Well it is more matter of" if you don;t know what is it and how useful it
is then you wont miss it.
That is case with a lot of things in Maya that people accepted as truth
nuder the sun, and not knowing that it can be better they don't miss it.

In one occasion in studio of couple maya guys no one managed to transfer UV
map from identical topology model from one to another. After digging in
google I managed to find a way, which is some nasty go into hyper-schematic
or something dig into hidden notes, cut copy move... manged but man what is
1min job with GATOR turned out to be over hour nightmare in Maya.

On Thu, May 28, 2015 at 12:40 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> 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 <zagan...@gmail.com>:
>
>> 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 <bell...@gmail.com> 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 <
>>> raffsxsil...@googlemail.com> 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 <car...@gmail.com> 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" <luceri...@gmail.com>
>>>>> 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 <speye...@hotmail.com> 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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