Thanks Jonah - I'm really hoping to see people pushing changes back and
seeing this take on a life of its own. I'm glad it has hit the spot for you
:)

On 12 December 2014 at 14:58, Jonah Friedman <[email protected]> wrote:
>
> Rigging toolbox looks super interesting and a great example of how to do
> some things. It's very helpful, thanks for doing this!
>
> On Fri, Dec 12, 2014 at 2:17 PM, Sebastien Sterling <
> [email protected]> wrote:
>>
>> I think open source is at it's best when someone just puts something out
>> into the world and decides to takes a back seat. The FE guys are actively
>> developing the platform, it's theirs and they are best suited to develop it
>> further.
>>
>> Don't be calus Guy, i don't think paul has anything against open source,
>> he is just saying that successful examples of it in co-relation with the
>> complexity of the tools we use are few and far between.
>>
>> The FE guys will probably keep denying the consolidation of a DCC even as
>> they pave over the last panel of the Maya UI with KL :P
>>
>>
>>
>> On 12 December 2014 at 18:49, Paul Doyle <[email protected]> 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]>
>>> 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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