Hi Greg, thanks a lot for releasing your rigging framework! Are there any guides on how to use it?
thanks, Cris On Sunday, 16 March 2014, Greg Maguire <[email protected]> wrote: > 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: > >

