I didn't read every posts so maybe my understanding is wrong but based in
last replies from Luc-Eric and Tim Leydecker, it sounds like point cloud
scanning is a rigging feature.
It is not, so lets return to the subject please :).

That illustrate well that it is much more easy to put money on new techs
(like point cloud scanning, web based applications, etc...) than to think
about how to improve/re-design an existing workflow like character rigging
! We saw some new systems in modeling (ZBrush etc...) and rendering
(Katana) some years ago, but still nothing in the rigging area. It make
sense as rigging is really a different culture. You need to be a good
character rigger to understand and build a good rigging system. But being a
good character rigger means spend a lot of time on existing tools like Maya
or XSI. At the end you think only through the proposed tools of your app.
If you are a developer interested in designing a rigging system, it is the
opposite problem, you can have a fresh new vision but you can miss
important concepts of character rigging in your tool.

Interesting subject, if you forget about Maya and XSI :)

Cheers,

Guillaume Laforge





On Thu, Jan 9, 2014 at 4:18 AM, Tim Leydecker <[email protected]> wrote:

> Autodesk is doing a lot of development in the area of 3D scan data
> handling.
>
> If you look into what is going on in the area of topology data aquisition
> for
> architecture, engineering and the military, there is a shift towards 3D
> pointcloud
> data which imho is compareable to what 2D tracking as a concept brought us
> in the 90s.
>
> (Facial recognition and finally image based modeling and camera positional
> data)
>
> It is at hand that the more complex, raw 3D point cloud data will need new
> and abstracted ways
> of handling and manipulation, filtering options and adaptive control
> layers for approximated data.
>
> The implication such data for 3D animation brings is that the concept of
> wheighting a fixed number
> of vertices to a bone may have to be extended beyond a fixed number of
> polygons.
>
> Unfortunately, taking fall-off based volume wheighting as in it´s current
> level of finesse
> may give worse results than before, especially if your shape options for
> the influence volume
> are limited to capsules, boxes or spheres.
>
> I am a bit worried that the process of rigging&wheighting an organic
> character will become even
> more frustrating and stiff or at least will need even more steps, like
> creating an extra controlsurface
> with a fixed number of points and wrapping it around the high-density data.
>
> Such a wrap-deformer takes away control. It´s always the rims and little
> caveats that need extra care.
>
> Cheers,
>
> tim
>
>
>
>
>
>
>
>
>
> On 09.01.2014 02:13, Guillaume Laforge wrote:
>
>  On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau 
> <[email protected]<mailto:
>> [email protected]>> wrote:
>>
>>     In the new future  ( not talking about autodesk here)  I think
>>     workflows will standards will be Gator-like tools to deal with topo
>>     changes (point clouds tools as necessary also ptex-based workflows)
>>     and katana-like proceduralism for render passes-like workflow.
>>
>>
>> I'm still wondering if a company ( not talking about Autodesk here ) will
>> do anything new like that for our little world. Money for such large dev
>> projects is just not in the
>> animation/vfx world anymore. I'm not sarcastic, just realist. So lets
>> embrace old techs like Maya or XSI. They won't evolve too much but won't
>> disappear before many (many) years.
>>
>> Btw, Katana is not the futur, it is now :).
>>
>>

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