Q: What happened to FaceLift?
A: Most of the features intended for FaceLift have been rolled into StretchMesh, and we think the result is a better, more versatile tool. Kickstand is now offering FaceLift as a service for hire (Please contact us!). However, StretchMesh by itself is very effective as a tool for face rigging.
Q: Is floating or dongle-based licensing available?
A: We offer floating-licensing. Please contact us at sales@kickstandlabs.com for more details.
Q: Is bulk pricing available?
A: Bulk pricing is available! Please contact us at info@kickstandlabs.com and let us know how many seats you need. We will send you a quote.
Q: Does Kickstand offer an educational discount for StretchMesh?
A: Students currently matriculated at a university or schools wishing to purcahse tools for academic labs are qualified to receive a StretchMesh license for $99.00. Students must provide proof of academic standing (photo ID and copy of class registration for the current semester). Contact sales@kickstandlabs.com if you’re interested.
Q: Do twist operations (forearm style rotation / shoulder rotations) using StretchMesh maintain mesh volume in any way, or would a deformer object be used in that case?
A: Yes, StretchMesh does a great job of preserving volume during twisting deformations but can also be combined with other deformers (like a skinCluster) for those occassions where using multiple deformers might be more efficient.
Q: Is there any real cpu / mesh density recommended limits? Would a very high-density mesh with multiple collision objects dramatically hurt performance or make my character unusable?
A: StretchMesh will work with high-resolution meshes. Performance corresponds to the density of the mesh and the number of collision objects used. StretchMesh is most effective when used with a mesh that has enough resolution to capture the detail of your model, but isn’t overly dense.
Q: Can StretchMesh be implemented as a real-time deformation component for my game engine?
A: We think it can and we would love to partner with a developer to make that happen.
Q: I have an idea for a technology or tool that I have always wanted to use in my production or that will change the way animation is produced forever. Will you make it for me?
A: We have some interesting new things on our plate now but we’d be happy to discuss it with you. We take the future very seriously.
FAQ: Tools and Sales
Q: What happened to FaceLift?
A: Most of the features intended for FaceLift have been rolled into StretchMesh, and we think the result is a better, more versatile tool. Kickstand is now offering FaceLift as a service for hire (Please contact us!). However, StretchMesh by itself is very effective as a tool for face rigging.
Q: Is floating or dongle-based licensing available?
A: We offer floating-licensing. Please contact us at sales@kickstandlabs.com for more details.
Q: Is bulk pricing available?
A: Bulk pricing is available! Please contact us at info@kickstandlabs.com and let us know how many seats you need. We will send you a quote.
Q: Does Kickstand offer an educational discount for StretchMesh?
A: Students currently matriculated at a university or schools wishing to purcahse tools for academic labs are qualified to receive a StretchMesh license for $99.00. Students must provide proof of academic standing (photo ID and copy of class registration for the current semester). Contact sales@kickstandlabs.com if you’re interested.
Q: Do twist operations (forearm style rotation / shoulder rotations) using StretchMesh maintain mesh volume in any way, or would a deformer object be used in that case?
A: Yes, StretchMesh does a great job of preserving volume during twisting deformations but can also be combined with other deformers (like a skinCluster) for those occassions where using multiple deformers might be more efficient.
Q: Is there any real cpu / mesh density recommended limits? Would a very high-density mesh with multiple collision objects dramatically hurt performance or make my character unusable?
A: StretchMesh will work with high-resolution meshes. Performance corresponds to the density of the mesh and the number of collision objects used. StretchMesh is most effective when used with a mesh that has enough resolution to capture the detail of your model, but isn’t overly dense.
Q: Can StretchMesh be implemented as a real-time deformation component for my game engine?
A: We think it can and we would love to partner with a developer to make that happen.
Q: I have an idea for a technology or tool that I have always wanted to use in my production or that will change the way animation is produced forever. Will you make it for me?
A: We have some interesting new things on our plate now but we’d be happy to discuss it with you. We take the future very seriously.