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-- >>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >> >