

On 12 December 2014 at 13:47, Guy Rabiller <[email protected]> wrote:
>
>
> But I have the feeling you think open-source automatically means 'free'.
>
> Your business is not selling software (I hope), your business is selling
> licenses.
>
> Using a dual-licenses approach, it would be free to use for non-commercial
> open-sourced projects, but studios would still have to pay licenses for
> proprietary development. So no change here in terms of business, this could
> even be transparent for your existing customers. Nothing would change for
> them and you would get the same amount of money from them.
>
> Yet, instead allowing them to distribute free Fabric tools if they choose
> to, this could perhaps allow them to sell Fabric tools too. Better business
> model for everyone.
>
> While being open-sourced and free for non commercial developments, trust
> is back and open-sourced communities developments could start.
>
> ps: a contract means nothing if a company disappear, I believe I'm not the
> only one who has experienced that.
>
> Cheers,
> Guy.
> --
>
> guy rabiller | radfac founder | raa.tel
>
>
> On 12/12/14 19:01, Paul Doyle wrote:
>
> The fact is there are no successful open-source companies in our industry
> because the numbers don't work. The companies that do open-source in our
> industry are doing something else as their main business. Our main business
> is selling software. Typically a software company open-sources if they see
> an opportunity to build a services business/premium support model around
> their software - the conversion percentages here are typically <5% of the
> user base and often much lower. Simply put - our industry is too technical
> ("we don't need no stinking support") and too small (how many studios are
> there globally above 10 employees?) for that to be viable, we would die.
>
>  As for trust - that was really my point in my last email. Fabric makes
> guarantees through our licensing agreements with customers - they don't
> have to trust what I tell them, they have a contract that gives them what
> they need.
>
>  I get that many people feel burned and why that makes a very compelling
> argument for OSS alternatives. If we felt that we could be successful doing
> that, then we'd be doing it. There is no moral opposition to the notion of
> open-sourcing, it's a matter of doing such a thing if and when it makes
> sense. Right now that's not our position.
>
>
> On 12 December 2014 at 12:33, Guy Rabiller <[email protected]>
> wrote:
>>
>>
>> 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]>
>> 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
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>
>>
>

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