Implementing open source code into Maya


#1

How can I implement open source code into Maya? The screenshot below is what I want to implement and this is the site where I got the code from. https://graphics.pixar.com/library/DynaKelvinlets/


#2

First you will need the dependencies, in this case TBB and EIGEN, maybe you will need to compile them. Then you will have to create a new deformer node. With the new deformer node, you will have to find out which data will be needed by the kelvinlet library. Then simply extract the needed data from the input, let the kalvinlet do the deformations, translate the output back into something maya understands and put it into the output of the deformer node.


#3

What about sculpting brushes? https://graphics.pixar.com/library/Kelvinlets/


#4

Well, as long as you have any sourcecode, it could be possible, but I do not see any sourcecode examples there.


#5

The sourcecode examples are in the paper.


#6

Seems I’m unable to see it. Can you point me to the page where it is shown?


#7

#8

I only can see a lot of formulas, but no single line of source code…


#9

there is a source code for 1st thing

https://graphics.pixar.com/library/DynaKelvinlets/code.zip


#10

Yes, thanks, but the question was about the sculpting brushes paper.