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

