looks interesting eric, but i can only find one page, kind of what i had in
mind but a little more abstract, i suppose it all depends how much of this
system is basically reusing elements in maya, and how much is its own
thing, e.g does it still use maya bones or does it have its own custom
primitive, locator null, helper...

thanks for sharing i had not seen this before its pretty cool :)


On 9 January 2014 15:28, Eric Thivierge <ethivie...@hybride.com> wrote:

> Sebastian, look at ILM's Block Party 2 rigging system.
>
>
>
> On 1/9/2014 7:53 AM, Sebastien Sterling wrote:
>
>> Why not a node based rigging system ? (not necessarily an ice node
>> system) but its own thing, you arrange your nulls, you add rig trees to
>> them in a small interface graph where you have nodes for different
>> behaviours like ik, fk, hik, twist, strech, you plug the nulls according to
>> the hierarchy you want, each node has its own params so you can expose or
>> lock or modify them in the rig or synoptic. i'm sure such a system wouldn't
>> cover everything, its often what i get told, that rigging is so complex a
>> proses that in the end the longest traditional method is the only one that
>> allows for the flexibility and reactivity necessary for a pipe. in spite of
>> this i think such a system has merrit and deserves to go past prototype, if
>> only to offer another perspective. its quite probable that neither xsi or
>> mayas architecture is able to accommodate such a system natively, but
>> plug-ins like yeti are basically like their own independent little engines
>> running within the shell of a dcc, the same is true for fabric i assume.
>>
>
>

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