nkallen
Joined 19 years ago
Joined 19 years ago
What I've seen some Blender plugins do to get around this is to have an open-source plugin communicate via IPC to a closed source library. It's totally legal. It's a performance and implementation tax that just seems silly to me.
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.
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
https://stackoverflow.com/questions/5419923/can-gpl-be-re-li...
I thought I am the copyright owner and I can offer my code under as many licenses as I want. Many people dual license gpl code is my understanding. Converting my own code to mit should be allowed right?
Every Google result I’ve found says I’m the copyright owner and I can offer as many licenses as I want. Are you just trolling?
Edit: Jesus do you really not recognize sarcasm? People are free to use whatever license they want and I’m free to explain why I choose lgpl over gpl
There is some possibility I will switch to MIT since philosophically I’m more in that camp
I’m considering parasolid but, no, I can’t keep this price point with it
Nurbs are good for some shapes and bad for others. In addition to manufacturing, nurbs are great for hard surface / scifi assets for video games and movies.
Plasticity is for artists. It is more in the tradition of MoI3d than say solidworks. It has a very powerful geometry kernel and the user interface is meant to be familiar to blender users and modern looking.
It’s still very beta and changing every day