Oh S***t !!! I also have beard and live in Quebec. : ( But I am more bald than Eric. That should compensate the equation :D
---------------------------------------------------- Miquel Campos www.miquelTD.com 2013/8/29 Paul Doyle <technove...@gmail.com> > We have decided not to distribute it to people with beards that live in > Quebec. Sorry. > > > On 29 August 2013 19:37, Eric Thivierge <ethivie...@gmail.com> 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 <technove...@gmail.com>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 <helge.mat...@gmx.net> 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, <pete...@skynet.be> 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 <technove...@gmail.com> >>>>> *Sent:* Monday, August 26, 2013 6:23 PM >>>>> *To:* softimage@listproc.autodesk.com >>>>> *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 ste...@keyvis.at >>>> -- This email and its attachments are -- >>>> --confidential and for the recipient only-- >>>> >>>> >>>> >>> >> >