It will probably take years to be functional. Ironically by the time it is done, there will probably be a much better solution out there.
On 19 March 2014 11:30, Artur Woźniak <artur.w...@gmail.com> wrote: > I thought Bifrost was something more than just a node striped Naiad > shuffled in Maya . Is it more or just a fluid solver? I know "just" may not > give its justice but still. > > Artur > > > 2014-03-19 12:16 GMT+01:00 Jordi Bares <jordiba...@gmail.com>: > > Have a look at the feature list of mudbox and motion builder (big shame as >> this tool is very very good) >> >> Totally and utterly abandoned. >> >> If that is caring about your customers this is not the way to show it. >> >> >> Jb >> >> Sent from my iPhone >> >> On 19 Mar 2014, at 08:39, Daniel Sweeney <dan...@northforge.co.uk> wrote: >> >> Not really impressed by these releases. But autodesk releases have not >> impressed for a while. Stagnant with A bit of bolted on tech. So OK stuff >> in Maya but once again seems like all bolt ons. >> >> I think max is next on the chopping board or they will just let's it sit >> and every release will get less and less. >> On Mar 19, 2014 8:17 AM, "Jordi Bares" <jordiba...@gmail.com> wrote: >> >>> Its really nice research, and simple to implement, this is the kind of >>> tool that will cost you peanuts to integrate in max and Softimage isn't it? >>> >>> I will certainly read the paper properly. >>> >>> Jb >>> >>> Sent from my iPhone >>> >>> > On 19 Mar 2014, at 02:31, Luc-Eric Rousseau <luceri...@gmail.com> >>> wrote: >>> > >>> > On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte >>> > <paulocdua...@gmail.com> wrote: >>> >> Agree, and the geodesic voxel binding skin algorithm, Blender already >>> have >>> >> at least 1 year ago or more. In other words, no innovation, only >>> >> implementation of existing tools. >>> > >>> > Got a link to that? Geodesic voxel binding is research by Autodesk. >>> > >>> >>> >