Creation: Splice doesn't change what's accessible inside of a DCC such
as Softimage,
it just adds high performance computation capability and a new way of
creating
flexible high performance nodes. It's not going to change how to drive
kinematics.
It can, however, change the way you build rigs. Since you might target
to build dedicated
solvers for single body parts or even the whole body which are portable
to other
applications, such as Maya, for example.
-H
On 6/21/2013 3:20 PM, Ahmidou Lyazidi wrote:
You can already get local kinematics, you can't just set them.
-----------------------------------------------
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com
2013/6/21 Sebastien Sterling <[email protected]
<mailto:[email protected]>>
Would this make rigging in ice more accessible ? with things like
Get local translation/ rotation ?
On 21 June 2013 10:36, Helge Mathee <[email protected]
<mailto:[email protected]>> wrote:
Sure.
So essentially the answer is: We are using our core to perform
the threading. This will
work across nodes, if it's only splice nodes being connected.
For connection between
splice nodes we will use a custom ICE data type (or custom
datatype in maya) which
essentially just channels the connection information. The core
is then executed on the
last port which leads to a non-splice connection. In short:
Islands of splice nodes will
be executed together, thus making use of all of the threading
and magic our core has.
This is a feature for the second round, however. But it's all
part of the design. The goal
is that data driven or explicit multithreading functionality
is portable alongside functionality.
I hope this helps,
-H
On 6/21/2013 10:29 AM, Raffaele Fragapane wrote:
Hey Helge, can you share if you only thread within the
compute or you are looking at facilities to signal, fork and
join across nodes?
On Fri, Jun 21, 2013 at 6:23 PM, Helge Mathee
<[email protected] <mailto:[email protected]>> wrote:
Hey guys,
yes - absolutely. This is not a replacement for the
portable application concept (CPCAPI),
it's more a different route to deploy KL in an easier
fashion. KL is our biggest asset, and
allowing TDs to get a go at it with small effort brings
value, we believe.
We'll implement ICE nodes to provide the exact same
container functionality. Of course
there are going to be limitations, but ICE is actually
going to be able to handle all data
types supported by the hypergraph.
Essentially imagine the bezier deformer in the video as a
custom ICE node that can
run within ICE, the maya hyper graph and Houdini, for
example.
I hope this helps,
-H
On 6/21/2013 10:17 AM, Raffaele Fragapane wrote:
the KL code would be portable, which if anything is a
step in that direction. The tricky bit will be the
context containers, but that's solvable too to some extent.
They seem to be continuing in that same direction to me.
On Fri, Jun 21, 2013 at 6:10 PM, Felix Geremus
<[email protected]
<mailto:[email protected]>> wrote:
It looks really nice! But what about the original
plan to create 'Portable Applications' which then
run inside host applications like maya and
softimage? Basically what's the difference to the
stuff in these videos:
https://vimeo.com/groups/fabric/videos/56016233
https://vimeo.com/groups/fabric/videos/54522530
Cheers,
Felix
On 21.06.2013 09 <tel:21.06.2013%2009>:53, Byungchul
Kang wrote:
Nice!!!! I want it!!
2013/6/21 Raffaele Fragapane
<[email protected]
<mailto:[email protected]>>
By offering in Maya some of the greatest
upsides of ICE well before AD seems to be
managing to bring forth the fabled Maya ICE
equivalent?
I somewhat struggle to see the logic :)
On Fri, Jun 21, 2013 at 8:00 AM, Sebastien
Sterling <[email protected]
<mailto:[email protected]>> wrote:
Sounds like it will give soft a new lease
on life !
On 20 June 2013 23:45, Michael Heberlein
<[email protected]
<mailto:[email protected]>> wrote:
You guys rock! This looks like a very
simple way to get in touch with KL and
share operators across applications.
On Thu, Jun 20, 2013 at 10:13 PM, Alan
Fregtman <[email protected]
<mailto:[email protected]>> wrote:
Neat fabrication, Paul! :D
Looking forward to see how you
integrate the Soft version. I can
imagine it allowing KL-coded ICE
ops, which could be like having
scripted ice operators, which would
be amazing.
On Thu, Jun 20, 2013 at 4:03 PM,
Paul Doyle <[email protected]
<mailto:[email protected]>> wrote:
Hi everyone – I’m very excited
to be able to share the first
look at this project.
As you know, Creation Platform
is an extremely powerful
framework that can be used to
build a wide range of
applications. However, in many
cases studios have been telling
us that the basic performance
of our core processing engine
would be of value within their
existing tools. Splice offers
TDs and programmers an easy way
to start working with our core
in a highly integrated manner,
making it easier to move to
building full-blow applications
once they are familiar with the
major components of the framework.
http://fabricengine.com/creation/splice/
Link to Splice for Maya video:
https://vimeo.com/68789512
Our first implementation of
Splice is for Maya, and we’re
excited to start the beta
testing for this soon. If you’d
like to join the testing group,
please email
[email protected]
<mailto:[email protected]> and
we’ll get you on the list. We
aim to add Splice for Softimage
soon after Siggraph, so you
might want to get on board now
and get familiar with KL (since
the code will port between
Spliced applications).
Thanks,
Paul
CEO at Fabric Engine Inc
--
Our users will know fear and cower before our
software! Ship it! Ship it and let them flee
like the dogs they are!
--
*Byungchul Kang* | MBC CG TEAM [http://imbc.com]
http://cgndev.com
--
Our users will know fear and cower before our software!
Ship it! Ship it and let them flee like the dogs they are!
--
Our users will know fear and cower before our software! Ship
it! Ship it and let them flee like the dogs they are!