His name isn't  'not Eric' .  ;)

Matt



From: [email protected] 
[mailto:[email protected]] On Behalf Of Paul Doyle
Sent: Thursday, August 29, 2013 4:49 PM
To: [email protected]
Subject: Re: Fabric Engine - portable characters and manipulation

There's an exemption if your name is not Eric.

On 29 August 2013 19:47, Miquel Campos 
<[email protected]<mailto:[email protected]>> wrote:
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<http://www.miquelTD.com>


2013/8/29 Paul Doyle <[email protected]<mailto:[email protected]>>
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]<mailto:[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]<mailto:[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]<mailto:[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]<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 article here<http://fabricengine.com/2012/08/2800/>"

http://fabricengine.com/splice/spliced-rigging/



--




-=T=-



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