Tom that's exactly what I was thinking...Gator has been around for A LOT,
but not Autodesk nor anyone else ( as far as I know ) come up with
something like that, and it's shocking...
Maya is well known for being "You can't do that out-of-the-box, code it
yourself", and no one attempted even?

For the game rigs I'm developing Gator is essential, especially for facial
rigs is a time saver...

I seriously hope that with Fabric Engine a Gator-like tool could be
developed....however its shocking that something so usefull still isn't
within the major DCCs around ( except Blender from what I've read )

2015-05-28 12:28 GMT+02:00 Tom Kleinenberg <[email protected]>:

> Is there a reason that it's not included in Maya? I mean, beyond what
> Raff's saying about Softimage's handling of properties on meshes. Is there
> a weird 3rd party licensing thing?
>
> Would it be possible to replicate GATOR style behaviour using Fabric or
> Houdini engine to prevent having to move out of Maya with all the weirdness
> that could occur?
>
> On 28 May 2015 at 12:01, Graham Bell <[email protected]> wrote:
>
>> Many moons ago, I was demoing XSI to a certain very large Maya based
>> games company (who shall remain nameless), there were a couple of guys in
>> the room who were convinced that despite looking 'ok', GATOR wasn't
>> anything that special. And that Maya could already do pretty much the same
>> thing with an existing feature or a custom/modified tool.
>>
>> They promptly spent the rest of the day (and evening) trying and failing
>> to match the demo workflow.
>>
>> GATOR was always one of those features that would always grab an
>> audiences attention. At an event last year, after the main agenga for sh*ts
>> & giggles, I booted up Soft and did some demos. GATOR had people in shock.
>> lol
>>
>> The only thing I found that had a similar 'wow' factor, was the transfer
>> maps feature in Mudbox, that's actually very good.
>>
>>
>>
>>
>> On Thu, May 28, 2015 at 7:48 AM Raffaele Fragapane <
>> [email protected]> wrote:
>>
>>> GATOR might use that for the sampling, but I don't think those rely on
>>> GATOR itself, or even if they did it'd be more of a logistical thing than
>>> anything to do with what makes GATOR as good as it is (maybe there's an
>>> acceleration structure or some sampling methods that under the hood were
>>> implemented as part of GATOR and then used to service other parts of the
>>> SDK).
>>>
>>> Soft has a vastly superior, to ANYTHING out there, notion and handling
>>> of properties on meshes in general, even if, algorithmically speaking, Maya
>>> was to get all the maths across tomorrow, it still wouldn't be a fraction
>>> as powerful as the app in general, right now, is utterly lacking in
>>> abstractions and representations of mesh data and using them for
>>> deformation.
>>>
>>> On Thu, May 28, 2015 at 4:09 PM, Steven Caron <[email protected]> wrote:
>>>
>>>> All the GetClosest* functions on the geometry class? I would consider
>>>> that part of the GATOR sdk
>>>>
>>>> *written with my thumbs
>>>> On May 27, 2015 6:11 PM, "Luc-Eric Rousseau" <[email protected]>
>>>> wrote:
>>>>
>>>>> GATOR was developed for/with one of our main game customers, Square I
>>>>> think.
>>>>> I'm not aware of a Gator "sdk", what is that?
>>>>> There are attribute transfers in other apps, but it's generally
>>>>> separate tools for textures
>>>>> vs rigging things, reflecting on their architecture vs XSI
>>>>>
>>>>> On 27 May 2015 at 19:27, Matt Lind <[email protected]> wrote:
>>>>> > 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.
>>>>>
>>>>
>>>
>>>
>>> --
>>> Our users will know fear and cower before our software! Ship it! Ship it
>>> and let them flee like the dogs they are!
>>>
>>
>

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