You're missing out on the wonderful February weather and pleasant summer evenings.
On 29 August 2013 19:50, Eric Turman <[email protected]> wrote: > Good thing I don't live in Quebec then ;) > > > On Thu, Aug 29, 2013 at 6:49 PM, Sylvain Lebeau <[email protected]> wrote: > >> pouhahahahahahahahaha >> >> >> *Sylvain Lebeau // SHED** >> *V-P/Visual effects supervisor >> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 >> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM <http://www.shedmtl.com/> < >> http://WWW.SHEDMTL.COM <http://www.shedmtl.com/>> >> >> On 2013-08-29, at 7:39 PM, Paul Doyle <[email protected]> wrote: >> >> 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-- >>>>> >>>>> >>>>> >>>> >>> >> >> > > > -- > > > > > -=T=- >

