The whole rigging paradigm is simply crippling animators and pimping it does not really help, this part of our workflow should change massively and I see akeytsu as the the first of many to come.
It is insanity the level of micromanagement required to build a human rig, it is time for packages to provide such primitive objects and be able to play like lego with them. The fact that some rigging TD uses M > On 22 Feb 2015, at 04:58, Mario Reitbauer <cont...@marioreitbauer.at > <mailto:cont...@marioreitbauer.at>> wrote: > > Well at least in maya this is allready possible isnt it ? > At least I saw a rig which didnt use any controllers. > > 2015-02-21 1:12 GMT+01:00 Greg Punchatz <g...@janimation.com > <mailto:g...@janimation.com>>: > ^^THAT^^ I have been talking about interacting wanting to have the mesh have > hot spots for years.. please get rid of all that visual clutter between me > and my character. > > G > > On Fri, Feb 20, 2015 at 6:04 PM, Eugene Flormata <eug...@flormata.com > <mailto:eug...@flormata.com>> wrote: > I hope something revolutionary comes out for rigging/ animation comes out like > zbrush did to modeling. > > https://vimeo.com/103633309 <https://vimeo.com/103633309> > this one sure is neat > > On Fri, Feb 20, 2015 at 4:05 AM, Stefan Kubicek <s...@tidbit-images.com > <mailto:s...@tidbit-images.com>> wrote: > I was looking forward to this one too. > They wanted to release in fall last year, but are delayed as it seems. > From its description it looks like a technical preview of what could be > achieved with Fabric's Kraken one day, at least as far as encapsulation and > rig complexity is concerned :-) > > There is also this: http://en.esotericsoftware.com/spine-in-depth > <http://en.esotericsoftware.com/spine-in-depth> > > but it's strictly 2D. > > Yes !!! i was looking for this the other day, but couldn't remember the name. > > On 19 February 2015 at 14:00, Marco Peixoto <mpe...@gmail.com > <mailto:mpe...@gmail.com>> wrote: > Really need to try it on, so far im not impressed on its UI, but of course > its a first impression and its "outside" of what im used so I think its a bit > normal :) > > Now it seems it only exports FBX and I guess its more targeted for Game > Animation, since the rig is Pre Built and doesn't seem to have extra > deformation than the regular Bone Chains. > > Nevertheless its a vey welcome adition to the field of CA Maya dominated :D > > On Thu, Feb 19, 2015 at 8:42 AM, Oscar Juarez <tridi.animei...@gmail.com > <mailto:tridi.animei...@gmail.com>> wrote: > It looks like a very interesting software, working on bare bones with nice > manipulation modes. With a traditional animation approach. > > https://www.youtube.com/watch?v=74eSHxwoGdQ > <https://www.youtube.com/watch?v=74eSHxwoGdQ> > > > > > > -- > > ----------------------------------------------------- > Stefan Kubicek ste...@keyvis.at > <mailto:%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E> > ----------------------------------------------------- > Alfred Feierfeilstraße 3 > A-2380 Perchtoldsdorf bei Wien > Phone: +43 (0) 699 12614231 <tel:%2B43%20%280%29%20699%2012614231> > www.keyvis.at <http://www.keyvis.at/> > This email and its attachments are > confidential and for the recipient only > > >