Come on everyone, stop making jokes at Eric's expense.

I appear to have derailed my own thread.


On 29 August 2013 20:07, Eric Thivierge <ethivie...@gmail.com> wrote:

> 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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