Re: Fabric Engine - portable characters and manipulation
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 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, 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 technove...@gmail.com *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/2012/08/2800/” http://fabricengine.com/splice/spliced-rigging/ -- -=T=- -- ---
Re: Fabric Engine - portable characters and manipulation
Nice, its exciting to see the same thing in both apps :) On Thu, Aug 29, 2013 at 5:23 PM, Paul Doyle 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 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, 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 technove...@gmail.com *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
Re: Fabric Engine - portable characters and manipulation
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 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 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, 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 technove...@gmail.com *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
Re: Fabric Engine - portable characters and manipulation
We have decided not to distribute it to people with beards that live in Quebec. Sorry. On 29 August 2013 19:37, Eric Thivierge 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 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 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, 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 technove...@gmail.com *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
Re: Fabric Engine - portable characters and manipulation
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 technove...@gmail.com 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 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 technove...@gmail.comwrote: 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 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, 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 technove...@gmail.com *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
Re: Fabric Engine - portable characters and manipulation
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 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 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 technove...@gmail.comwrote: 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 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, 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 technove...@gmail.com *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
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 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 2013/8/29 Paul Doyle 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 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 technove...@gmail.comwrote: 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 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, 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 technove...@gmail.com *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
Re: Fabric Engine - portable characters and manipulation
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 technove...@gmail.com 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 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 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 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, 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
RE: Fabric Engine - portable characters and manipulation
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 miquel.cam...@gmail.commailto: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.comhttp://www.miquelTD.com 2013/8/29 Paul Doyle technove...@gmail.commailto: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 ethivie...@gmail.commailto: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 technove...@gmail.commailto: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 helge.mat...@gmx.netmailto: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, pete...@skynet.bemailto: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 Doylemailto:technove...@gmail.com Sent: Monday, August 26, 2013 6:23 PM To: softimage@listproc.autodesk.commailto: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
Re: Fabric Engine - portable characters and manipulation
Good thing I don't live in Quebec then ;) On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau s...@shedmtl.com 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/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ On 2013-08-29, at 7:39 PM, Paul Doyle technove...@gmail.com 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 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 technove...@gmail.comwrote: 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 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, 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 technove...@gmail.com *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
Re: Fabric Engine - portable characters and manipulation
You're missing out on the wonderful February weather and pleasant summer evenings. On 29 August 2013 19:50, Eric Turman i.anima...@gmail.com wrote: Good thing I don't live in Quebec then ;) On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau s...@shedmtl.com 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/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ On 2013-08-29, at 7:39 PM, Paul Doyle technove...@gmail.com 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 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 technove...@gmail.comwrote: 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 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, 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 technove...@gmail.com *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
Re: Fabric Engine - portable characters and manipulation
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 technove...@gmail.com wrote: You're missing out on the wonderful February weather and pleasant summer evenings. On 29 August 2013 19:50, Eric Turman i.anima...@gmail.com wrote: Good thing I don't live in Quebec then ;) On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau s...@shedmtl.com 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/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ On 2013-08-29, at 7:39 PM, Paul Doyle technove...@gmail.com 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 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 technove...@gmail.comwrote: 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 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, 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 technove...@gmail.com *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,
Re: Fabric Engine - portable characters and manipulation
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 i.anima...@gmail.com 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 technove...@gmail.com wrote: You're missing out on the wonderful February weather and pleasant summer evenings. On 29 August 2013 19:50, Eric Turman i.anima...@gmail.com wrote: Good thing I don't live in Quebec then ;) On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau s...@shedmtl.com 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/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ On 2013-08-29, at 7:39 PM, Paul Doyle technove...@gmail.com 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 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 technove...@gmail.comwrote: 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 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, 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 technove...@gmail.com *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.
Re: Fabric Engine - portable characters and manipulation
I hate you all... Eric Thivierge http://www.ethivierge.com On Thu, Aug 29, 2013 at 7:48 PM, Paul Doyle technove...@gmail.com wrote: There's an exemption if your name is not Eric. On 29 August 2013 19:47, Miquel Campos 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 2013/8/29 Paul Doyle 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 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 technove...@gmail.comwrote: 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 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, 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 technove...@gmail.com *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
Re: Fabric Engine - portable characters and manipulation
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 ethivie...@gmail.com wrote: I hate you all... Eric Thivierge http://www.ethivierge.com On Thu, Aug 29, 2013 at 7:48 PM, Paul Doyle technove...@gmail.com wrote: There's an exemption if your name is not Eric. On 29 August 2013 19:47, Miquel Campos 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 2013/8/29 Paul Doyle 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 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 technove...@gmail.comwrote: 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 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, 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 technove...@gmail.com *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
Re: Fabric Engine - portable characters and manipulation
Delicate is an understatement... Eric Thivierge http://www.ethivierge.com On Thu, Aug 29, 2013 at 8:07 PM, Paul Doyle technove...@gmail.com 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 i.anima...@gmail.com 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 technove...@gmail.comwrote: You're missing out on the wonderful February weather and pleasant summer evenings. On 29 August 2013 19:50, Eric Turman i.anima...@gmail.com wrote: Good thing I don't live in Quebec then ;) On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau s...@shedmtl.comwrote: 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.COMhttp://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ On 2013-08-29, at 7:39 PM, Paul Doyle technove...@gmail.com 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 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 technove...@gmail.comwrote: 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 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, 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 technove...@gmail.com *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
Re: Fabric Engine - portable characters and manipulation
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/
Re: Fabric Engine - portable characters and manipulation
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, 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 technove...@gmail.com *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/2012/08/2800/” http://fabricengine.com/splice/spliced-rigging/ -- -=T=-
Re: Fabric Engine - portable characters and manipulation
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, pete...@skynet.be 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 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/2012/08/2800/” http://fabricengine.com/splice/spliced-rigging/ -- -=T=-
Re: Fabric Engine - portable characters and manipulation
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, 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
Re: Fabric Engine - portable characters and manipulation
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, pete...@skynet.be 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 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/2012/08/2800/” http://fabricengine.com/splice/spliced-rigging/ --