First Look at Fabric Engine 2.6

July 31, 2017

Among all the noise and excitement of Siggraph, we wanted to share some info on how some new customers are using Fabric Engine. On top of that, we’re close to releasing Fabric Engine 2.6 and there’s some fantastic new stuff in there we’re going to show you.

Fabric 2.6 press release

Fabric ‘new customers, here’s why’ press release

First look at Fabric Engine 2.6


You can now get daily builds of Fabric 2.6 here.  Fabric Engine 2.6 ships in late August and is a big leap forward for the platform. Highlights of the release include:

  • New framework for building custom manipulation tools
  • AnimX – we now use the same library as Maya
  • RBF (Radial Basis Function) Solver
  • F-Curve widget
  • New extensions: Bullet (rewrapped), FBX (rewrapped), Lidar, USD
  • Asset Patterns – an evolution of Import Patterns for importing and exporting scene data with Alembic or USD

What our customers are saying

We’re excited to be working with some big new games customers: Guerilla Games (makers of Horizon:Zero Dawn) and PlatinumGames (makers of Nier:Automata). We asked them to tell us a bit about how they’re using Fabric and why they decided to become customers.

Bart Wijsman at Guerilla Games

“Fabric is currently used in the preproduction for rigging our characters.  We have chosen Fabric as it perfectly matches our need for modular rigging and allows for improvement in the speed of the evaluation of complex rigs. We spent the last half year evaluating whether we’d be able to get what we wanted out of Fabric and we have not found any other tool that comes close. We are currently using Fabric in combination with Maya 2017 and are anxiously awaiting the MotionBuilder support.”

Masanori Takashima at PlatinumGames

“For modeling, we are using Maya / SubstancePainter / SubstanceDesigner / ZBrush among others. For animation, we are using MotionBuilder, except for facial rigging and facial animation, for which we’re using Maya.

Most of the designers at PlatinumGames have their own customized Maya environments that they’re used to working with. Fabric’s tools allow for surprisingly easy development in such an environment, which is especially helpful to staff members who have to work with Maya a lot. This makes it possible for us to develop tools that allow for simultaneous use of in-house scripts and Maya’s standard functionality. It was very easy for us to figure out how to build optimized tools and workflows.  One of the biggest benefits is being able to import modular rigs into DCC tools, as shown by Kraken.  And last but not least, the price is very reasonable, which is nice.”

Here are a couple of screenshots from PlatinumGames.

Curve wrapping
Curve wrapping (PlatinumGames)
Scattering function (PlatinumGames)


We’re also really excited to be working with ECCO on some new tools for their product design process.

Joe Mitchell at ECCO

“Our job in the Innovation lab is to look at where improvements can be made throughout the company.  We have built the ability to offer digital or physical samples.  Because ECCO owns everything needed to produce physical samples, we really have to optimize the 3D pipeline to be able to match the speed and quality in digital.  We started with something relatively simple, and consistent among all of our products.  Being able to create a set of ‘rules’ where we can automatically generate geometry correctly and accurately is one area where Fabric is ideal, we create the stitching this way.  We mainly use Maya, Fabric fits with this seamlessly.”


Thanks to everybody for their comments, and thanks to all of our users for their ongoing support!

Team Fabric