Hi all - as you may know, my co-founder at Fabric Engine is Phil Taylor (inventor of CAT). He’s written up an article on the approach we’re taking to character rigging - it would be great to get your comments on this.
Sounds like quite the task. However it also sounds quite limiting considering it’s black box nature of pre-compiled code. Honestly, I’d give up a few fps for a bit of ease on debugging and customizability.
Guess what I am saying is, I’m skeptical. But I’m sure there are plenty of other areas I’m not considering (other than film) where something like this would be of use, and I wish you all the best!
edit: quickly realized that you might not be talking about rigging in any major package, but rather in your own software? of which I am unfamiliar with.
Hi there - yes, it’s in Creation Platform. No black boxes www.fabricengine.com if you want to know more (or check some of my other posts here - there’s a discussion thread in one of the other forums).
This is really awesome. This definitely marks a step forward in rigging in terms of getting away from the mechanical ‘bolt-on’ form of rigging used predominantly to moving towards efficient coded rigs and manipulation interfaces.
With regards to the comment of debugging being harder, I would actually argue the opposite, debugging code is much easier than debugging complex hierarchies of objects and constraints.
As most studios now write their own procedural/modular rigging systems it makes sense to use that coding effort to power the rigs directly rather than just using code to build a mechanical rig.
If you’re looking for people to get involved and lend a hand I’d happily put in some time.