Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
Delicate is an understatement...


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 8:07 PM, Paul Doyle  wrote:

> I'm a delicate English flower. 6 years into Quebec life and I still go
> into shock in winter and summer :)
>
>
> On 29 August 2013 19:59, Eric Turman  wrote:
>
>> True...it is hotter than hades right now down here in Texas :P ...not as
>> bad as prior years though
>>
>>
>> On Thu, Aug 29, 2013 at 6:56 PM, Paul Doyle wrote:
>>
>>> You're missing out on the wonderful February weather and pleasant summer
>>> evenings.
>>>
>>>
>>>
>>> On 29 August 2013 19:50, Eric Turman  wrote:
>>>
 Good thing I don't live in Quebec then ;)


 On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau wrote:

> pouhahahahahahahahaha
>
>
> *Sylvain Lebeau // SHED**
> *V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM
>  >
>
> On 2013-08-29, at 7:39 PM, Paul Doyle  wrote:
>
> We have decided not to distribute it to people with beards that live
> in Quebec. Sorry.
>
>
> On 29 August 2013 19:37, Eric Thivierge  wrote:
>
>> Great stuff guys! Can't wait to get my hands on it. :)
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>
>>> We spent a bit of time working on a car asset to show the
>>> portability of the asset and rig controls - it's pretty cool to see the
>>> same rig in Softimage and Maya. it's also showing some interesting stuff
>>> around rigging that can't be tackled with the standard approaches. It 
>>> also
>>> shows that Softimage is more fun when it comes to interactive playback 
>>> ;)
>>>
>>> https://vimeo.com/73417850
>>>
>>>
>>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>>
  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it
 etc and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging
 system that comes close to the haptics of CAT and Character Studio in 
 terms
 of limb creation and direct joint manipulation, but this is the only 
 thing
 that comes close to it, and even surpasses it in terms of flexibility 
 by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator
 to another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one.
 Then you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You
 may then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that
 people would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I
 need to start creating a generalized rigging system using this as a
 frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:

>   character rigs portable between applications... isn’t that like
> the holy grail?
> this sounds like a HUGE step in freeing productions from a single
> DCC application.
>
>
>  *From:* Paul Doyle 
> *Sent:* Monday, August 26, 2013 6:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Fabric Engine - portable characters and manipulation
>
>
> Hi guys – we’ve been working hard on the rigging and manipulation
> work for Splice. I’m happy to say we’re able to show you that work, 
> and our
> aim is to make a drop of this available to the Splice test group 
> sometime
> in September. We will be opening up Splice to the general Creati

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
Come on everyone, stop making jokes at Eric's expense.

I appear to have derailed my own thread.


On 29 August 2013 20:07, Eric Thivierge  wrote:

> I hate you all...
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, Aug 29, 2013 at 7:48 PM, Paul Doyle  wrote:
>
>> There's an exemption if your name is not Eric.
>>
>>
>> On 29 August 2013 19:47, Miquel Campos  wrote:
>>
>>> Oh S***t !!! I also have beard and live in Quebec. : ( But I am more
>>> bald than Eric. That should compensate the equation :D
>>>
>>>
>>> 
>>>
>>> Miquel Campos
>>> www.miquelTD.com
>>>
>>>
>>>
>>> 2013/8/29 Paul Doyle 
>>>
 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge  wrote:

> Great stuff guys! Can't wait to get my hands on it. :)
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>
>> We spent a bit of time working on a car asset to show the portability
>> of the asset and rig controls - it's pretty cool to see the same rig in
>> Softimage and Maya. it's also showing some interesting stuff around 
>> rigging
>> that can't be tackled with the standard approaches. It also shows that
>> Softimage is more fun when it comes to interactive playback ;)
>>
>> https://vimeo.com/73417850
>>
>>
>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>
>>>  Hey Stefan,
>>>
>>> yes - you'd have to implement that. You could also use the python
>>> callbacks to create a temporary softimage object,
>>> connect it using expressions to the channels, let's say, snap it etc
>>> and then during the cleanup callback remove the
>>> object again. It's all about the workflow you define.
>>>
>>> -H
>>>
>>>
>>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>>
>>> I've spent so much time trying to come up with a modular rigging
>>> system that comes close to the haptics of CAT and Character Studio in 
>>> terms
>>> of limb creation and direct joint manipulation, but this is the only 
>>> thing
>>> that comes close to it, and even surpasses it in terms of flexibility by
>>> miles.
>>> I can't wait to start playing with this!
>>>
>>>  One question: What if I needed to snap such a Splice manipulator
>>> to another object in the scene? I suppose I'd need to implement my own
>>> snapping function?
>>>
>>>
>>>  Well - that's a good question really. You can script splice using
>>> python and jscript inside soft,
>>> using mel + python inside maya. So I'd say you'd use python (common
>>> nominator) inside the
>>> DCCs, with slight adaptations concerning the command for each one.
>>> Then you'd build your
>>> picking, synaptics, workflow using python and Qt or whatnot. You may
>>> then compose operators
>>> using KL and Splice to reflect your manipulation and rig runtime.
>>>
>>> Done.
>>>
>>> Seriously it's not far away and it's something I have hoped that
>>> people would extrapolate to.
>>>
>>> :-)
>>>
>>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>>
>>> This is very very intriguing indeed. What components exactly do I
>>> need to start creating a generalized rigging system using this as a
>>> frameworks?
>>>
>>>
>>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>>
   character rigs portable between applications... isn’t that like
 the holy grail?
 this sounds like a HUGE step in freeing productions from a single
 DCC application.


  *From:* Paul Doyle 
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation
 work for Splice. I’m happy to say we’re able to show you that work, 
 and our
 aim is to make a drop of this available to the Splice test group 
 sometime
 in September. We will be opening up Splice to the general Creation list
 soon (October/November), but please mail me if you’d like to get on 
 board
 now (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and
 the way it works is a fixture o

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
I hate you all...


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 7:48 PM, Paul Doyle  wrote:

> There's an exemption if your name is not Eric.
>
>
> On 29 August 2013 19:47, Miquel Campos  wrote:
>
>> Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald
>> than Eric. That should compensate the equation :D
>>
>>
>> 
>>
>> Miquel Campos
>> www.miquelTD.com
>>
>>
>>
>> 2013/8/29 Paul Doyle 
>>
>>> We have decided not to distribute it to people with beards that live in
>>> Quebec. Sorry.
>>>
>>>
>>> On 29 August 2013 19:37, Eric Thivierge  wrote:
>>>
 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:

> We spent a bit of time working on a car asset to show the portability
> of the asset and rig controls - it's pretty cool to see the same rig in
> Softimage and Maya. it's also showing some interesting stuff around 
> rigging
> that can't be tackled with the standard approaches. It also shows that
> Softimage is more fun when it comes to interactive playback ;)
>
> https://vimeo.com/73417850
>
>
> On 26 August 2013 16:04, Helge Mathee  wrote:
>
>>  Hey Stefan,
>>
>> yes - you'd have to implement that. You could also use the python
>> callbacks to create a temporary softimage object,
>> connect it using expressions to the channels, let's say, snap it etc
>> and then during the cleanup callback remove the
>> object again. It's all about the workflow you define.
>>
>> -H
>>
>>
>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>
>> I've spent so much time trying to come up with a modular rigging
>> system that comes close to the haptics of CAT and Character Studio in 
>> terms
>> of limb creation and direct joint manipulation, but this is the only 
>> thing
>> that comes close to it, and even surpasses it in terms of flexibility by
>> miles.
>> I can't wait to start playing with this!
>>
>>  One question: What if I needed to snap such a Splice manipulator to
>> another object in the scene? I suppose I'd need to implement my own
>> snapping function?
>>
>>
>>  Well - that's a good question really. You can script splice using
>> python and jscript inside soft,
>> using mel + python inside maya. So I'd say you'd use python (common
>> nominator) inside the
>> DCCs, with slight adaptations concerning the command for each one.
>> Then you'd build your
>> picking, synaptics, workflow using python and Qt or whatnot. You may
>> then compose operators
>> using KL and Splice to reflect your manipulation and rig runtime.
>>
>> Done.
>>
>> Seriously it's not far away and it's something I have hoped that
>> people would extrapolate to.
>>
>> :-)
>>
>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>
>> This is very very intriguing indeed. What components exactly do I
>> need to start creating a generalized rigging system using this as a
>> frameworks?
>>
>>
>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>
>>>   character rigs portable between applications... isn’t that like
>>> the holy grail?
>>> this sounds like a HUGE step in freeing productions from a single
>>> DCC application.
>>>
>>>
>>>  *From:* Paul Doyle 
>>> *Sent:* Monday, August 26, 2013 6:23 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Fabric Engine - portable characters and manipulation
>>>
>>>
>>> Hi guys – we’ve been working hard on the rigging and manipulation
>>> work for Splice. I’m happy to say we’re able to show you that work, and 
>>> our
>>> aim is to make a drop of this available to the Splice test group 
>>> sometime
>>> in September. We will be opening up Splice to the general Creation list
>>> soon (October/November), but please mail me if you’d like to get on 
>>> board
>>> now (our minimum requirement is coding experience with Python as a
>>> TA/TD/programmer in production).
>>>
>>> Below is an excerpt from the webpage. We’d really appreciate your
>>> feedback on this, as it’s an area we think is ripe for some innovation.
>>>
>>> Cheers,
>>>
>>> Paul
>>>
>>> “In most DCC applications (Maya, Softimage etc)  manipulation and
>>> the way it works is a fixture of the rig. For example, if you want to
>>> manipulate an object's rotation with a position in 3D you can only do 
>>> that
>>> by building an auxiliary rig. If you need further options and more
>>> versatility these rigs can grow extremely complex and hard to manage.
>>> 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
I'm a delicate English flower. 6 years into Quebec life and I still go into
shock in winter and summer :)


On 29 August 2013 19:59, Eric Turman  wrote:

> True...it is hotter than hades right now down here in Texas :P ...not as
> bad as prior years though
>
>
> On Thu, Aug 29, 2013 at 6:56 PM, Paul Doyle  wrote:
>
>> You're missing out on the wonderful February weather and pleasant summer
>> evenings.
>>
>>
>>
>> On 29 August 2013 19:50, Eric Turman  wrote:
>>
>>> Good thing I don't live in Quebec then ;)
>>>
>>>
>>> On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau  wrote:
>>>
 pouhahahahahahahahaha


 *Sylvain Lebeau // SHED**
 *V-P/Visual effects supervisor
 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 
  >

 On 2013-08-29, at 7:39 PM, Paul Doyle  wrote:

 We have decided not to distribute it to people with beards that live in
 Quebec. Sorry.


 On 29 August 2013 19:37, Eric Thivierge  wrote:

> Great stuff guys! Can't wait to get my hands on it. :)
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>
>> We spent a bit of time working on a car asset to show the portability
>> of the asset and rig controls - it's pretty cool to see the same rig in
>> Softimage and Maya. it's also showing some interesting stuff around 
>> rigging
>> that can't be tackled with the standard approaches. It also shows that
>> Softimage is more fun when it comes to interactive playback ;)
>>
>> https://vimeo.com/73417850
>>
>>
>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>
>>>  Hey Stefan,
>>>
>>> yes - you'd have to implement that. You could also use the python
>>> callbacks to create a temporary softimage object,
>>> connect it using expressions to the channels, let's say, snap it etc
>>> and then during the cleanup callback remove the
>>> object again. It's all about the workflow you define.
>>>
>>> -H
>>>
>>>
>>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>>
>>> I've spent so much time trying to come up with a modular rigging
>>> system that comes close to the haptics of CAT and Character Studio in 
>>> terms
>>> of limb creation and direct joint manipulation, but this is the only 
>>> thing
>>> that comes close to it, and even surpasses it in terms of flexibility by
>>> miles.
>>> I can't wait to start playing with this!
>>>
>>>  One question: What if I needed to snap such a Splice manipulator
>>> to another object in the scene? I suppose I'd need to implement my own
>>> snapping function?
>>>
>>>
>>>  Well - that's a good question really. You can script splice using
>>> python and jscript inside soft,
>>> using mel + python inside maya. So I'd say you'd use python (common
>>> nominator) inside the
>>> DCCs, with slight adaptations concerning the command for each one.
>>> Then you'd build your
>>> picking, synaptics, workflow using python and Qt or whatnot. You may
>>> then compose operators
>>> using KL and Splice to reflect your manipulation and rig runtime.
>>>
>>> Done.
>>>
>>> Seriously it's not far away and it's something I have hoped that
>>> people would extrapolate to.
>>>
>>> :-)
>>>
>>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>>
>>> This is very very intriguing indeed. What components exactly do I
>>> need to start creating a generalized rigging system using this as a
>>> frameworks?
>>>
>>>
>>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>>
   character rigs portable between applications... isn’t that like
 the holy grail?
 this sounds like a HUGE step in freeing productions from a single
 DCC application.


  *From:* Paul Doyle 
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation
 work for Splice. I’m happy to say we’re able to show you that work, 
 and our
 aim is to make a drop of this available to the Splice test group 
 sometime
 in September. We will be opening up Splice to the general Creation list
 soon (October/November), but please mail me if you’d like to get on 
 board
 now (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on thi

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Turman
True...it is hotter than hades right now down here in Texas :P ...not as
bad as prior years though


On Thu, Aug 29, 2013 at 6:56 PM, Paul Doyle  wrote:

> You're missing out on the wonderful February weather and pleasant summer
> evenings.
>
>
>
> On 29 August 2013 19:50, Eric Turman  wrote:
>
>> Good thing I don't live in Quebec then ;)
>>
>>
>> On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau  wrote:
>>
>>> pouhahahahahahahahaha
>>>
>>>
>>> *Sylvain Lebeau // SHED**
>>> *V-P/Visual effects supervisor
>>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 
>>>  >
>>>
>>> On 2013-08-29, at 7:39 PM, Paul Doyle  wrote:
>>>
>>> We have decided not to distribute it to people with beards that live in
>>> Quebec. Sorry.
>>>
>>>
>>> On 29 August 2013 19:37, Eric Thivierge  wrote:
>>>
 Great stuff guys! Can't wait to get my hands on it. :)

 
 Eric Thivierge
 http://www.ethivierge.com


 On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:

> We spent a bit of time working on a car asset to show the portability
> of the asset and rig controls - it's pretty cool to see the same rig in
> Softimage and Maya. it's also showing some interesting stuff around 
> rigging
> that can't be tackled with the standard approaches. It also shows that
> Softimage is more fun when it comes to interactive playback ;)
>
> https://vimeo.com/73417850
>
>
> On 26 August 2013 16:04, Helge Mathee  wrote:
>
>>  Hey Stefan,
>>
>> yes - you'd have to implement that. You could also use the python
>> callbacks to create a temporary softimage object,
>> connect it using expressions to the channels, let's say, snap it etc
>> and then during the cleanup callback remove the
>> object again. It's all about the workflow you define.
>>
>> -H
>>
>>
>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>
>> I've spent so much time trying to come up with a modular rigging
>> system that comes close to the haptics of CAT and Character Studio in 
>> terms
>> of limb creation and direct joint manipulation, but this is the only 
>> thing
>> that comes close to it, and even surpasses it in terms of flexibility by
>> miles.
>> I can't wait to start playing with this!
>>
>>  One question: What if I needed to snap such a Splice manipulator to
>> another object in the scene? I suppose I'd need to implement my own
>> snapping function?
>>
>>
>>  Well - that's a good question really. You can script splice using
>> python and jscript inside soft,
>> using mel + python inside maya. So I'd say you'd use python (common
>> nominator) inside the
>> DCCs, with slight adaptations concerning the command for each one.
>> Then you'd build your
>> picking, synaptics, workflow using python and Qt or whatnot. You may
>> then compose operators
>> using KL and Splice to reflect your manipulation and rig runtime.
>>
>> Done.
>>
>> Seriously it's not far away and it's something I have hoped that
>> people would extrapolate to.
>>
>> :-)
>>
>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>
>> This is very very intriguing indeed. What components exactly do I
>> need to start creating a generalized rigging system using this as a
>> frameworks?
>>
>>
>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>
>>>   character rigs portable between applications... isn’t that like
>>> the holy grail?
>>> this sounds like a HUGE step in freeing productions from a single
>>> DCC application.
>>>
>>>
>>>  *From:* Paul Doyle 
>>> *Sent:* Monday, August 26, 2013 6:23 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Fabric Engine - portable characters and manipulation
>>>
>>>
>>> Hi guys – we’ve been working hard on the rigging and manipulation
>>> work for Splice. I’m happy to say we’re able to show you that work, and 
>>> our
>>> aim is to make a drop of this available to the Splice test group 
>>> sometime
>>> in September. We will be opening up Splice to the general Creation list
>>> soon (October/November), but please mail me if you’d like to get on 
>>> board
>>> now (our minimum requirement is coding experience with Python as a
>>> TA/TD/programmer in production).
>>>
>>> Below is an excerpt from the webpage. We’d really appreciate your
>>> feedback on this, as it’s an area we think is ripe for some innovation.
>>>
>>> Cheers,
>>>
>>> Paul
>>>
>>> “In most DCC applications (Maya, Softimage etc)  manipulation and
>>> the way it works is a fixture of the rig. For example, if you want to
>>> manipulate an object'

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
You're missing out on the wonderful February weather and pleasant summer
evenings.


On 29 August 2013 19:50, Eric Turman  wrote:

> Good thing I don't live in Quebec then ;)
>
>
> On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau  wrote:
>
>> pouhahahahahahahahaha
>>
>>
>> *Sylvain Lebeau // SHED**
>> *V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  <
>> http://WWW.SHEDMTL.COM >
>>
>> On 2013-08-29, at 7:39 PM, Paul Doyle  wrote:
>>
>> We have decided not to distribute it to people with beards that live in
>> Quebec. Sorry.
>>
>>
>> On 29 August 2013 19:37, Eric Thivierge  wrote:
>>
>>> Great stuff guys! Can't wait to get my hands on it. :)
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>>
>>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>>
 We spent a bit of time working on a car asset to show the portability
 of the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee  wrote:

>  Hey Stefan,
>
> yes - you'd have to implement that. You could also use the python
> callbacks to create a temporary softimage object,
> connect it using expressions to the channels, let's say, snap it etc
> and then during the cleanup callback remove the
> object again. It's all about the workflow you define.
>
> -H
>
>
> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>
> I've spent so much time trying to come up with a modular rigging
> system that comes close to the haptics of CAT and Character Studio in 
> terms
> of limb creation and direct joint manipulation, but this is the only thing
> that comes close to it, and even surpasses it in terms of flexibility by
> miles.
> I can't wait to start playing with this!
>
>  One question: What if I needed to snap such a Splice manipulator to
> another object in the scene? I suppose I'd need to implement my own
> snapping function?
>
>
>  Well - that's a good question really. You can script splice using
> python and jscript inside soft,
> using mel + python inside maya. So I'd say you'd use python (common
> nominator) inside the
> DCCs, with slight adaptations concerning the command for each one.
> Then you'd build your
> picking, synaptics, workflow using python and Qt or whatnot. You may
> then compose operators
> using KL and Splice to reflect your manipulation and rig runtime.
>
> Done.
>
> Seriously it's not far away and it's something I have hoped that
> people would extrapolate to.
>
> :-)
>
> On 8/26/2013 6:46 PM, Eric Turman wrote:
>
> This is very very intriguing indeed. What components exactly do I need
> to start creating a generalized rigging system using this as a frameworks?
>
>
>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>
>>   character rigs portable between applications... isn’t that like
>> the holy grail?
>> this sounds like a HUGE step in freeing productions from a single DCC
>> application.
>>
>>
>>  *From:* Paul Doyle 
>> *Sent:* Monday, August 26, 2013 6:23 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Fabric Engine - portable characters and manipulation
>>
>>
>> Hi guys – we’ve been working hard on the rigging and manipulation
>> work for Splice. I’m happy to say we’re able to show you that work, and 
>> our
>> aim is to make a drop of this available to the Splice test group sometime
>> in September. We will be opening up Splice to the general Creation list
>> soon (October/November), but please mail me if you’d like to get on board
>> now (our minimum requirement is coding experience with Python as a
>> TA/TD/programmer in production).
>>
>> Below is an excerpt from the webpage. We’d really appreciate your
>> feedback on this, as it’s an area we think is ripe for some innovation.
>>
>> Cheers,
>>
>> Paul
>>
>> “In most DCC applications (Maya, Softimage etc)  manipulation and the
>> way it works is a fixture of the rig. For example, if you want to
>> manipulate an object's rotation with a position in 3D you can only do 
>> that
>> by building an auxiliary rig. If you need further options and more
>> versatility these rigs can grow extremely complex and hard to manage.
>> Furthermore, the evaluation of heavy rigs like this really slows down the
>> application, which has a dir

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Turman
Good thing I don't live in Quebec then ;)


On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau  wrote:

> pouhahahahahahahahaha
>
>
> *Sylvain Lebeau // SHED**
> *V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  <
> http://WWW.SHEDMTL.COM >
>
> On 2013-08-29, at 7:39 PM, Paul Doyle  wrote:
>
> We have decided not to distribute it to people with beards that live in
> Quebec. Sorry.
>
>
> On 29 August 2013 19:37, Eric Thivierge  wrote:
>
>> Great stuff guys! Can't wait to get my hands on it. :)
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>
>>> We spent a bit of time working on a car asset to show the portability of
>>> the asset and rig controls - it's pretty cool to see the same rig in
>>> Softimage and Maya. it's also showing some interesting stuff around rigging
>>> that can't be tackled with the standard approaches. It also shows that
>>> Softimage is more fun when it comes to interactive playback ;)
>>>
>>> https://vimeo.com/73417850
>>>
>>>
>>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>>
  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:

>   character rigs portable between applications... isn’t that like the
> holy grail?
> this sounds like a HUGE step in freeing productions from a single DCC
> application.
>
>
>  *From:* Paul Doyle 
> *Sent:* Monday, August 26, 2013 6:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Fabric Engine - portable characters and manipulation
>
>
> Hi guys – we’ve been working hard on the rigging and manipulation work
> for Splice. I’m happy to say we’re able to show you that work, and our aim
> is to make a drop of this available to the Splice test group sometime in
> September. We will be opening up Splice to the general Creation list soon
> (October/November), but please mail me if you’d like to get on board now
> (our minimum requirement is coding experience with Python as a
> TA/TD/programmer in production).
>
> Below is an excerpt from the webpage. We’d really appreciate your
> feedback on this, as it’s an area we think is ripe for some innovation.
>
> Cheers,
>
> Paul
>
> “In most DCC applications (Maya, Softimage etc)  manipulation and the
> way it works is a fixture of the rig. For example, if you want to
> manipulate an object's rotation with a position in 3D you can only do that
> by building an auxiliary rig. If you need further options and more
> versatility these rigs can grow extremely complex and hard to manage.
> Furthermore, the evaluation of heavy rigs like this really slows down the
> application, which has a direct impact on the speed and quality of
> animation work.
>
> Splice Manipulation provides a new way of adding custom manipulation
> to any Spliced application in a portable fashion. Any KL object can now
> implement callbacks for manipulation, allowing TDs to bu

RE: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Matt Lind
His name isn't  'not Eric' .  ;)


Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul Doyle
Sent: Thursday, August 29, 2013 4:49 PM
To: softimage@listproc.autodesk.com
Subject: Re: Fabric Engine - portable characters and manipulation

There's an exemption if your name is not Eric.

On 29 August 2013 19:47, Miquel Campos 
mailto:miquel.cam...@gmail.com>> wrote:
Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald than 
Eric. That should compensate the equation :D




Miquel Campos
www.miquelTD.com<http://www.miquelTD.com>


2013/8/29 Paul Doyle mailto:technove...@gmail.com>>
We have decided not to distribute it to people with beards that live in Quebec. 
Sorry.

On 29 August 2013 19:37, Eric Thivierge 
mailto:ethivie...@gmail.com>> wrote:
Great stuff guys! Can't wait to get my hands on it. :)


Eric Thivierge
http://www.ethivierge.com

On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle 
mailto:technove...@gmail.com>> wrote:
We spent a bit of time working on a car asset to show the portability of the 
asset and rig controls - it's pretty cool to see the same rig in Softimage and 
Maya. it's also showing some interesting stuff around rigging that can't be 
tackled with the standard approaches. It also shows that Softimage is more fun 
when it comes to interactive playback ;)

https://vimeo.com/73417850

On 26 August 2013 16:04, Helge Mathee 
mailto:helge.mat...@gmx.net>> wrote:
Hey Stefan,

yes - you'd have to implement that. You could also use the python callbacks to 
create a temporary softimage object,
connect it using expressions to the channels, let's say, snap it etc and then 
during the cleanup callback remove the
object again. It's all about the workflow you define.

-H


On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
I've spent so much time trying to come up with a modular rigging system that 
comes close to the haptics of CAT and Character Studio in terms of limb 
creation and direct joint manipulation, but this is the only thing that comes 
close to it, and even surpasses it in terms of flexibility by miles.
I can't wait to start playing with this!

One question: What if I needed to snap such a Splice manipulator to another 
object in the scene? I suppose I'd need to implement my own snapping function?


Well - that's a good question really. You can script splice using python and 
jscript inside soft,
using mel + python inside maya. So I'd say you'd use python (common nominator) 
inside the
DCCs, with slight adaptations concerning the command for each one. Then you'd 
build your
picking, synaptics, workflow using python and Qt or whatnot. You may then 
compose operators
using KL and Splice to reflect your manipulation and rig runtime.

Done.

Seriously it's not far away and it's something I have hoped that people would 
extrapolate to.

:-)

On 8/26/2013 6:46 PM, Eric Turman wrote:
This is very very intriguing indeed. What components exactly do I need to start 
creating a generalized rigging system using this as a frameworks?

On Mon, Aug 26, 2013 at 11:34 AM, mailto:pete...@skynet.be>> 
wrote:
character rigs portable between applications... isn't that like the holy grail?
this sounds like a HUGE step in freeing productions from a single DCC 
application.


From: Paul Doyle<mailto:technove...@gmail.com>
Sent: Monday, August 26, 2013 6:23 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Fabric Engine - portable characters and manipulation


Hi guys - we've been working hard on the rigging and manipulation work for 
Splice. I'm happy to say we're able to show you that work, and our aim is to 
make a drop of this available to the Splice test group sometime in September. 
We will be opening up Splice to the general Creation list soon 
(October/November), but please mail me if you'd like to get on board now (our 
minimum requirement is coding experience with Python as a TA/TD/programmer in 
production).

Below is an excerpt from the webpage. We'd really appreciate your feedback on 
this, as it's an area we think is ripe for some innovation.

Cheers,

Paul

"In most DCC applications (Maya, Softimage etc)  manipulation and the way it 
works is a fixture of the rig. For example, if you want to manipulate an 
object's rotation with a position in 3D you can only do that by building an 
auxiliary rig. If you need further options and more versatility these rigs can 
grow extremely complex and hard to manage. Furthermore, the evaluation of heavy 
rigs like this really slows down the application, which has a direct impact on 
the speed and quality of animation work.

Splice Manipulation provides a new w

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Sylvain Lebeau
pouhahahahahahahahaha


Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 

On 2013-08-29, at 7:39 PM, Paul Doyle  wrote:

> We have decided not to distribute it to people with beards that live in 
> Quebec. Sorry.
> 
> 
> On 29 August 2013 19:37, Eric Thivierge  wrote:
> Great stuff guys! Can't wait to get my hands on it. :)
> 
> 
> Eric Thivierge
> http://www.ethivierge.com
> 
> 
> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle  wrote:
> We spent a bit of time working on a car asset to show the portability of the 
> asset and rig controls - it's pretty cool to see the same rig in Softimage 
> and Maya. it's also showing some interesting stuff around rigging that can't 
> be tackled with the standard approaches. It also shows that Softimage is more 
> fun when it comes to interactive playback ;)
> 
> https://vimeo.com/73417850
> 
> 
> On 26 August 2013 16:04, Helge Mathee  wrote:
> Hey Stefan,
> 
> yes - you'd have to implement that. You could also use the python callbacks 
> to create a temporary softimage object,
> connect it using expressions to the channels, let's say, snap it etc and then 
> during the cleanup callback remove the
> object again. It's all about the workflow you define.
> 
> -H
> 
> 
> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>> I've spent so much time trying to come up with a modular rigging system that 
>> comes close to the haptics of CAT and Character Studio in terms of limb 
>> creation and direct joint manipulation, but this is the only thing that 
>> comes close to it, and even surpasses it in terms of flexibility by miles.
>> I can't wait to start playing with this! 
>> 
>> One question: What if I needed to snap such a Splice manipulator to another 
>> object in the scene? I suppose I'd need to implement my own snapping 
>> function?
>> 
>> 
>> Well - that's a good question really. You can script splice using python and 
>> jscript inside soft, 
>> using mel + python inside maya. So I'd say you'd use python (common 
>> nominator) inside the
>> DCCs, with slight adaptations concerning the command for each one. Then 
>> you'd build your
>> picking, synaptics, workflow using python and Qt or whatnot. You may then 
>> compose operators
>> using KL and Splice to reflect your manipulation and rig runtime.
>> 
>> Done.
>> 
>> Seriously it's not far away and it's something I have hoped that people 
>> would extrapolate to. 
>> 
>> :-)
>> 
>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>> This is very very intriguing indeed. What components exactly do I need to 
>>> start creating a generalized rigging system using this as a frameworks?
>>> 
>>> 
>>> On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>> character rigs portable between applications... isn’t that like the holy 
>>> grail?
>>> this sounds like a HUGE step in freeing productions from a single DCC 
>>> application.
>>>  
>>>  
>>> From: Paul Doyle
>>> Sent: Monday, August 26, 2013 6:23 PM
>>> To: softimage@listproc.autodesk.com
>>> Subject: Fabric Engine - portable characters and manipulation
>>>  
>>> Hi guys – we’ve been working hard on the rigging and manipulation work for 
>>> Splice. I’m happy to say we’re able to show you that work, and our aim is 
>>> to make a drop of this available to the Splice test group sometime in 
>>> September. We will be opening up Splice to the general Creation list soon 
>>> (October/November), but please   mail me if 
>>> you’d like to get on board now (our minimum requirement is coding 
>>> experience with Python as a TA/TD/programmer in production).
>>> 
>>> Below is an excerpt from the webpage. We’d really appreciate your feedback 
>>> on this, as it’s an area we think is ripe for some innovation.
>>> 
>>> Cheers,
>>> Paul
>>> 
>>> “In most DCC applications (Maya, Softimage etc)  manipulation and the way 
>>> it works is a fixture of the rig. For example, if you want to manipulate an 
>>> object's rotation with a position in 3D you can only do that by building an 
>>> auxiliary rig. If you need further options and more versatility these rigs 
>>> can grow extremely complex and hard to manage. Furthermore, the evaluation 
>>> of heavy rigs like this really slows down the application, which has a 
>>> direct impact on the speed and quality of animation work.
>>> 
>>> Splice Manipulation provides a new way of adding custom manipulation to any 
>>> Spliced application in a portable fashion. Any KL object can now implement 
>>> callbacks for manipulation, allowing TDs to build their own workflows very 
>>> easily. Essentially, these rigs and their manipulation framework can be 
>>> moved freely between applications. The Splice manipulation system ties 
>>> deeply into the host application's animation system, so you can animate 
>>> Splice manipulation components as if they were native objects.
>>> 
>>

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
There's an exemption if your name is not Eric.


On 29 August 2013 19:47, Miquel Campos  wrote:

> Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald
> than Eric. That should compensate the equation :D
>
>
> 
>
> Miquel Campos
> www.miquelTD.com
>
>
>
> 2013/8/29 Paul Doyle 
>
>> We have decided not to distribute it to people with beards that live in
>> Quebec. Sorry.
>>
>>
>> On 29 August 2013 19:37, Eric Thivierge  wrote:
>>
>>> Great stuff guys! Can't wait to get my hands on it. :)
>>>
>>> 
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>>
>>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>>
 We spent a bit of time working on a car asset to show the portability
 of the asset and rig controls - it's pretty cool to see the same rig in
 Softimage and Maya. it's also showing some interesting stuff around rigging
 that can't be tackled with the standard approaches. It also shows that
 Softimage is more fun when it comes to interactive playback ;)

 https://vimeo.com/73417850


 On 26 August 2013 16:04, Helge Mathee  wrote:

>  Hey Stefan,
>
> yes - you'd have to implement that. You could also use the python
> callbacks to create a temporary softimage object,
> connect it using expressions to the channels, let's say, snap it etc
> and then during the cleanup callback remove the
> object again. It's all about the workflow you define.
>
> -H
>
>
> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>
> I've spent so much time trying to come up with a modular rigging
> system that comes close to the haptics of CAT and Character Studio in 
> terms
> of limb creation and direct joint manipulation, but this is the only thing
> that comes close to it, and even surpasses it in terms of flexibility by
> miles.
> I can't wait to start playing with this!
>
>  One question: What if I needed to snap such a Splice manipulator to
> another object in the scene? I suppose I'd need to implement my own
> snapping function?
>
>
>  Well - that's a good question really. You can script splice using
> python and jscript inside soft,
> using mel + python inside maya. So I'd say you'd use python (common
> nominator) inside the
> DCCs, with slight adaptations concerning the command for each one.
> Then you'd build your
> picking, synaptics, workflow using python and Qt or whatnot. You may
> then compose operators
> using KL and Splice to reflect your manipulation and rig runtime.
>
> Done.
>
> Seriously it's not far away and it's something I have hoped that
> people would extrapolate to.
>
> :-)
>
> On 8/26/2013 6:46 PM, Eric Turman wrote:
>
> This is very very intriguing indeed. What components exactly do I need
> to start creating a generalized rigging system using this as a frameworks?
>
>
>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>
>>   character rigs portable between applications... isn’t that like
>> the holy grail?
>> this sounds like a HUGE step in freeing productions from a single DCC
>> application.
>>
>>
>>  *From:* Paul Doyle 
>> *Sent:* Monday, August 26, 2013 6:23 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Fabric Engine - portable characters and manipulation
>>
>>
>> Hi guys – we’ve been working hard on the rigging and manipulation
>> work for Splice. I’m happy to say we’re able to show you that work, and 
>> our
>> aim is to make a drop of this available to the Splice test group sometime
>> in September. We will be opening up Splice to the general Creation list
>> soon (October/November), but please mail me if you’d like to get on board
>> now (our minimum requirement is coding experience with Python as a
>> TA/TD/programmer in production).
>>
>> Below is an excerpt from the webpage. We’d really appreciate your
>> feedback on this, as it’s an area we think is ripe for some innovation.
>>
>> Cheers,
>>
>> Paul
>>
>> “In most DCC applications (Maya, Softimage etc)  manipulation and the
>> way it works is a fixture of the rig. For example, if you want to
>> manipulate an object's rotation with a position in 3D you can only do 
>> that
>> by building an auxiliary rig. If you need further options and more
>> versatility these rigs can grow extremely complex and hard to manage.
>> Furthermore, the evaluation of heavy rigs like this really slows down the
>> application, which has a direct impact on the speed and quality of
>> animation work.
>>
>> Splice Manipulation provides a new way of adding custom manipulation
>> to any Spliced application in a portable fashion. Any KL object can now

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Miquel Campos
Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald
than Eric. That should compensate the equation :D




Miquel Campos
www.miquelTD.com



2013/8/29 Paul Doyle 

> We have decided not to distribute it to people with beards that live in
> Quebec. Sorry.
>
>
> On 29 August 2013 19:37, Eric Thivierge  wrote:
>
>> Great stuff guys! Can't wait to get my hands on it. :)
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>
>>> We spent a bit of time working on a car asset to show the portability of
>>> the asset and rig controls - it's pretty cool to see the same rig in
>>> Softimage and Maya. it's also showing some interesting stuff around rigging
>>> that can't be tackled with the standard approaches. It also shows that
>>> Softimage is more fun when it comes to interactive playback ;)
>>>
>>> https://vimeo.com/73417850
>>>
>>>
>>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>>
  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:

>   character rigs portable between applications... isn’t that like the
> holy grail?
> this sounds like a HUGE step in freeing productions from a single DCC
> application.
>
>
>  *From:* Paul Doyle 
> *Sent:* Monday, August 26, 2013 6:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Fabric Engine - portable characters and manipulation
>
>
> Hi guys – we’ve been working hard on the rigging and manipulation work
> for Splice. I’m happy to say we’re able to show you that work, and our aim
> is to make a drop of this available to the Splice test group sometime in
> September. We will be opening up Splice to the general Creation list soon
> (October/November), but please mail me if you’d like to get on board now
> (our minimum requirement is coding experience with Python as a
> TA/TD/programmer in production).
>
> Below is an excerpt from the webpage. We’d really appreciate your
> feedback on this, as it’s an area we think is ripe for some innovation.
>
> Cheers,
>
> Paul
>
> “In most DCC applications (Maya, Softimage etc)  manipulation and the
> way it works is a fixture of the rig. For example, if you want to
> manipulate an object's rotation with a position in 3D you can only do that
> by building an auxiliary rig. If you need further options and more
> versatility these rigs can grow extremely complex and hard to manage.
> Furthermore, the evaluation of heavy rigs like this really slows down the
> application, which has a direct impact on the speed and quality of
> animation work.
>
> Splice Manipulation provides a new way of adding custom manipulation
> to any Spliced application in a portable fashion. Any KL object can now
> implement callbacks for manipulation, allowing TDs to build their own
> workflows very easily. Essentially, these rigs and their manipulation
> framework can be moved freely between applications. The Splice 
> manipulation
> syste

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
Your winter sales are going to suck sir...


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 7:39 PM, Paul Doyle  wrote:

> We have decided not to distribute it to people with beards that live in
> Quebec. Sorry.
>
>
> On 29 August 2013 19:37, Eric Thivierge  wrote:
>
>> Great stuff guys! Can't wait to get my hands on it. :)
>>
>> 
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle wrote:
>>
>>> We spent a bit of time working on a car asset to show the portability of
>>> the asset and rig controls - it's pretty cool to see the same rig in
>>> Softimage and Maya. it's also showing some interesting stuff around rigging
>>> that can't be tackled with the standard approaches. It also shows that
>>> Softimage is more fun when it comes to interactive playback ;)
>>>
>>> https://vimeo.com/73417850
>>>
>>>
>>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>>
  Hey Stefan,

 yes - you'd have to implement that. You could also use the python
 callbacks to create a temporary softimage object,
 connect it using expressions to the channels, let's say, snap it etc
 and then during the cleanup callback remove the
 object again. It's all about the workflow you define.

 -H


 On 8/26/2013 9:45 PM, Stefan Kubicek wrote:

 I've spent so much time trying to come up with a modular rigging system
 that comes close to the haptics of CAT and Character Studio in terms of
 limb creation and direct joint manipulation, but this is the only thing
 that comes close to it, and even surpasses it in terms of flexibility by
 miles.
 I can't wait to start playing with this!

  One question: What if I needed to snap such a Splice manipulator to
 another object in the scene? I suppose I'd need to implement my own
 snapping function?


  Well - that's a good question really. You can script splice using
 python and jscript inside soft,
 using mel + python inside maya. So I'd say you'd use python (common
 nominator) inside the
 DCCs, with slight adaptations concerning the command for each one. Then
 you'd build your
 picking, synaptics, workflow using python and Qt or whatnot. You may
 then compose operators
 using KL and Splice to reflect your manipulation and rig runtime.

 Done.

 Seriously it's not far away and it's something I have hoped that people
 would extrapolate to.

 :-)

 On 8/26/2013 6:46 PM, Eric Turman wrote:

 This is very very intriguing indeed. What components exactly do I need
 to start creating a generalized rigging system using this as a frameworks?


  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:

>   character rigs portable between applications... isn’t that like the
> holy grail?
> this sounds like a HUGE step in freeing productions from a single DCC
> application.
>
>
>  *From:* Paul Doyle 
> *Sent:* Monday, August 26, 2013 6:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Fabric Engine - portable characters and manipulation
>
>
> Hi guys – we’ve been working hard on the rigging and manipulation work
> for Splice. I’m happy to say we’re able to show you that work, and our aim
> is to make a drop of this available to the Splice test group sometime in
> September. We will be opening up Splice to the general Creation list soon
> (October/November), but please mail me if you’d like to get on board now
> (our minimum requirement is coding experience with Python as a
> TA/TD/programmer in production).
>
> Below is an excerpt from the webpage. We’d really appreciate your
> feedback on this, as it’s an area we think is ripe for some innovation.
>
> Cheers,
>
> Paul
>
> “In most DCC applications (Maya, Softimage etc)  manipulation and the
> way it works is a fixture of the rig. For example, if you want to
> manipulate an object's rotation with a position in 3D you can only do that
> by building an auxiliary rig. If you need further options and more
> versatility these rigs can grow extremely complex and hard to manage.
> Furthermore, the evaluation of heavy rigs like this really slows down the
> application, which has a direct impact on the speed and quality of
> animation work.
>
> Splice Manipulation provides a new way of adding custom manipulation
> to any Spliced application in a portable fashion. Any KL object can now
> implement callbacks for manipulation, allowing TDs to build their own
> workflows very easily. Essentially, these rigs and their manipulation
> framework can be moved freely between applications. The Splice 
> manipulation
> system ties deeply into the host application's animation 

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
We have decided not to distribute it to people with beards that live in
Quebec. Sorry.


On 29 August 2013 19:37, Eric Thivierge  wrote:

> Great stuff guys! Can't wait to get my hands on it. :)
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle  wrote:
>
>> We spent a bit of time working on a car asset to show the portability of
>> the asset and rig controls - it's pretty cool to see the same rig in
>> Softimage and Maya. it's also showing some interesting stuff around rigging
>> that can't be tackled with the standard approaches. It also shows that
>> Softimage is more fun when it comes to interactive playback ;)
>>
>> https://vimeo.com/73417850
>>
>>
>> On 26 August 2013 16:04, Helge Mathee  wrote:
>>
>>>  Hey Stefan,
>>>
>>> yes - you'd have to implement that. You could also use the python
>>> callbacks to create a temporary softimage object,
>>> connect it using expressions to the channels, let's say, snap it etc and
>>> then during the cleanup callback remove the
>>> object again. It's all about the workflow you define.
>>>
>>> -H
>>>
>>>
>>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>>
>>> I've spent so much time trying to come up with a modular rigging system
>>> that comes close to the haptics of CAT and Character Studio in terms of
>>> limb creation and direct joint manipulation, but this is the only thing
>>> that comes close to it, and even surpasses it in terms of flexibility by
>>> miles.
>>> I can't wait to start playing with this!
>>>
>>>  One question: What if I needed to snap such a Splice manipulator to
>>> another object in the scene? I suppose I'd need to implement my own
>>> snapping function?
>>>
>>>
>>>  Well - that's a good question really. You can script splice using
>>> python and jscript inside soft,
>>> using mel + python inside maya. So I'd say you'd use python (common
>>> nominator) inside the
>>> DCCs, with slight adaptations concerning the command for each one. Then
>>> you'd build your
>>> picking, synaptics, workflow using python and Qt or whatnot. You may
>>> then compose operators
>>> using KL and Splice to reflect your manipulation and rig runtime.
>>>
>>> Done.
>>>
>>> Seriously it's not far away and it's something I have hoped that people
>>> would extrapolate to.
>>>
>>> :-)
>>>
>>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>>
>>> This is very very intriguing indeed. What components exactly do I need
>>> to start creating a generalized rigging system using this as a frameworks?
>>>
>>>
>>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>>
   character rigs portable between applications... isn’t that like the
 holy grail?
 this sounds like a HUGE step in freeing productions from a single DCC
 application.


  *From:* Paul Doyle 
 *Sent:* Monday, August 26, 2013 6:23 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Fabric Engine - portable characters and manipulation


 Hi guys – we’ve been working hard on the rigging and manipulation work
 for Splice. I’m happy to say we’re able to show you that work, and our aim
 is to make a drop of this available to the Splice test group sometime in
 September. We will be opening up Splice to the general Creation list soon
 (October/November), but please mail me if you’d like to get on board now
 (our minimum requirement is coding experience with Python as a
 TA/TD/programmer in production).

 Below is an excerpt from the webpage. We’d really appreciate your
 feedback on this, as it’s an area we think is ripe for some innovation.

 Cheers,

 Paul

 “In most DCC applications (Maya, Softimage etc)  manipulation and the
 way it works is a fixture of the rig. For example, if you want to
 manipulate an object's rotation with a position in 3D you can only do that
 by building an auxiliary rig. If you need further options and more
 versatility these rigs can grow extremely complex and hard to manage.
 Furthermore, the evaluation of heavy rigs like this really slows down the
 application, which has a direct impact on the speed and quality of
 animation work.

 Splice Manipulation provides a new way of adding custom manipulation to
 any Spliced application in a portable fashion. Any KL object can now
 implement callbacks for manipulation, allowing TDs to build their own
 workflows very easily. Essentially, these rigs and their manipulation
 framework can be moved freely between applications. The Splice manipulation
 system ties deeply into the host application's animation system, so you can
 animate Splice manipulation components as if they were native objects.

 The Splice manipulation framework is only present at the time of the
 manipulation. This means that cyclic dependencies in the data (such as a
 symmetry interaction, for example) can be implemented w

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Thivierge
Great stuff guys! Can't wait to get my hands on it. :)


Eric Thivierge
http://www.ethivierge.com


On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle  wrote:

> We spent a bit of time working on a car asset to show the portability of
> the asset and rig controls - it's pretty cool to see the same rig in
> Softimage and Maya. it's also showing some interesting stuff around rigging
> that can't be tackled with the standard approaches. It also shows that
> Softimage is more fun when it comes to interactive playback ;)
>
> https://vimeo.com/73417850
>
>
> On 26 August 2013 16:04, Helge Mathee  wrote:
>
>>  Hey Stefan,
>>
>> yes - you'd have to implement that. You could also use the python
>> callbacks to create a temporary softimage object,
>> connect it using expressions to the channels, let's say, snap it etc and
>> then during the cleanup callback remove the
>> object again. It's all about the workflow you define.
>>
>> -H
>>
>>
>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>
>> I've spent so much time trying to come up with a modular rigging system
>> that comes close to the haptics of CAT and Character Studio in terms of
>> limb creation and direct joint manipulation, but this is the only thing
>> that comes close to it, and even surpasses it in terms of flexibility by
>> miles.
>> I can't wait to start playing with this!
>>
>>  One question: What if I needed to snap such a Splice manipulator to
>> another object in the scene? I suppose I'd need to implement my own
>> snapping function?
>>
>>
>>  Well - that's a good question really. You can script splice using
>> python and jscript inside soft,
>> using mel + python inside maya. So I'd say you'd use python (common
>> nominator) inside the
>> DCCs, with slight adaptations concerning the command for each one. Then
>> you'd build your
>> picking, synaptics, workflow using python and Qt or whatnot. You may then
>> compose operators
>> using KL and Splice to reflect your manipulation and rig runtime.
>>
>> Done.
>>
>> Seriously it's not far away and it's something I have hoped that people
>> would extrapolate to.
>>
>> :-)
>>
>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>
>> This is very very intriguing indeed. What components exactly do I need to
>> start creating a generalized rigging system using this as a frameworks?
>>
>>
>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>
>>>   character rigs portable between applications... isn’t that like the
>>> holy grail?
>>> this sounds like a HUGE step in freeing productions from a single DCC
>>> application.
>>>
>>>
>>>  *From:* Paul Doyle 
>>> *Sent:* Monday, August 26, 2013 6:23 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Fabric Engine - portable characters and manipulation
>>>
>>>
>>> Hi guys – we’ve been working hard on the rigging and manipulation work
>>> for Splice. I’m happy to say we’re able to show you that work, and our aim
>>> is to make a drop of this available to the Splice test group sometime in
>>> September. We will be opening up Splice to the general Creation list soon
>>> (October/November), but please mail me if you’d like to get on board now
>>> (our minimum requirement is coding experience with Python as a
>>> TA/TD/programmer in production).
>>>
>>> Below is an excerpt from the webpage. We’d really appreciate your
>>> feedback on this, as it’s an area we think is ripe for some innovation.
>>>
>>> Cheers,
>>>
>>> Paul
>>>
>>> “In most DCC applications (Maya, Softimage etc)  manipulation and the
>>> way it works is a fixture of the rig. For example, if you want to
>>> manipulate an object's rotation with a position in 3D you can only do that
>>> by building an auxiliary rig. If you need further options and more
>>> versatility these rigs can grow extremely complex and hard to manage.
>>> Furthermore, the evaluation of heavy rigs like this really slows down the
>>> application, which has a direct impact on the speed and quality of
>>> animation work.
>>>
>>> Splice Manipulation provides a new way of adding custom manipulation to
>>> any Spliced application in a portable fashion. Any KL object can now
>>> implement callbacks for manipulation, allowing TDs to build their own
>>> workflows very easily. Essentially, these rigs and their manipulation
>>> framework can be moved freely between applications. The Splice manipulation
>>> system ties deeply into the host application's animation system, so you can
>>> animate Splice manipulation components as if they were native objects.
>>>
>>> The Splice manipulation framework is only present at the time of the
>>> manipulation. This means that cyclic dependencies in the data (such as a
>>> symmetry interaction, for example) can be implemented without a problem.
>>> The complex math can happen only at manipulation time, so that the rig's
>>> performance isn't affected by the complexity of the manipulation features.
>>> This allows for powerful, flexible authoring capabilities _and_
>>> high-performan

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Eric Turman
Nice, its exciting to see the same thing in both apps :)


On Thu, Aug 29, 2013 at 5:23 PM, Paul Doyle  wrote:

> We spent a bit of time working on a car asset to show the portability of
> the asset and rig controls - it's pretty cool to see the same rig in
> Softimage and Maya. it's also showing some interesting stuff around rigging
> that can't be tackled with the standard approaches. It also shows that
> Softimage is more fun when it comes to interactive playback ;)
>
> https://vimeo.com/73417850
>
>
> On 26 August 2013 16:04, Helge Mathee  wrote:
>
>>  Hey Stefan,
>>
>> yes - you'd have to implement that. You could also use the python
>> callbacks to create a temporary softimage object,
>> connect it using expressions to the channels, let's say, snap it etc and
>> then during the cleanup callback remove the
>> object again. It's all about the workflow you define.
>>
>> -H
>>
>>
>> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>>
>> I've spent so much time trying to come up with a modular rigging system
>> that comes close to the haptics of CAT and Character Studio in terms of
>> limb creation and direct joint manipulation, but this is the only thing
>> that comes close to it, and even surpasses it in terms of flexibility by
>> miles.
>> I can't wait to start playing with this!
>>
>>  One question: What if I needed to snap such a Splice manipulator to
>> another object in the scene? I suppose I'd need to implement my own
>> snapping function?
>>
>>
>>  Well - that's a good question really. You can script splice using
>> python and jscript inside soft,
>> using mel + python inside maya. So I'd say you'd use python (common
>> nominator) inside the
>> DCCs, with slight adaptations concerning the command for each one. Then
>> you'd build your
>> picking, synaptics, workflow using python and Qt or whatnot. You may then
>> compose operators
>> using KL and Splice to reflect your manipulation and rig runtime.
>>
>> Done.
>>
>> Seriously it's not far away and it's something I have hoped that people
>> would extrapolate to.
>>
>> :-)
>>
>> On 8/26/2013 6:46 PM, Eric Turman wrote:
>>
>> This is very very intriguing indeed. What components exactly do I need to
>> start creating a generalized rigging system using this as a frameworks?
>>
>>
>>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>>
>>>   character rigs portable between applications... isn’t that like the
>>> holy grail?
>>> this sounds like a HUGE step in freeing productions from a single DCC
>>> application.
>>>
>>>
>>>  *From:* Paul Doyle 
>>> *Sent:* Monday, August 26, 2013 6:23 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Fabric Engine - portable characters and manipulation
>>>
>>>
>>> Hi guys – we’ve been working hard on the rigging and manipulation work
>>> for Splice. I’m happy to say we’re able to show you that work, and our aim
>>> is to make a drop of this available to the Splice test group sometime in
>>> September. We will be opening up Splice to the general Creation list soon
>>> (October/November), but please mail me if you’d like to get on board now
>>> (our minimum requirement is coding experience with Python as a
>>> TA/TD/programmer in production).
>>>
>>> Below is an excerpt from the webpage. We’d really appreciate your
>>> feedback on this, as it’s an area we think is ripe for some innovation.
>>>
>>> Cheers,
>>>
>>> Paul
>>>
>>> “In most DCC applications (Maya, Softimage etc)  manipulation and the
>>> way it works is a fixture of the rig. For example, if you want to
>>> manipulate an object's rotation with a position in 3D you can only do that
>>> by building an auxiliary rig. If you need further options and more
>>> versatility these rigs can grow extremely complex and hard to manage.
>>> Furthermore, the evaluation of heavy rigs like this really slows down the
>>> application, which has a direct impact on the speed and quality of
>>> animation work.
>>>
>>> Splice Manipulation provides a new way of adding custom manipulation to
>>> any Spliced application in a portable fashion. Any KL object can now
>>> implement callbacks for manipulation, allowing TDs to build their own
>>> workflows very easily. Essentially, these rigs and their manipulation
>>> framework can be moved freely between applications. The Splice manipulation
>>> system ties deeply into the host application's animation system, so you can
>>> animate Splice manipulation components as if they were native objects.
>>>
>>> The Splice manipulation framework is only present at the time of the
>>> manipulation. This means that cyclic dependencies in the data (such as a
>>> symmetry interaction, for example) can be implemented without a problem.
>>> The complex math can happen only at manipulation time, so that the rig's
>>> performance isn't affected by the complexity of the manipulation features.
>>> This allows for powerful, flexible authoring capabilities _and_
>>> high-performance of the rigs themselves.
>>> Splice Manipulation in Maya and Softimage
>>>
>>> Maya

Re: Fabric Engine - portable characters and manipulation

2013-08-29 Thread Paul Doyle
We spent a bit of time working on a car asset to show the portability of
the asset and rig controls - it's pretty cool to see the same rig in
Softimage and Maya. it's also showing some interesting stuff around rigging
that can't be tackled with the standard approaches. It also shows that
Softimage is more fun when it comes to interactive playback ;)

https://vimeo.com/73417850


On 26 August 2013 16:04, Helge Mathee  wrote:

>  Hey Stefan,
>
> yes - you'd have to implement that. You could also use the python
> callbacks to create a temporary softimage object,
> connect it using expressions to the channels, let's say, snap it etc and
> then during the cleanup callback remove the
> object again. It's all about the workflow you define.
>
> -H
>
>
> On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
>
> I've spent so much time trying to come up with a modular rigging system
> that comes close to the haptics of CAT and Character Studio in terms of
> limb creation and direct joint manipulation, but this is the only thing
> that comes close to it, and even surpasses it in terms of flexibility by
> miles.
> I can't wait to start playing with this!
>
>  One question: What if I needed to snap such a Splice manipulator to
> another object in the scene? I suppose I'd need to implement my own
> snapping function?
>
>
>  Well - that's a good question really. You can script splice using python
> and jscript inside soft,
> using mel + python inside maya. So I'd say you'd use python (common
> nominator) inside the
> DCCs, with slight adaptations concerning the command for each one. Then
> you'd build your
> picking, synaptics, workflow using python and Qt or whatnot. You may then
> compose operators
> using KL and Splice to reflect your manipulation and rig runtime.
>
> Done.
>
> Seriously it's not far away and it's something I have hoped that people
> would extrapolate to.
>
> :-)
>
> On 8/26/2013 6:46 PM, Eric Turman wrote:
>
> This is very very intriguing indeed. What components exactly do I need to
> start creating a generalized rigging system using this as a frameworks?
>
>
>  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
>
>>   character rigs portable between applications... isn’t that like the
>> holy grail?
>> this sounds like a HUGE step in freeing productions from a single DCC
>> application.
>>
>>
>>  *From:* Paul Doyle 
>> *Sent:* Monday, August 26, 2013 6:23 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Fabric Engine - portable characters and manipulation
>>
>>
>> Hi guys – we’ve been working hard on the rigging and manipulation work
>> for Splice. I’m happy to say we’re able to show you that work, and our aim
>> is to make a drop of this available to the Splice test group sometime in
>> September. We will be opening up Splice to the general Creation list soon
>> (October/November), but please mail me if you’d like to get on board now
>> (our minimum requirement is coding experience with Python as a
>> TA/TD/programmer in production).
>>
>> Below is an excerpt from the webpage. We’d really appreciate your
>> feedback on this, as it’s an area we think is ripe for some innovation.
>>
>> Cheers,
>>
>> Paul
>>
>> “In most DCC applications (Maya, Softimage etc)  manipulation and the way
>> it works is a fixture of the rig. For example, if you want to manipulate an
>> object's rotation with a position in 3D you can only do that by building an
>> auxiliary rig. If you need further options and more versatility these rigs
>> can grow extremely complex and hard to manage. Furthermore, the evaluation
>> of heavy rigs like this really slows down the application, which has a
>> direct impact on the speed and quality of animation work.
>>
>> Splice Manipulation provides a new way of adding custom manipulation to
>> any Spliced application in a portable fashion. Any KL object can now
>> implement callbacks for manipulation, allowing TDs to build their own
>> workflows very easily. Essentially, these rigs and their manipulation
>> framework can be moved freely between applications. The Splice manipulation
>> system ties deeply into the host application's animation system, so you can
>> animate Splice manipulation components as if they were native objects.
>>
>> The Splice manipulation framework is only present at the time of the
>> manipulation. This means that cyclic dependencies in the data (such as a
>> symmetry interaction, for example) can be implemented without a problem.
>> The complex math can happen only at manipulation time, so that the rig's
>> performance isn't affected by the complexity of the manipulation features.
>> This allows for powerful, flexible authoring capabilities _and_
>> high-performance of the rigs themselves.
>> Splice Manipulation in Maya and Softimage
>>
>> Maya: https://vimeo.com/73146827
>>
>> Softimage https://vimeo.com/73147499
>>
>> If you'd like to learn more about the rigging paradigm in Creation, you
>> can read the article here ”
>>
>> http://fabr

Re: Fabric Engine - portable characters and manipulation

2013-08-26 Thread Helge Mathee

Hey Stefan,

yes - you'd have to implement that. You could also use the python 
callbacks to create a temporary softimage object,
connect it using expressions to the channels, let's say, snap it etc and 
then during the cleanup callback remove the

object again. It's all about the workflow you define.

-H

On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
I've spent so much time trying to come up with a modular rigging 
system that comes close to the haptics of CAT and Character Studio in 
terms of limb creation and direct joint manipulation, but this is the 
only thing that comes close to it, and even surpasses it in terms of 
flexibility by miles.

I can't wait to start playing with this!

One question: What if I needed to snap such a Splice manipulator to 
another object in the scene? I suppose I'd need to implement my own 
snapping function?



Well - that's a good question really. You can script splice using
python and jscript inside soft,
using mel + python inside maya. So I'd say you'd use python
(common nominator) inside the
DCCs, with slight adaptations concerning the command for each one.
Then you'd build your
picking, synaptics, workflow using python and Qt or whatnot. You
may then compose operators
using KL and Splice to reflect your manipulation and rig runtime.

Done.

Seriously it's not far away and it's something I have hoped that
people would extrapolate to.

:-)

On 8/26/2013 6:46 PM, Eric Turman wrote:

This is very very intriguing indeed. What components exactly do I
need to start creating a generalized rigging system using this as
a frameworks?


On Mon, Aug 26, 2013 at 11:34 AM, mailto:pete...@skynet.be>> wrote:

character rigs portable between applications... isn’t that
like the holy grail?
this sounds like a HUGE step in freeing productions from a
single DCC application.
*From:* Paul Doyle 
*Sent:* Monday, August 26, 2013 6:23 PM
*To:* softimage@listproc.autodesk.com

*Subject:* Fabric Engine - portable characters and manipulation

Hi guys – we’ve been working hard on the rigging and
manipulation work for Splice. I’m happy to say we’re able to
show you that work, and our aim is to make a drop of this
available to the Splice test group sometime in September. We
will be opening up Splice to the general Creation list soon
(October/November), but please mail me if you’d like to get
on board now (our minimum requirement is coding experience
with Python as a TA/TD/programmer in production).

Below is an excerpt from the webpage. We’d really appreciate
your feedback on this, as it’s an area we think is ripe for
some innovation.

Cheers,

Paul

“In most DCC applications (Maya, Softimage etc)  manipulation
and the way it works is a fixture of the rig. For example, if
you want to manipulate an object's rotation with a position
in 3D you can only do that by building an auxiliary rig. If
you need further options and more versatility these rigs can
grow extremely complex and hard to manage. Furthermore, the
evaluation of heavy rigs like this really slows down the
application, which has a direct impact on the speed and
quality of animation work.

Splice Manipulation provides a new way of adding custom
manipulation to any Spliced application in a portable
fashion. Any KL object can now implement callbacks for
manipulation, allowing TDs to build their own workflows very
easily. Essentially, these rigs and their manipulation
framework can be moved freely between applications. The
Splice manipulation system ties deeply into the host
application's animation system, so you can animate Splice
manipulation components as if they were native objects.

The Splice manipulation framework is only present at the time
of the manipulation. This means that cyclic dependencies in
the data (such as a symmetry interaction, for example) can be
implemented without a problem. The complex math can happen
only at manipulation time, so that the rig's performance
isn't affected by the complexity of the manipulation
features. This allows for powerful, flexible authoring
capabilities _and_ high-performance of the rigs themselves.


  Splice Manipulation in Maya and Softimage

Maya: https://vimeo.com/73146827

Softimage https://vimeo.com/73147499

If you'd like to learn more about the rigging paradigm in
Creation, you can read the articlehere
”

http://fabricengine.com/splice/spliced-rigging/




-- 





-=T=-

Re: Fabric Engine - portable characters and manipulation

2013-08-26 Thread Stefan Kubicek

I've spent so much time trying to come up with a modular rigging system that comes close to the haptics of CAT and Character Studio in terms of limb creation and direct joint manipulation, but this is the only thing that comes close to it, and even surpasses it in terms of flexibility by miles.I can't wait to start playing with this! One question: What if I needed to snap such a Splice manipulator to another object in the scene? I suppose I'd need to implement my own snapping function?
Well - that's a good question really.
  You can script splice using python and jscript inside soft, 
  using mel + python inside maya. So I'd say you'd use python
  (common nominator) inside the
  DCCs, with slight adaptations concerning the command for each one.
  Then you'd build your
  picking, synaptics, workflow using python and Qt or whatnot. You
  may then compose operators
  using KL and Splice to reflect your manipulation and rig runtime.
  
  Done.
  
  Seriously it's not far away and it's something I have hoped that
  people would extrapolate to. 
  
  :-)
  
  On 8/26/2013 6:46 PM, Eric Turman wrote:


  This is very very intriguing indeed. What
components exactly do I need to start creating a generalized
rigging system using this as a frameworks?
  


  On Mon, Aug 26, 2013 at 11:34 AM,  wrote:
  

  

  character rigs portable between applications...
isn’t that like the holy grail?
  this sounds like a HUGE step in freeing
productions from a single DCC application.
   
  

   
  
From: Paul Doyle 
Sent: Monday, August 26, 2013 6:23
  PM
To: softimage@listproc.autodesk.com

Subject: Fabric Engine - portable
  characters and manipulation
  

 
  
  

  

  Hi
  guys – we’ve been working hard on the
  rigging and manipulation work for Splice.
  I’m happy to say we’re able to show you
  that work, and our aim is to make a drop
  of this available to the Splice test group
  sometime in September. We will be opening
  up Splice to the general Creation list
  soon (October/November), but please mail
  me if you’d like to get on board now (our
  minimum requirement is coding experience
  with Python as a TA/TD/programmer in
  production).
  Below
  is an excerpt from the webpage. We’d
  really appreciate your feedback on this,
  as it’s an area we think is ripe for some
  innovation.
  Cheers,
  
  Paul
  “In
  most DCC applications (Maya, Softimage
  etc)  manipulation and the way it works is
  a fixture of the rig. For example, if you
  want to manipulate an object's rotation
  with a position in 3D you can only do that
  by building an auxiliary rig. If you need
  further options and more versatility these
  rigs can grow extremely complex and hard
  to manage. Furthermore, the evaluation of
  heavy rigs like this really slows down the
  application, which has a direct impact on
  the speed and quality of animation work.
  Splice
  Manipulation provides a new way of adding
  custom manipulation to any Spliced
  application in a portable fashion. Any KL
  object can now implement callbacks for
  manipulation, allowing TDs to build their
  own workflows very easily. Essentially,
  these rigs and their manipulation
   

Re: Fabric Engine - portable characters and manipulation

2013-08-26 Thread Helge Mathee
Well - that's a good question really. You can script splice using python 
and jscript inside soft,
using mel + python inside maya. So I'd say you'd use python (common 
nominator) inside the
DCCs, with slight adaptations concerning the command for each one. Then 
you'd build your
picking, synaptics, workflow using python and Qt or whatnot. You may 
then compose operators

using KL and Splice to reflect your manipulation and rig runtime.

Done.

Seriously it's not far away and it's something I have hoped that people 
would extrapolate to.


:-)

On 8/26/2013 6:46 PM, Eric Turman wrote:
This is very very intriguing indeed. What components exactly do I need 
to start creating a generalized rigging system using this as a frameworks?



On Mon, Aug 26, 2013 at 11:34 AM, > wrote:


character rigs portable between applications... isn’t that like
the holy grail?
this sounds like a HUGE step in freeing productions from a single
DCC application.
*From:* Paul Doyle 
*Sent:* Monday, August 26, 2013 6:23 PM
*To:* softimage@listproc.autodesk.com

*Subject:* Fabric Engine - portable characters and manipulation

Hi guys – we’ve been working hard on the rigging and manipulation
work for Splice. I’m happy to say we’re able to show you that
work, and our aim is to make a drop of this available to the
Splice test group sometime in September. We will be opening up
Splice to the general Creation list soon (October/November), but
please mail me if you’d like to get on board now (our minimum
requirement is coding experience with Python as a TA/TD/programmer
in production).

Below is an excerpt from the webpage. We’d really appreciate your
feedback on this, as it’s an area we think is ripe for some
innovation.

Cheers,

Paul

“In most DCC applications (Maya, Softimage etc)  manipulation and
the way it works is a fixture of the rig. For example, if you want
to manipulate an object's rotation with a position in 3D you can
only do that by building an auxiliary rig. If you need further
options and more versatility these rigs can grow extremely complex
and hard to manage. Furthermore, the evaluation of heavy rigs like
this really slows down the application, which has a direct impact
on the speed and quality of animation work.

Splice Manipulation provides a new way of adding custom
manipulation to any Spliced application in a portable fashion. Any
KL object can now implement callbacks for manipulation, allowing
TDs to build their own workflows very easily. Essentially, these
rigs and their manipulation framework can be moved freely between
applications. The Splice manipulation system ties deeply into the
host application's animation system, so you can animate Splice
manipulation components as if they were native objects.

The Splice manipulation framework is only present at the time of
the manipulation. This means that cyclic dependencies in the data
(such as a symmetry interaction, for example) can be implemented
without a problem. The complex math can happen only at
manipulation time, so that the rig's performance isn't affected by
the complexity of the manipulation features. This allows for
powerful, flexible authoring capabilities _and_ high-performance
of the rigs themselves.


  Splice Manipulation in Maya and Softimage

Maya: https://vimeo.com/73146827

Softimage https://vimeo.com/73147499

If you'd like to learn more about the rigging paradigm in
Creation, you can read the articlehere
”

http://fabricengine.com/splice/spliced-rigging/




--




-=T=-




Re: Fabric Engine - portable characters and manipulation

2013-08-26 Thread Eric Turman
This is very very intriguing indeed. What components exactly do I need to
start creating a generalized rigging system using this as a frameworks?


On Mon, Aug 26, 2013 at 11:34 AM,  wrote:

>   character rigs portable between applications... isn’t that like the
> holy grail?
> this sounds like a HUGE step in freeing productions from a single DCC
> application.
>
>
>  *From:* Paul Doyle 
> *Sent:* Monday, August 26, 2013 6:23 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Fabric Engine - portable characters and manipulation
>
>
> Hi guys – we’ve been working hard on the rigging and manipulation work for
> Splice. I’m happy to say we’re able to show you that work, and our aim is
> to make a drop of this available to the Splice test group sometime in
> September. We will be opening up Splice to the general Creation list soon
> (October/November), but please mail me if you’d like to get on board now
> (our minimum requirement is coding experience with Python as a
> TA/TD/programmer in production).
>
> Below is an excerpt from the webpage. We’d really appreciate your feedback
> on this, as it’s an area we think is ripe for some innovation.
>
> Cheers,
>
> Paul
>
> “In most DCC applications (Maya, Softimage etc)  manipulation and the way
> it works is a fixture of the rig. For example, if you want to manipulate an
> object's rotation with a position in 3D you can only do that by building an
> auxiliary rig. If you need further options and more versatility these rigs
> can grow extremely complex and hard to manage. Furthermore, the evaluation
> of heavy rigs like this really slows down the application, which has a
> direct impact on the speed and quality of animation work.
>
> Splice Manipulation provides a new way of adding custom manipulation to
> any Spliced application in a portable fashion. Any KL object can now
> implement callbacks for manipulation, allowing TDs to build their own
> workflows very easily. Essentially, these rigs and their manipulation
> framework can be moved freely between applications. The Splice manipulation
> system ties deeply into the host application's animation system, so you can
> animate Splice manipulation components as if they were native objects.
>
> The Splice manipulation framework is only present at the time of the
> manipulation. This means that cyclic dependencies in the data (such as a
> symmetry interaction, for example) can be implemented without a problem.
> The complex math can happen only at manipulation time, so that the rig's
> performance isn't affected by the complexity of the manipulation features.
> This allows for powerful, flexible authoring capabilities _and_
> high-performance of the rigs themselves.
> Splice Manipulation in Maya and Softimage
>
> Maya: https://vimeo.com/73146827
>
> Softimage https://vimeo.com/73147499
>
> If you'd like to learn more about the rigging paradigm in Creation, you
> can read the article here ”
>
> http://fabricengine.com/splice/spliced-rigging/
>



-- 




-=T=-


Re: Fabric Engine - portable characters and manipulation

2013-08-26 Thread peter_b
character rigs portable between applications... isn’t that like the holy grail?
this sounds like a HUGE step in freeing productions from a single DCC 
application.


From: Paul Doyle 
Sent: Monday, August 26, 2013 6:23 PM
To: softimage@listproc.autodesk.com 
Subject: Fabric Engine - portable characters and manipulation

Hi guys – we’ve been working hard on the rigging and manipulation work for 
Splice. I’m happy to say we’re able to show you that work, and our aim is to 
make a drop of this available to the Splice test group sometime in September. 
We will be opening up Splice to the general Creation list soon 
(October/November), but please mail me if you’d like to get on board now (our 
minimum requirement is coding experience with Python as a TA/TD/programmer in 
production).

Below is an excerpt from the webpage. We’d really appreciate your feedback on 
this, as it’s an area we think is ripe for some innovation.

Cheers,


Paul

“In most DCC applications (Maya, Softimage etc)  manipulation and the way it 
works is a fixture of the rig. For example, if you want to manipulate an 
object's rotation with a position in 3D you can only do that by building an 
auxiliary rig. If you need further options and more versatility these rigs can 
grow extremely complex and hard to manage. Furthermore, the evaluation of heavy 
rigs like this really slows down the application, which has a direct impact on 
the speed and quality of animation work.

Splice Manipulation provides a new way of adding custom manipulation to any 
Spliced application in a portable fashion. Any KL object can now implement 
callbacks for manipulation, allowing TDs to build their own workflows very 
easily. Essentially, these rigs and their manipulation framework can be moved 
freely between applications. The Splice manipulation system ties deeply into 
the host application's animation system, so you can animate Splice manipulation 
components as if they were native objects.

The Splice manipulation framework is only present at the time of the 
manipulation. This means that cyclic dependencies in the data (such as a 
symmetry interaction, for example) can be implemented without a problem. The 
complex math can happen only at manipulation time, so that the rig's 
performance isn't affected by the complexity of the manipulation features. This 
allows for powerful, flexible authoring capabilities _and_  high-performance of 
the rigs themselves.

Splice Manipulation in Maya and Softimage
Maya: https://vimeo.com/73146827

Softimage https://vimeo.com/73147499

If you'd like to learn more about the rigging paradigm in Creation, you can 
read the article here”

http://fabricengine.com/splice/spliced-rigging/