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-- >> >> >> >