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 
Sent: Monday, August 26, 2013 6:23 PM
To: [email protected] 
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/splice/spliced-rigging/ 

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