No stress here.

Your reasoning is biased by the false assumption (tunnel-vision?) open-source == free, and your are not even listening to the arguments that show otherwise.

That's fine with me, and confirms my trust-level.

Cheers,
Guy.
--

guy rabiller | radfac founder | raa.tel



On 12/12/14 19:49, Paul Doyle wrote:
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] <mailto:[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  <http://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] <mailto:[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  <http://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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