<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>openSourceVFX.org &#187; python</title>
	<atom:link href="http://opensourcevfx.org/tag/python/feed/" rel="self" type="application/rss+xml" />
	<link>http://opensourcevfx.org</link>
	<description>A directory of Open-Source projects for the VFX community</description>
	<lastBuildDate>Thu, 03 May 2012 06:25:05 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.2</generator>
		<item>
		<title>Rez</title>
		<link>http://opensourcevfx.org/2012/05/rez/</link>
		<comments>http://opensourcevfx.org/2012/05/rez/#comments</comments>
		<pubDate>Wed, 02 May 2012 20:48:18 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=612</guid>
		<description><![CDATA[Rez is an integrated package configuration, build and deployment system for software. With Rez you can request a set of packages, and it will create a resolved shell that contains all the dependencies you need, while avoiding version clashes. It is used primarily in the VFX industry, but is applicable to any field where it&#8217;s [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://code.google.com/p/rez-config/'>http://code.google.com/p/rez-config/</a><br/><strong>Project Page</strong>: <a href='http://github.com/nerdvegas/rez'>http://github.com/nerdvegas/rez</a><br/><strong>Language</strong>: Python<br/><strong>Platform</strong>: Linux<br/><strong>License</strong>: GNU Lesser GPL<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Rez is an integrated package configuration, build and deployment system for software. With Rez you can request a set of packages, and it will create a resolved shell that contains all the dependencies you need, while avoiding version clashes. It is used primarily in the VFX industry, but is applicable to any field where it&#8217;s necessary to manage many versions of internally-developed projects and their dependencies.</p>
<p style="text-align: justify;">It includes a cmake-based build system which is integrated into the package resolution system, and a deployment system for releasing packages to a central location, and updating the repository.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://code.google.com/p/rez-config/'>http://code.google.com/p/rez-config/</a><br/><strong>Project Page</strong>: <a href='http://github.com/nerdvegas/rez'>http://github.com/nerdvegas/rez</a><br/><strong>Language</strong>: Python<br/><strong>Platform</strong>: Linux<br/><strong>License</strong>: GNU Lesser GPL<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2012/05/rez/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>pimath</title>
		<link>http://opensourcevfx.org/2011/08/pimath/</link>
		<comments>http://opensourcevfx.org/2011/08/pimath/#comments</comments>
		<pubDate>Sat, 06 Aug 2011 23:48:07 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=596</guid>
		<description><![CDATA[Pimath is a boost.python binding for the IMath library that is part of the OpenEXR project. Pimath binds the Imath API as closely as possible. Each hpp file contains a comment block at the top, highlighting cases where the bindings differ and why. Common reasons include: Making a function signature more Pythonic; Removing slightly optimised [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/pimath/'>http://code.google.com/p/pimath/</a><br/><strong>Language</strong>: C++, python<br/><strong>Platform</strong>: All<br/><strong>License</strong>: New BSD Licence<br/><strong>Sponsor</strong>: Dr. D. Studios<br/></p>]]></description>
			<content:encoded><![CDATA[<p>Pimath is a boost.python binding for the IMath library that is part of the OpenEXR project.</p>
<p>Pimath binds the Imath API as closely as possible. Each hpp file contains a comment block at the top, highlighting cases where the bindings differ and why. Common reasons include:</p>
<p>Making a function signature more Pythonic;<br />
Removing slightly optimised functions (where the overhead of python itself would vastly outweigh the optimisation);<br />
Removing API redundancy;<br />
Changing misleading Imath function names (rare).<br />
Nice things about pimath:</p>
<p>It provides integral template instantiations where possible &#8211; eg V3i;<br />
It provides &#8216;half&#8217; template instantiations where possible &#8211; eg M33h;<br />
It provides to- and from-python conversion for the Imath &#8216;half&#8217; type;<br />
It spreads type instantiation over several cpp files for quick multithreaded compiling.<br />
It&#8217;s organised as a mirror image of Imath &#8211; it has corresponding headers, and a free function in Imath is a free function in pimath. If you know Imath, you know pimath.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/pimath/'>http://code.google.com/p/pimath/</a><br/><strong>Language</strong>: C++, python<br/><strong>Platform</strong>: All<br/><strong>License</strong>: New BSD Licence<br/><strong>Sponsor</strong>: Dr. D. Studios<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2011/08/pimath/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Afanasy</title>
		<link>http://opensourcevfx.org/2011/05/afanasy/</link>
		<comments>http://opensourcevfx.org/2011/05/afanasy/#comments</comments>
		<pubDate>Mon, 02 May 2011 16:11:47 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[render queue]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[web UI]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=580</guid>
		<description><![CDATA[Afanasy is a free and open source tool to control remote computing. You can compute anything quicker using a render farm &#8211; remote computers connected by a network. Afanasy is designed for computer graphics (3d rendering and 2d compositing) parallel calculation. It can compute different frames (or even parts of frames) on several computers simultaneously. [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://cgru.sourceforge.net/afanasy/doc/afanasy.html'>http://cgru.sourceforge.net/afanasy/doc/afanasy.html</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/cgru/'>http://sourceforge.net/projects/cgru/</a><br/><strong>Language</strong>: C++, python<br/><strong>Platform</strong>: All<br/><strong>License</strong>: GPL<br/></p>]]></description>
			<content:encoded><![CDATA[<p>Afanasy is a free and open source tool to control remote computing. You can compute anything quicker using a render farm &#8211; remote computers connected by a network. Afanasy is designed for computer graphics (3d rendering and 2d compositing) parallel calculation. It can compute different frames (or even parts of frames) on several computers simultaneously.</p>
<p>Afanasy provides render farm monitoring. It is very important to watch computers resources during the render process. You can see what kind of resource (CPU, memory, network etc.) is needed to render. It is very useful to know what your farm hosts are doing.</p>
<p>The Afanasy engine simply runs different command lines on hosts and controls running processes. You can use Afanasy to parallel calculate anything you can describe (split) through command lines.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://cgru.sourceforge.net/afanasy/doc/afanasy.html'>http://cgru.sourceforge.net/afanasy/doc/afanasy.html</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/cgru/'>http://sourceforge.net/projects/cgru/</a><br/><strong>Language</strong>: C++, python<br/><strong>Platform</strong>: All<br/><strong>License</strong>: GPL<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2011/05/afanasy/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Arsenal Suite</title>
		<link>http://opensourcevfx.org/2011/01/arsenal-suite/</link>
		<comments>http://opensourcevfx.org/2011/01/arsenal-suite/#comments</comments>
		<pubDate>Tue, 18 Jan 2011 15:47:16 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[pyQt]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[render queue]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=558</guid>
		<description><![CDATA[Originally developed by Blur Studio, Arsenal was a replacement for 3dsmax&#8217;s BackBurner. It&#8217;s now a robust render management platform supporting many renderers, including 3dsmax, Maya, Houdini, 3delight, XSI, Nuke, Fusion, Shake and After Effects. The core is written in C++ using Qt, and PyQt is used to extend Python interfaces. There are GUI tools to [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/arsenalsuite/'>http://code.google.com/p/arsenalsuite/</a><br/><strong>Language</strong>: C++ Python<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html" target="_blank">GNU GPL v2</a><br/><strong>Sponsor</strong>: Blur Studio<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Originally developed by <a href="http://www.blur.com/" target="_blank">Blur Studio</a>, Arsenal was a replacement for 3dsmax&#8217;s BackBurner. It&#8217;s now a robust render management platform supporting many renderers, including 3dsmax, Maya, Houdini, 3delight, XSI, Nuke, Fusion, Shake and After Effects.</p>
<p style="text-align: justify;">The core is written in C++ using Qt, and PyQt is used to extend Python interfaces. There are GUI tools to manage the queue, custom submitters for some packages, and a generic Python API for others.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://code.google.com/p/arsenalsuite/'>http://code.google.com/p/arsenalsuite/</a><br/><strong>Language</strong>: C++ Python<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html" target="_blank">GNU GPL v2</a><br/><strong>Sponsor</strong>: Blur Studio<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2011/01/arsenal-suite/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>PyMEL</title>
		<link>http://opensourcevfx.org/2010/01/pymel/</link>
		<comments>http://opensourcevfx.org/2010/01/pymel/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 06:52:05 +0000</pubDate>
		<dc:creator>jeppewalther</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=231</guid>
		<description><![CDATA[PyMEL makes python scripting in Maya work the way it should.  Maya&#8217;s command module is a direct translation of MEL commands into python functions. The result is awkward and &#8220;unpythonic&#8221; code which does not take advantage of python&#8217;s flexible, object-oriented design.  The python-wrapped C++ API is powerful and object-oriented, but it&#8217;s too cryptic and verbose [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://code.google.com/p/pymel/'>http://code.google.com/p/pymel/</a><br/><strong>Language</strong>: python<br/><strong>Platform</strong>: windows, osx, linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Luma Pictures<br/></p>]]></description>
			<content:encoded><![CDATA[<p>PyMEL makes python scripting in Maya work the way it should.  Maya&#8217;s command module is a direct translation of MEL commands into python functions. The result is awkward and &#8220;unpythonic&#8221; code which does not take advantage of python&#8217;s flexible, object-oriented design.  The python-wrapped C++ API is powerful and object-oriented, but it&#8217;s too cryptic and verbose for everyday tasks. Using these modules as building blocks, PyMEL forges a new object-oriented API that&#8217;s as powerful and easy to use as python is.</p>
<p><strong>Project Goals</strong></p>
<div id="_mcePaste">
<ul>
<li>Create an open-source python module for Maya that is intuitive to MEL users and python users alike</li>
<li>Fix bugs and design limitations in Maya&#8217;s python modues, maya.cmds and maya.mel</li>
<li>Keep code concise and readable</li>
<li>Add organization through class hierarchy and sub-modules</li>
<li>Provide documentation accessible via html and the builtin help() function</li>
<li>Make it &#8220;just work&#8221;</li>
</ul>
</div>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://code.google.com/p/pymel/'>http://code.google.com/p/pymel/</a><br/><strong>Language</strong>: python<br/><strong>Platform</strong>: windows, osx, linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Luma Pictures<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/pymel/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>PyODE</title>
		<link>http://opensourcevfx.org/2010/01/pyode/</link>
		<comments>http://opensourcevfx.org/2010/01/pyode/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 16:15:41 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=206</guid>
		<description><![CDATA[PyODE is a set of open-source Python bindings for The Open Dynamics Engine, an open-source physics engine. PyODE also includes an XODE parser. PyODE does not wrap ODE&#8217;s API directly but changes it slightly to give a more Pythonic feel. Home Page: http://pyode.sourceforge.net/Project Page: http://sourceforge.net/projects/pyode/Language: C++Platform: Windows, Linux, OSXLicense: GNU Lesser General Public License or [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://pyode.sourceforge.net/'>http://pyode.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pyode/'>http://sourceforge.net/projects/pyode/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a href="http://pyode.sourceforge.net/gnu.txt">GNU Lesser General Public License</a> or <a href="http://pyode.sourceforge.net/bsd.txt">BSD-style</a> license.<br/></p>]]></description>
			<content:encoded><![CDATA[<p>PyODE is a set of open-source Python bindings for     <a href="http://ode.org/">The Open Dynamics Engine</a>, an     open-source physics engine. PyODE also includes an     <a href="http://tanksoftware.com/xode/">XODE</a> parser. PyODE does not wrap ODE&#8217;s API directly but changes it slightly to give a     more <em>Pythonic</em> feel.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://pyode.sourceforge.net/'>http://pyode.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pyode/'>http://sourceforge.net/projects/pyode/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a href="http://pyode.sourceforge.net/gnu.txt">GNU Lesser General Public License</a> or <a href="http://pyode.sourceforge.net/bsd.txt">BSD-style</a> license.<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/pyode/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sun Grid Engine</title>
		<link>http://opensourcevfx.org/2010/01/sun-grid-engine/</link>
		<comments>http://opensourcevfx.org/2010/01/sun-grid-engine/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 23:36:18 +0000</pubDate>
		<dc:creator>jeppewalther</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[render queue]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=186</guid>
		<description><![CDATA[Grid Engine is software that facilitates &#8220;distributed resource management&#8221; (DRM). Far more than just simple load-balancing tools or batch scheduling mechanisms, DRM software typically provides the following key features across large sets of distributed resources. Policy based allocation of distributed resources (CPU time, software licenses, etc.) Batch queuing &#38; scheduling Support diverse server hardware, OS [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://gridengine.sunsource.net/'>http://gridengine.sunsource.net/</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X, Solaris<br/><strong>License</strong>: <a href="http://gridengine.sunsource.net/Gridengine_SISSL_license.html">SISSL</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p>Grid Engine is software that facilitates &#8220;distributed resource management&#8221; (DRM). Far more than just simple load-balancing tools or batch scheduling mechanisms, DRM software typically provides the following key features across large sets of distributed resources.<span id="more-186"></span></p>
<ul>
<li>Policy based allocation of distributed resources (CPU time, software licenses, etc.)</li>
<li>Batch queuing &amp; scheduling</li>
<li>Support diverse server hardware, OS and architectures</li>
<li>Load balancing &amp; remote job execution</li>
<li>Detailed job accounting statistics</li>
<li>Fine-grained user specifiable resources</li>
<li>Suspend/resume/migrate jobs</li>
<li>Tools for reporting Job/Host/Cluster status</li>
<li>Job Arrays</li>
<li>Integration &amp; control of parallel jobs</li>
<li><a href="http://gridengine.info/2008/03/04/drmaa-tutorial-for-python-users">Python bindings</a></li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://gridengine.sunsource.net/'>http://gridengine.sunsource.net/</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X, Solaris<br/><strong>License</strong>: <a href="http://gridengine.sunsource.net/Gridengine_SISSL_license.html">SISSL</a><br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/sun-grid-engine/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>pyString</title>
		<link>http://opensourcevfx.org/2010/01/pystring/</link>
		<comments>http://opensourcevfx.org/2010/01/pystring/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 10:54:57 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=130</guid>
		<description><![CDATA[Pystring is a collection of C++ functions which match the interface and behavior of python&#8217;s string class methods using std::string. Implemented in C++, it does not require or make use of a python interpreter. It provides convenience and familiarity for common string operations not included in the standard C++ library. It&#8217;s also useful in environments [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com'>http://opensource.imageworks.com</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/pystring/'>http://code.google.com/p/pystring/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a rel="external" href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Sony Imageworks<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Pystring is a collection of C++ functions which match the interface and behavior of python&#8217;s string class methods using std::string. Implemented in C++, it does not require or make use of a python interpreter. It provides convenience and familiarity for common string operations not included in the standard C++ library. It&#8217;s also useful in environments where both C++ and python are used.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.imageworks.com'>http://opensource.imageworks.com</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/pystring/'>http://code.google.com/p/pystring/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a rel="external" href="http://www.opensource.org/licenses/bsd-license.php">New BSD License</a><br/><strong>Sponsor</strong>: Sony Imageworks<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/pystring/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>CgKit</title>
		<link>http://opensourcevfx.org/2010/01/cgkit/</link>
		<comments>http://opensourcevfx.org/2010/01/cgkit/#comments</comments>
		<pubDate>Sun, 03 Jan 2010 22:43:02 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[openGL]]></category>
		<category><![CDATA[pointClouds]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=116</guid>
		<description><![CDATA[The Python Computer Graphics Kit is an Open Source software package containing a collection of Python modules, plugins and utilities that are meant to be useful for any domain where you have to deal with 3D data of any kind, be it for visualization, creating photorealistic images, Virtual Reality or even games. Currently, the entire [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://cgkit.sourceforge.net/'>http://cgkit.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/cgkit/'>http://sourceforge.net/projects/cgkit/</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-license.php" target="_blank">GPL</a>, <a href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a>, <a href="http://www.opensource.org/licenses/mozilla1.1.php" target="_blank">MPL1.1</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The Python Computer Graphics Kit is an Open Source  software package containing a collection of Python modules, plugins and utilities that are meant to be useful for any domain where you have to deal with 3D data of any kind, be it for visualization, creating photorealistic images, Virtual Reality or even games. <span id="more-116"></span></p>
<p>Currently, the entire kit consists of the following  parts:</p>
<ul>
<li>The Python package cgkit that extends Python with 3D-related functionality.</li>
<li>The Maya plugin sourcepy that integrates the Python interpreter into Maya, and the accompanying Python package maya that makes Maya functionality available in Python.</li>
<li>A collection of small stand-alone utilities written in Python, MEL or MaxScript.</li>
</ul>
<h3>cgkit features:</h3>
<ul>
<li>New 3D data types such as vec3, vec4, mat3, mat4 and quat</li>
<li>Contains a Python binding of Pixar&#8217;s RenderMan API</li>
<li>Provides access to specialized input hardware such as SpaceMouse/SpaceBall, data glove or tablet via wrappers around the 3DxWare <a name="intro"></a><a href="http://www.3dconnexion.com/">3Dconnexion</a>, the Wintab Developer Kit by <a href="http://www.pointing.com/">LCS/Telegraphics</a> and the Data Glove SDK by <a href="http://www.5dt.com/">Fifth Dimension Technologies</a>.</li>
<li>Additional 3D utility functions such as various noises or the functions found in the RenderMan Shading Language</li>
<li>Parse RenderMan shader source files to extract shader parameters</li>
<li>3D data can be stored and manipulated in memory</li>
<li>Imports 3DS, VRML, X3D, OBJ, OFF, IFS, STL, PLY, MA, ASF/AMC, BVH (using the following libraries: <a href="http://lib3ds.sourceforge.net/">lib3ds</a>, <a href="http://www.cybergarage.org/vrml/cx3d/cx3dcc/index.html">CyberX3D</a>, <a href="http://www.cs.princeton.edu/~diego/professional/rply/">RPly</a>)</li>
<li>Exports RIB (shaders are generated on-the-fly), OBJ, OFF, PLY</li>
<li>Turns Python into a scene description language which can define scenes that can then be rendered with RenderMan or OpenGL.</li>
<li>Interactive OpenGL viewer tool</li>
<li>OpenGL stereo output (vertical split or quad buffer)</li>
<li>Offline render tool that feeds a RenderMan renderer, can also be used to bake texture maps</li>
<li>Connect arbitrary attributes of the same type to create animations</li>
<li>Rigid body dynamics via the <a href="http://www.ode.org/">Open Dynamics Engine</a></li>
<li>Extensible via regular modules or plugins</li>
</ul>
<h3>Python/Maya features:</h3>
<ul>
<li>Integrates the Python interpreter into Maya by providing two new  MEL commands        <tt>py</tt> and <tt>pySource</tt> that can execute Python source  code.</li>
<li>Provides dynamic Python wrappers around all MEL commands  found in Maya.</li>
<li>Provides new convenience classes for creating GUIs</li>
<li>Exposes the Maya C++ SDK to Python</li>
<li>Allows writing plug-ins in Python</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://cgkit.sourceforge.net/'>http://cgkit.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/cgkit/'>http://sourceforge.net/projects/cgkit/</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-license.php" target="_blank">GPL</a>, <a href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a>, <a href="http://www.opensource.org/licenses/mozilla1.1.php" target="_blank">MPL1.1</a><br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/cgkit/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>pyShake</title>
		<link>http://opensourcevfx.org/2010/01/pyshake/</link>
		<comments>http://opensourcevfx.org/2010/01/pyshake/#comments</comments>
		<pubDate>Sun, 03 Jan 2010 22:17:41 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[compositing]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[shake]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=111</guid>
		<description><![CDATA[pyshake is a project to integrate the Python scripting language with the Shake compositing package. It is based on boost::python and uses Py++ for generating the bindings. pyshake is being developed by Rising Sun Pictures. Home Page: http://open.rsp.com.auProject Page: http://open.rsp.com.au/projects/pyshakeLanguage: C++Platform: Linux, Windows, OS XLicense: LGPLv2.1.Sponsor: Rising Sun Pictures
<p class='projectfields'><strong>Home Page</strong>: <a href='http://open.rsp.com.au'>http://open.rsp.com.au</a><br/><strong>Project Page</strong>: <a href='http://open.rsp.com.au/projects/pyshake'>http://open.rsp.com.au/projects/pyshake</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-license.php">LGPLv2.1</a>.<br/><strong>Sponsor</strong>: Rising Sun Pictures<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">pyshake is a project to integrate the Python scripting language with the  Shake compositing package. It is based on <a href="http://www.boost.org/libs/python/doc/" target="_blank">boost::python</a> and uses <a href="http://www.language-binding.net/pyplusplus/pyplusplus.html" target="_blank">Py++</a> for generating the bindings.</p>
<p style="text-align: justify;">pyshake is being developed by <a href="http://www.rsp.com.au/" target="_blank">Rising Sun Pictures</a>.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://open.rsp.com.au'>http://open.rsp.com.au</a><br/><strong>Project Page</strong>: <a href='http://open.rsp.com.au/projects/pyshake'>http://open.rsp.com.au/projects/pyshake</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-license.php">LGPLv2.1</a>.<br/><strong>Sponsor</strong>: Rising Sun Pictures<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/pyshake/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GTO</title>
		<link>http://opensourcevfx.org/2010/01/gto/</link>
		<comments>http://opensourcevfx.org/2010/01/gto/#comments</comments>
		<pubDate>Sat, 02 Jan 2010 19:53:36 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[file format]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[obj]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=51</guid>
		<description><![CDATA[GTO is an open source file format designed for computer graphics. It was developed by Tweak Films to serve as the core storageformat for our geometry and rendering pipeline. GTO is used by VFX and animation facilities, post-houses, and game developers for a wide variety of applications. It&#8217;s small size and versatility make it useful for animation, modeling, particle dynamics and 3D [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.tweakfilms.com/products/open-source-software/gto'>http://www.tweakfilms.com/products/open-source-software/gto</a><br/><strong>Project Page</strong>: <a href='http://github.com/jimhourihan/gto'>http://github.com/jimhourihan/gto</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-2.0.php">GNU Library General Public License</a> with exceptions for static linking.<br/><strong>Sponsor</strong>: Tweak Films<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">GTO is an open source file format designed for computer graphics. It was developed by <a href="http://www.tweakfilms.com/" target="_blank">Tweak Films</a> to serve as the core storageformat for our geometry and rendering pipeline. GTO is used by VFX and animation facilities, post-houses, and game developers for a wide variety of applications. It&#8217;s small size and versatility make it useful for animation, modeling, particle dynamics and 3D paint. It can be used to replace file formats such as PDB/PDC, obj, and binary RIB.<span id="more-51"></span><br />
At heart GTO is just a clean and optimal way of storing large, named, and organized arrays of binary data (although there is a text version of the file too). GTO naturally lends itself to a &#8220;least common denominator&#8221; role between computer graphics applications. The storage mechanism and the data layout are independent, so that the format can be easily adopted without regard to how the format is used by any particular application. The GTO library has bindings in C++ and Python making it relatively easy to develop custom tools to read, write and manipulate GTO files.</p>
<p style="text-align: justify;">The GTO library includes the low-level reader and writer classes, a slightly higher level raw data reader/writer, and source code for a Maya scene and particle export, particle display, a Maya deformer to use GTO as a geometry cache, Houdini plug-ins, a number of command line tools, a Wavefront .obj parser (for a command line converter), and a Python module for reading and writing GTO files. The GTO reader/writer and tools have been tested thoroughly in feature film and game production on GNU/Linux and OSX as well as Windows XP, Vista, and 2000. GTO is also used as part of Tweak Software&#8217;s commercial products.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.tweakfilms.com/products/open-source-software/gto'>http://www.tweakfilms.com/products/open-source-software/gto</a><br/><strong>Project Page</strong>: <a href='http://github.com/jimhourihan/gto'>http://github.com/jimhourihan/gto</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X, etc<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/gpl-2.0.php">GNU Library General Public License</a> with exceptions for static linking.<br/><strong>Sponsor</strong>: Tweak Films<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/gto/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Cortex</title>
		<link>http://opensourcevfx.org/2009/12/cortex/</link>
		<comments>http://opensourcevfx.org/2009/12/cortex/#comments</comments>
		<pubDate>Thu, 31 Dec 2009 17:40:21 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[nuke]]></category>
		<category><![CDATA[openGL]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[renderman]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/2009/12/cortex/</guid>
		<description><![CDATA[The Cortex project aims to provide a set of high quality C++ libraries and Python modules tailored for software development in the visual effects industry. Rather than producing end user tools, the project focuses on creating a reusable set of modules of use to TDs and programmers in a broad range of scenarios &#8211; allowing [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.image-engine.com/'>http://opensource.image-engine.com/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/cortex-vfx'>http://code.google.com/p/cortex-vfx</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD License</a><br/><strong>Sponsor</strong>: Image Engine<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">The <a href="http://code.google.com/p/cortex-vfx/">Cortex project</a> aims to provide a set of high quality C++ libraries and Python modules tailored for software development in the visual effects industry. Rather than producing end user tools, the project focuses on creating a reusable set of modules of use to TDs and programmers in a broad range of scenarios &#8211; allowing them to focus on the more interesting or innovative aspects of development.<span id="more-18"></span></p>
<p style="text-align: justify;">Originally the brainchild of Andrew Chapman, the Cortex project is now being developed around the IECore library developed in house at <a href="http://www.image-engine.com/">Image Engine</a> and subsequently released as open source. Initially, Image Engine are providing the core library and Python bindings, along with their RenderMan, Maya, OpenGL, and Nuke support libraries.</p>
<p style="text-align: justify;">It is hoped that the Cortex project will attract contributions from the wider visual effects community, and grow to provide a rich set of functionality and support for further 3rd party applications.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.image-engine.com/'>http://opensource.image-engine.com/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/cortex-vfx'>http://code.google.com/p/cortex-vfx</a><br/><strong>Language</strong>: C++, Python<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a rel="nofollow" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD License</a><br/><strong>Sponsor</strong>: Image Engine<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2009/12/cortex/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

