For the record, GATOR was introduced in late 2005 with XSI v5.0, not in 2008.

GATOR was largely tailored for those switching applications and doing rigging in a film/video pipeline. For games development, GATOR has less use out-of-the-box as the very things that made it nice for exchanging data between XSI and Maya, for example, were the very same features that tripped up game artists trying to do simpler things quickly in heavy repetition.

I wrote a command based version of the tool using the GATOR SDK as artists needed more micro-management of meshes and transfers. Artists used it to transfer UV's, normals, vertex colors, envelope weights, and many other features. I also extended, as well as exposed, many features from the SDK GATOR did not expose directly such as transferring attributes in local space, by raycasting, distance limits, transferring only selected subcomponents, correcting numerical flaws found in UV transfer, and so on. However, my use of the GATOR SDK was not limited to replicating the tool as a command. I also used it heavily for other tasks which weren't strictly related to attribute transfer tasks such as animation remapping, pose transfer, mesh fitting, and interactive editing of normals and symmetrical envelope weighting of asymmetrical characters.

To hear other applications don't have a GATOR equivalent in this day and age is surprising considering it's so universally useful and isn't rocket science to develop. If you know anything about tree data structures and linear algebra, you can write your own (even if it's not as efficient as GATOR). What makes the GATOR SDK nice is the algorithm is very fast, accurate, and relatively easy to use. Reverse lookups of subcomponents is a pain as GATOR worked on triangles, not polygons, but that's minor compared to all the benefits it provides.


Matt







Date: Wed, 27 May 2015 17:10:52 -0500
From: Bradley Gabe <[email protected]>
Subject: Re: GATOR - A feature in Softimage since 2008
To: "[email protected]"

I can't claim credit for that idea coming from SI, only that GATOR made it
possible. I believe Houdini likely had an attribute transfer solution long
before XSI (if anyone would care to verify).

On Wed, May 27, 2015 at 4:44 PM, Pierre Schiller <
[email protected]> wrote:

Thank you Bradley, for that acquintance. I thought Blender guys were the
ones who ideally found that method exploit, I?ve seen them in a lot of
their rigs
(low cage deformer aided by weights from bones, to drive more complex
bodies/facials)... I?m glad that came from softimage.
Not surprisingly all SI people on Japan is migrating to Blender....



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