Hi Alonzo,
I share your enthusiasm for Maya, FBX, and EI working as a team. Its a great combination. Our vertex importer/exporter, known as gNome, is still in an experimental stage. Max was chosen over Maya only because of the Igors’ familiarity with Max. Since I’m a big Maya user you know I’ll want to see gNome for Maya as well. However, here’s the reality Paralumino is facing:
Paralumino is a private venture. We exist for three primary reasons:
- To assist EIAS advance in marketshare within the CG community.
- To enjoy what we do and gain satisfaction by bringing new tools and training to the EIAS community.
- To become a successful business.
#1 & 2 are quite obtainable. We feel that Paralumino is capable of making considerable advancements for the EI community, thus increasing EIAS’ desirability in the CG marketplace. We have a large number of plugin ideas that I would love to share with you, however, as you can imagine…this work doesn’t come free. Its #3 that I need to focus on now.
We are about to release two more plugins that will complete our initial Phase 1 toolset. Phase 1 consists of:
Geometry Tools:
Trestle v1: (2d Polylines & Polygon generation tools)
Revolver: (Lathing tools)
Scrim: (Lofting tools)
Braider: (Surface Conformity tools)
Swage: (Path Extrusion tools - Coming Soon)
Our free tools include:
Path2Line: (Bezier path to polyline conversion tool)
Wiremaker: (Geometry to polyline conversion tool)
Superlines: (Enhanced volumemetric line shader)
Runline: (Polyline dash utility - Coming Soon)
Shaders:
Multicaustics (Chromatic aberation)
Videos:
Hyper Glass (Glass tutorial)
That’s 10 software tools and a video in only 9 to 10 months. Pretty good. Phase 1 is intended to patch some gaps in the EIAS workflow. They may sound basic, but any user that utilizes these tools can attest how nice it is to be able to generate geometry within Animator itself. Our intent isn’t to replace a more sophisticated external modeler, but to improve Animator’s ability to generate and manipulate geometry within the package that is unlike anything that has existed within EIAS before. However, now I have to recoup that investment. My contract with the Igors isn’t free and in order to move on into production of our advanced toolset, I need to recoup my investment on Phase 1 and that means selling plugins. Once I’ve obtained my sales quota, you can rest assured that I’ll be contracting the Igors again to complete phase 2. Some of which I’m sure you’d be interested in.
Phase 2, in addition to more advanced tools, will include more training videos. Another method to help finance additional tools.