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Paul Doyle admin

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Paul Doyle
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  • Building a simple hair system with Fabric 2.6

    We worked with our friend Tom Sporer to turn this production tool around in just a few days. Check out the article here

  • Fabric 2.6 is here!

    http://fabricengine.com/fabric-engine-2-6/

    We're really happy with everything we've managed to get into this release, it's a big upgrade!

  • Re: First look at Fabric 2.6 plus new customer announcements

    and here's the release with the new customer info: fabricengine.com/news/new-industries-adopting-fabric-engine-heres/

    ZeniMax have been customers for a long time but we liked their quotes :)

    The quotes are great:
    Guerrilla Games: “We have chosen Fabric as it perfectly matches our need for modular rigging and allows for improvement in the speed of the evaluation of complex rigs. We spent the last half year evaluating whether we’d be able to get what we wanted out of Fabric and we have not found any other tool that comes close.” Bart Wijsman, Lead Technical Animation

    ECCO: “Fabric Engine is used in multiple areas of the company, primarily to speed up the production of digital samples. In ILE (Innovation Lab ECCO) we use it for creating and experimenting with quicker and more efficient ways of doing……pretty much anything. Being able to create a set of ‘rules’ where we can automatically generate geometry correctly and accurately is one area where Fabric is ideal, we create the stitching this way.” Joe Mitchell, 3D Design and Visualization Manager

    PlatinumGames: “The two most decisive factors in selecting Fabric Engine were the excellent performance and the fact that iterations are created quickly and smoothly. In comparison to past facial rigging, Fabric Engine offers three times as many controlling joints and allows for even more complex processing as well, while at the same time dramatically increasing the average frame rate from 15fps to 45 fps.” Masanori Takashima, Rigger, Technical Artist.

    ZeniMax Online Studios: “It’s not very often that paradigm shifting software shows up at your doorstep. But that’s what Fabric Engine is, and shifting our operational paradigms is what it’s allowing us to do. From offline data processing to live user interaction within multiple DCCs, Fabric Engine offers great performance and an opportunity to build more flexible and dynamic solutions no matter what the domain. It’s enabling us to build a scalable system for the future.” Judah Baron, Lead Technical Artist

    Rooster Teeth: “Fabric Engine allows us to make tools in one place that work in multiple packages and engines without hassle. With it, we are building an enduring pipeline that includes instancing, crowd simulation, rigging improvements, scene assembly and other interactive tools.” Eric J. Turman, Supervising Technical Director

  • First look at Fabric for Houdini

    Hi everyone,

    Here's a first look at the Fabric for Houdini work. We're going to start closed alpha with some existing customers next month and aim to be moving to a closed beta sometime in July/August. If you'd like to be on the closed beta then email us at beta@fabricengine.com and give us the following info:

    • your name
    • your company
    • your technical level
    • what you're interested in doing with the integration



    Let us know what you think.

    Cheers,

    Paul

  • Import Patterns: Behaviours for Game Engines

    Hi everyone - the current beta includes support for import patterns and building out behaviours that can be used to control how assets work within Unreal. The examples we use in this video are a simple sliding door and a proximity switch for a light. We're sure you'll come up with lots of other ideas, so take a look and let us know what you think.