Contact me if you are interested in binary distributions,
it is still very early, but I would like to collaborate on this,
since my time is limited to continue development on it.
Cheers!
Geez. Thank you for spending your free time on this. Very interesting.
We currently pointcache all our geo and then reapply the cache on a model that is without a rig, already textured and ready to render. How is Alembic used in such a pipeline? I mean, Alembic saves a “baked scene” but without materials. That makes one file which is smaller but then you don’t have the materials. Am I missing the point here?
thanks
MAC
It wasn't apparent in the video but I'm sure Helge will have / has an
"apply cache on selected geo" feature in his implementation.
On Thu, Sep 8, 2011 at 9:18 AM, Marc-Andre Carbonneau
<marc-andre...@ubisoft.com> wrote:
> Geez. Thank you for spending your free time on this. Very interesting.
>
>
>
> We currently pointcache all our geo and then reapply the cache on a model
> that is without a rig, already textured and ready to render. How is Alembic
> used in such a pipeline? I mean, Alembic saves a �baked scene� but without
> materials. That makes one file which is smaller but then you don�t have the
> materials. Am I missing the point here?
>
> thanks
>
> MAC
>
>
>
>
>
> From: softimag...@listproc.autodesk.com
> [mailto:softimag...@listproc.autodesk.com] On Behalf Of Helge Mathee
> Sent: 8 septembre 2011 06:41
> To: soft...@listproc.autodesk.com
> Subject: Re: Alembic for Softimage 1.0
>
>
>
> nope.
>
> how would that work? shader trees are different.
>
> I will implement this using XML and certain meta data for
> the pipeline's I do consulting for.
>
> Did I mention you can hire me as a consultant? :-)
>
> On 09/08/2011 12:38 PM, Pete Edmunds wrote:
>
> Does this allow materials not just uv's� to be transfered between say soft
Awesome Helge! Thanks for starting this project.
Damn, That was meant just for Helge.you will all forget you ever read the last message.
I'm banguing my head here on something that IMHO should be simple, or
simply implemented ...in fact I don't know ^^
I have a bunch of particles moving toward a goal. (the goal type is
"Input Position Values", so I can't align particle to normal)
I'm simply trying to "linear interpolate" from one oriention, let's say
a spin Particle, to another orientation (fixed one).
For the moment, all I get is weird rotations that are suddenly popping
from one axis to another.
Can someone point me on the good method ?
Help a poor at math...