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 rigging paradigm in Creation, you
>>> can read the article here <http://fabricengine.com/2012/08/2800/>”
>>>
>>> http://fabricengine.com/splice/spliced-rigging/
>>>
>>
>>
>>
>>  --
>>
>>
>>
>>
>> -=T=-
>>
>>
>>
>>
>>
>>  --
>> -------------------------------------------
>> Stefan Kubicek
>> -------------------------------------------
>> keyvis digital imagery
>> Alfred Feierfeilstraße 3
>> A-2380 Perchtoldsdorf bei Wien
>> Phone: +43/699/12614231
>> www.keyvis.at ste...@keyvis.at
>> -- This email and its attachments are --
>> --confidential and for the recipient only--
>>
>>
>>
>

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