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