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.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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