We have decided not to distribute it to people with beards that live in
Quebec. Sorry.


On 29 August 2013 19:37, Eric Thivierge <[email protected]> wrote:

> Great stuff guys! Can't wait to get my hands on it. :)
>
> --------------------------------------------
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Thu, Aug 29, 2013 at 6:23 PM, Paul Doyle <[email protected]> wrote:
>
>> 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--
>>>
>>>
>>>
>>
>

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