extensible-icon   Extensible

Open Platform

Having access to common data formats and libraries from within Fabric’s KL language is critical for working effectively within your production environment. Need to read Alembic files? Check. FBX? Check. Vicon data? The DataStream SDK is wrapped and directly callable from within KL. Need to support your custom libraries? We’ve got tools for that too.

Community Contributions

Priorities change fast in production. If the extension or tool you’re looking for isn’t supported directly by the Fabric team, the Fabric community is very active and may well have what you are looking for.

Find Community developed resources

Source Code

The source for many Fabric extensions is freely available. Some users even make their own repos available so that everyone can benefit from their work.

ACCESS SOURCE CODE

Support for Custom Libraries

We provide tools for taking your custom in-house libraries – or any commercial libraries we haven’t wrapped ourselves yet – and wrapping them to work with Fabric.

FIND OUT MORE ABOUT OUR EDK

Visual Programming UI

Fabric ships with a tool for building node libraries from KL code, so once you’ve wrapped a library it’s easy to build a visual programming front-end for it.

FIND OUT MORE ABOUT THE DFG

Import Patterns

Getting your assets and scenes into a runtime like Unity or Unreal can be time consuming, primarily because you lack control over most of the import process. Fabric Import Patterns give you a reliable, repeatable and customizable approach for getting your data into your target environment. This means you can spend less time and effort on importing data, and more time on working with data in your runtime of choice. In fact, Fabric Import Patterns extend beyond importing into Unity or Unreal. You can also use them to get the same scene data into a web browser using three .js or to build procedural tools for applications like Maya.

“At some point during the evaluation phase we were thinking this is much easier – writing new nodes, new tools in Maya, using Fabric – than if you had to do it using C++.”


Sylvain Brugnot

Lead R&D for core technology – Double Negative

“Usually during production we don’t have a lot of time to develop systems and new tools. With the simple extension structure and without the necessity of compiling we’re able to iterate quickly and build tools practically on the fly.”


Eric Thivierge

Rigging lead – Hybride

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