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=-

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