I would think so. There is not that much in particles going on. I remember
seeing some SPH examples.
I would also like to see simple standalone for Fabric so there would not be
the application specific splice in the middle.
Its nice to hear its planned. : )

- J

On 12 March 2015 at 16:41, Chris Marshall <[email protected]> wrote:

> From a non-character perspective though, are we still able to do particle
> type stuff or is Fabric / Canvas not geared up in that way?
>
>
> On 12 March 2015 at 13:14, Eric Thivierge <[email protected]> wrote:
>
>> One thing you kind of see / feel already is that you can start mixing
>> things you normally couldn't in ICE. An example is to read in an alembic
>> and have it as an input into a rig. An example is to load an alembic of
>> your ground and have your leg solvers collide with it. Of note would be
>> that you wouldn't actually have the alembic in your scene with the overhead
>> that Softimage would carry with actual geo in the scene for point and poly
>> editing. You could still draw the ground using the Inline drawing and
>> eventually RTR but from what I've seen it doesn't impact performance hard
>> when you do.
>>
>> You could also write out image sequences of where your character is
>> walking or where meshes are colliding too since they have image libraries
>> available. The work just needs to be done to map those areas to UV space.
>> But it's possible. So many areas are within reach from what seems day one
>> where with ICE we waited so long for so many features we never got. No
>> standard tools for writing out images from ICE. :(
>>
>> Another major thing for me is that you can convert your code into nodes
>> using the provided utility. You code up some methods using KL (at the level
>> of javascript & Python in syntax complexity) and you get the nodes almost
>> for free.
>>
>> One thing I'm looking forward to and that I've already experienced in our
>> current production, is how easy it is to re-use code throughout different
>> systems. I can't go into too much detail but imagine writing a solver that
>> works for rigs in all your DCC's and can work in specialized tools such as
>> crowd tools too with little extra work. :) It's awesome to see things
>> working the same across DCC's and tools.
>>
>> Eric T.
>>
>>
>>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>


-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Tehtaankatu 27a
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+358 443443088
[email protected]
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