Beware also to not implement any foot roll in your rigs. http://www.google.com/patents/US7545378
On 28 May 2015 at 19:50, Paul Doyle <technove...@gmail.com> wrote: > Most likely covered by this one: > "Transfer of attributes between geometric surfaces of arbitrary > topologies with distortion reduction and discontinuity preservation > United States 7760201Issued July 20, 2010 > > This describes how to transfer surface attributes (such as color, UVs, > skinning) between two 3D geometries of different topologies and potentially > different type (polygon mesh, NURBS, curve...). In particular, it describes > methods to preserve surface discontinuitues (such as UV island seams) and > reduce attribute distortion on the target surface." > > On 28 May 2015 at 08:42, Paul Doyle <technove...@gmail.com> wrote: > >> Jerome (now at Fabric - go team!) wrote GATOR. I'd ask him about doing it >> in Fabric but I think he'd stab me if I gave him any more work to do. I >> don't know if there are patents around the work and that's why other people >> haven't replicated it. >> >> On 28 May 2015 at 08:21, Marc-Andre Carbonneau < >> marc-andre.carbonn...@ubisoft.com> wrote: >> >>> Good morning Lucer, >>> >>> Do you remember who designed and coded GATOR? >>> I'm just curious. >>> Thanks! >>> MAC >>> >>> >>> -----Original Message----- >>> From: softimage-boun...@listproc.autodesk.com [mailto: >>> softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau >>> Sent: May-27-15 9:11 PM >>> To: softimage@listproc.autodesk.com >>> Subject: Re: GATOR - A feature in Softimage since 2008 >>> >>> 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. >>> >>> >> > -- Christopher Crouzet *http://christophercrouzet.com* <http://christophercrouzet.com>