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/
--
-=T=-