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, <[email protected] <mailto:[email protected]>> 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 <mailto:[email protected]>
    *Sent:* Monday, August 26, 2013 6:23 PM
    *To:* [email protected]
    <mailto:[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 articlehere
    <http://fabricengine.com/2012/08/2800/>”

    http://fabricengine.com/splice/spliced-rigging/




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