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=-