Thanks Eric,

I certainly hope it's useful in pushing a cross platform solution forward.

Regards,


On Sat, Mar 15, 2014 at 12:26 PM, Eric Turman <[email protected]> wrote:

> 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=-
>



-- 

*Greg Maguire* | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
[email protected] | www.inlifesize.com

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