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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=-
>

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