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/
>



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