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/
--
-=T=-
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Stefan Kubicek
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keyvis digital imagery
Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
Phone: +43/699/12614231
www.keyvis.at [email protected]
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