Earlier quoted context omitted.
I will say I’m constantly bewildered by which license to choose. I’m using copyleft to defend myself a bit. But weak copyleft because I’ve hate that the gpl prevents blender plug-ins from being closed source or linking against something closed source. Plasticity will allow plug-ins to do whatever they want, that’s the goal. There is some possibility I will switch to MIT since philosophically I’m more in that camp
> I’m using copyleft to defend myself a bit. But weak copyleft because I’ve hate that the gpl prevents blender plug-ins from being closed source or linking against something closed source So you're ok with using copyleft to defend yourself, but not ok with others to use copyleft to defend themselves ? This is bewildering
Plasticity Is CAD for Artists
41–50 of 109 posts
Re: Plasticity Is CAD for Artists
#42There's also MagicaCSG [1] , from the same person who made MagicaVoxel [2]. [1] http://ephtracy.github.io/index.html?page=magicacsg [2] http://ephtracy.github.io/index.html?page=mv_main
Re: Plasticity Is CAD for Artists
#43Earlier quoted context omitted.
I will say I’m constantly bewildered by which license to choose. I’m using copyleft to defend myself a bit. But weak copyleft because I’ve hate that the gpl prevents blender plug-ins from being closed source or linking against something closed source. Plasticity will allow plug-ins to do whatever they want, that’s the goal. There is some possibility I will switch to MIT since philosophically I’m more in that camp
> I’m using copyleft to defend myself a bit. But weak copyleft because I’ve hate that the gpl prevents blender plug-ins from being closed source or linking against something closed source So you're ok with using copyleft to defend yourself, but not ok with others to use copyleft to defend themselves ? This is bewildering
Re: Plasticity Is CAD for Artists
#44:( Sad for a prospective app I would use in my workflow.
Re: Plasticity Is CAD for Artists
#45Earlier quoted context omitted.
> I’m using copyleft to defend myself a bit. But weak copyleft because I’ve hate that the gpl prevents blender plug-ins from being closed source or linking against something closed source So you're ok with using copyleft to defend yourself, but not ok with others to use copyleft to defend themselves ? This is bewildering
Their stance seems reasonable to me. They seem happy for works to be GPL, but frustrated that it means plugins or extensions or things which are not the core work themselves are then hampered.
Even the lgpl definition of “dynamic linking” is something that scares me in the context of npm modules, which is why I’m nervous I made the wrong choice with lgpl
Re: Plasticity Is CAD for Artists
#46For those of us who are not familiar with the domain, what differentiates this from Blender? Does Blender not support NURBS? If not, why is that the case?
Blender supports NURBS. What differentiates this from Blender? Blender is a full fledged pipeline of tools, not to CAD, extensive modeling tools, texturing, rigged animation, post production, multiple rendering engines. It's like comparing a specific photo editor that say focuses on filters and color adjustments, with Photoshop.
Re: Plasticity Is CAD for Artists
#47Earlier quoted context omitted.
It appears to use C3D as its CAD kernel, which is proprietary. You can't build it without a copy of C3D. I'm guessing the source will be available for inspection, but the binary will cost money.
A full build from scratch would require the c3d headers, which I can’t provide. What I am planning is to something like this: divide the app into two pieces, an npm wrapper around the kernel and the electron front end that uses the module. You will need a license key to “activate” the node module. You would then use the electron app or the module directly if you’re a programmer. You will be able to build your own for…
Is the c3d dev license cheap enough for determined contributors to join? As in, cheaper than a f360 maker license?
I do not mean this in any pejorative sense. As a dev/maker I kept an eye on c3d for a long time, since that seems the only advanced-enough and commercially affordable brep kernel around to get off the ground quickly.
However, there's no discussion the closed nature pretty much bars any sort of in-depth contributor.
At least, contributing to a project like this would be extremely off-putting for me, to the point that besides having the ability to look a bit deeper than usual, I question whether keeping the source open does much.
Re: Plasticity Is CAD for Artists
#48Looks interesting, but why opensource if you plan to sell it and are "not okay" with other people benefiting - only you can benefit? :( Sad for a prospective app I would use in my workflow.
Re: Plasticity Is CAD for Artists
#49Earlier quoted context omitted.
A full build from scratch would require the c3d headers, which I can’t provide. What I am planning is to something like this: divide the app into two pieces, an npm wrapper around the kernel and the electron front end that uses the module. You will need a license key to “activate” the node module. You would then use the electron app or the module directly if you’re a programmer. You will be able to build your own for…
So external contributors can only provide patches without being able to test themselves I suppose. Is the c3d dev license cheap enough for determined contributors to join? As in, cheaper than a f360 maker license? I do not mean this in any pejorative sense. As a dev/maker I kept an eye on c3d for a long time, since that seems the only advanced-enough and commercially affordable brep kernel around to get off the groun…
My intention is that if you buy a license for plasticity, you can then build locally and test locally. You can contribute back or not depending on your interest.
Think of it like this. There will be a typescript/javascript wrapper around a limited version of the c3d kernel. this is the plasticity api. You will call plasticity.Enable(license_key) at the top of your program and you will be good to go. You buy a license key from me.
Although I do hope people will contribute the plasticity's development, my main goal with it being open source is that people will write plugins that they can then give away or sell themselves.
I have used commercial software that I pay for -- like Fusion 360 and MoI3d -- where I ran into bugs that I could have fixed for myself if only I had the code. I'm still happy to pay for them. Instead I literally waited 2 years for Fusion to fix a bug I cared about.
Re: Plasticity Is CAD for Artists
#50Earlier quoted context omitted.
I will say I’m constantly bewildered by which license to choose. I’m using copyleft to defend myself a bit. But weak copyleft because I’ve hate that the gpl prevents blender plug-ins from being closed source or linking against something closed source. Plasticity will allow plug-ins to do whatever they want, that’s the goal. There is some possibility I will switch to MIT since philosophically I’m more in that camp
> I’m using copyleft to defend myself a bit. But weak copyleft because I’ve hate that the gpl prevents blender plug-ins from being closed source or linking against something closed source So you're ok with using copyleft to defend yourself, but not ok with others to use copyleft to defend themselves ? This is bewildering
It simply means a percentage of those developers who would have been happy to create third party tools simply now don't.
See for example the thriving plug-in ecosystem SketchUp has.
A third party should be able to create plug-ins without risking their IP - closed source, and any license they like.
This model has been the cornerstone of CAD innovation for the past decades.
True freedom means that you let dowstream users do as they please, not that you lock them in in specific delivery module.