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-- >>> >>> >>> >> >

