Page 1 of 3

GEAR_mc

Posted: 27 Aug 2013, 14:53
by Daniel Brassard
Posted by Miquel Campos on the Softimage Mailing List.
I have just uploaded to github my custom fork of Jeremie Passerin's GEAR project.

Here is a little list of what's the new:

-New Menu re-arrange
-New Facial components
-New options for icon creator
-Selection sets and poseLib not part of Gear
-poseLib should work now in Linux (but not tested)
-Zipper tool for curves
-New solvers
-Wireframe color tool
-Guides support for store wireframe color
-New commands for inspect Guides PPG and solvers options
-Command for merge symmetry mapping templates.

Some of these new features were initially developed by Jeremie, who kindly shared with me some of his personal WIP code.

BIG THANKS to Jeremie for the original code and all the help. And also BIG THANKS to Sly and PH from Shed Montreal to allow me to release some internal code for the poseLib, selection sets and some of the facial components.

I will prepare with Alan some videos explaining the new features and tools. Stay tune to TDsurvival ;)

Cheers,
Miquel
You can find Gear_mc at:

https://github.com/miquelcampos/GEAR_mc

Link to the Softimage Mailing List:

https://groups.google.com/forum/?fromgr ... mb94seRi3w

TD Survival video coming soon.

Enjoy!

Dan

Re: GEAR_mc

Posted: 27 Aug 2013, 19:26
by Bullit
What is this zipper tool for curves?

Re: GEAR_mc

Posted: 28 Aug 2013, 18:40
by Daniel Brassard
First videos posted by Miquel Campos on Vimeo.

001 - installation

002 - icons

003 - zipper tool

004 - wireframe colorizer

005 - solvers


:)

Miq

Re: GEAR_mc

Posted: 28 Aug 2013, 18:53
by Daniel Brassard
@Bullit

Video 003 should answer your question. Zipper tool are useful for sticky lips animation, zippers, and other animation where two curve needs to get together for effects (marching bands, rubber band, etc).

Dan

Re: GEAR_mc

Posted: 28 Aug 2013, 20:49
by Lord Futzi Voldemort
Thanks you Daniel for posting, Thank you Miguel for providing!

Re: GEAR_mc

Posted: 29 Aug 2013, 00:39
by diissar
this is great!!Thanks for sharing Daniel and big THANKS to Miguel for all his work!

Re: GEAR_mc

Posted: 30 Aug 2013, 00:50
by mixepix
Oh, sweet! Thanks for posting!

Re: GEAR_mc

Posted: 30 Aug 2013, 18:05
by curly
Could you do a video on the new facial rigging compounds? Would you consider implementing an advanced spring solver, for instance rigging the suspension of a car?

Re: GEAR_mc

Posted: 30 Aug 2013, 18:13
by Daniel Brassard
Hi Curly,

Unfortunately, I am not the maker of GEAR_mc or the videos. Just passing the information.

Maybe someone in this forum that uses GEAR can show you how to use and implement what you are asking for.

Cheers!

Re: GEAR_mc

Posted: 30 Aug 2013, 18:40
by Daniel Brassard
For those who missed it, here is a recap of GEAR:

Jeremie Passerin website (the creator of GEAR)
http://gear.jeremiepasserin.com/
GEAR - Quick Overview
http://vimeo.com/16793216
GEAR - How to create a biped
http://vimeo.com/16953680
GEAR – Rig Features
http://vimeo.com/16937983

From TD Survival vimeo channel

A Look inside GEAR – Part 1
http://vimeo.com/67967250
A Look inside GEAR – Part 2
http://vimeo.com/67973547
Tips & Tricks - Gear PPGs with Embedded Layout & Logic
http://vimeo.com/68734353

Re: GEAR_mc

Posted: 03 Sep 2013, 20:21
by Cacoman
Hey Miquel can you show the new facial tools?

And thanks a lot for keeping the gear flame alive!

Re: GEAR_mc

Posted: 08 Sep 2013, 06:17
by McNistor
Great plug-in. :ymapplause:
Not a complaint, but rather a wish - I really hope someone will take a deep breath, roll up their sleeves and implements something similar with ICE. Due to ICE's multi-threaded nature I'm guessing very complex rigs would be very fast.
Not sure about customization though as I have no idea how well does ICE can be mixed with Python, jscript and whatnot for different UI cues and interaction. Someone knowledgeable enough with ICE and scripting maybe will shed some light on this.

Re: GEAR_mc

Posted: 10 Sep 2013, 00:45
by pezetko
ICE is terribly slow with writing and reading transformations of object (like nulls).
I tried some rigging with ICE to control null (bones) behaviour for rigging some mechanical stuff (e.g. just reading and writing transform between objects) and it was much slower than old constrains/scripted operators.

The ICE kinematics require different setup and is hard to script.
I didn't found any easy way to get nodes that generates errors throught scripting. That makes building and fixing rigs only slow manual labor which doesn't pay off.

ICE is pretty fast on per point operation (so particles, deformations...)... only....

Re: GEAR_mc

Posted: 10 Sep 2013, 01:12
by EricTRocks
Yeah, rigging in ICE == slow. You should only put parts of your rig into ICE when there is good reason and the need for it. Otherwise, you should keep your rig performance optimal with the standard rigging practices. Don't get me wrong, I'd love to make all the setups in ICE but it's too slow.

Re: GEAR_mc

Posted: 11 Sep 2013, 14:03
by McNistor
pezetko & EricTRocks,
Thanks for the explanations.

Re: GEAR_mc

Posted: 18 Sep 2013, 10:11
by eternal art
Thank you Miquel , but if it possible to make a video for facial component and it's a nice to have facial component in the man template .