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:
>
>

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