We spent a bit of time working on a car asset to show the portability of the asset and rig controls - it's pretty cool to see the same rig in Softimage and Maya. it's also showing some interesting stuff around rigging that can't be tackled with the standard approaches. It also shows that Softimage is more fun when it comes to interactive playback ;)
https://vimeo.com/73417850 On 26 August 2013 16:04, Helge Mathee <[email protected]> wrote: > 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]> 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 <[email protected]> >> *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/2012/08/2800/>” >> >> http://fabricengine.com/splice/spliced-rigging/ >> > > > > -- > > > > > -=T=- > > > > > > -- > ------------------------------------------- > Stefan Kubicek > ------------------------------------------- > keyvis digital imagery > Alfred Feierfeilstraße 3 > A-2380 Perchtoldsdorf bei Wien > Phone: +43/699/12614231 > www.keyvis.at [email protected] > -- This email and its attachments are -- > --confidential and for the recipient only-- > > >

