Hey Stefan,

yes - you'd have to implement that. You could also use the python callbacks to create a temporary softimage object, connect it using expressions to the channels, let's say, snap it etc and then during the cleanup callback remove the
object again. It's all about the workflow you define.

-H

On 8/26/2013 9:45 PM, Stefan Kubicek wrote:
I've spent so much time trying to come up with a modular rigging system that comes close to the haptics of CAT and Character Studio in terms of limb creation and direct joint manipulation, but this is the only thing that comes close to it, and even surpasses it in terms of flexibility by miles.
I can't wait to start playing with this!

One question: What if I needed to snap such a Splice manipulator to another object in the scene? I suppose I'd need to implement my own snapping function?


    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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