Thank you Greg and Andy, Back in 2007, my friend Michael Werckle was saying very good things about the ZooGloo system. I have not downloaded it yet, but if half of what I've heard holds up, I'm certain that it will benefit the community greatly. Also, as I am looking to adapt my rig components and modular, non-linear auto-rig system --that Greg Punchatz referred to recently in another thread-- to the Fabric engine, it is helpful to do a sanity-check against other workflows. Thank you so much for your and Andy's generosity and of open sourcing this.
-=Eric Turman On Sat, Mar 15, 2014 at 6:58 AM, Greg Maguire <[email protected]> wrote: > Woops, Hit send too quickly. cc'ing in Andy Buecker. > > > On Sat, Mar 15, 2014 at 11:57 AM, Greg Maguire <[email protected]>wrote: > >> Hi guys, >> >> I'm enjoying the discussion regarding Fabric and the cross-DCC rigging >> project. I didn't want to hi-jack the thread so started this one. Apologies >> if it's redundant. >> >> I've been involved in building several rigging systems. So, much so that >> I co-founded Zoogloo with Andy Buecker in 2006 to rig for studios. We >> worked on 25 different projects over a three year period including, >> Spiderman3, Where The Wild Things Are, Happy Feet, Thundercats and more. >> Because we worked on animated features, episodic television, games and >> visual effects features and in Maya and in Softimage, we developed an >> in-house rigging system that took a different approach to any rigging >> system at the time and any that I have seen since. >> >> Having worked at ILM and witnessed the size of the team that had to be >> hired to translate between maya and ILM's proprietary tools, we decided to >> go further up the chain and develop a higher level rigging tool. We would >> not translate between softwares, we would instead issue each package >> instructions that would be built natively. >> >> i.e. a node based editor to build connections between blocks of body >> parts. A block would have characteristics built in, a 3-bone spine, or a >> 9-boneIKFK spine or a Disney-foot or an ILM-head. Each block then passed >> their data to a python script built for maya or softimage natively. i.e. we >> had to write Disney-foot in python for Maya and python for Softimage. >> >> btw. You can tell from my poor explanation above which one of us did the >> majority of the coding! (thanks Andy, you rock!) >> >> It addressed the following issues: >> >> 1. Developing rigs for Maya, Softimage and any other software (Fabric?) >> 2. Developing rigs for games, animated features, episodic television and >> vfx. >> 2. Naming convention mapping between all objects, controls for different >> studios. >> 3. SQLite for storing, geom, transforms, weights. >> >> Anyway, to cut what could be an incredibly long story short we Opened >> Sourced the tools some time ago but ....didn't tell anyone. I thought some >> of our work might be of use to you guys: >> >> Two years amount of work here, it might speed things up. >> https://github.com/abuecker/Zoogloo-Tools >> >> Warmest regards. >> >> -- >> >> *Greg Maguire* | Inlifesize >> Mobile: +44 7512 361462 | Phone: +44 2890 204739 >> [email protected] | www.inlifesize.com >> > > > > -- > > *Greg Maguire* | Inlifesize > Mobile: +44 7512 361462 | Phone: +44 2890 204739 > [email protected] | www.inlifesize.com > -- -=T=-

