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hi there, how can i use transforms output form fabric to drive a null in order to skin an object in softimage?
You can have a look at the sample scene Interpolate_two_Transformations.scn where a null is being driven by the Fabric graph. Then you can use that operator as a template in order to drive a custom setup and skin a mesh to the driven null.
Kraken Rigging Framework
it only drive one null, i want to drive a character with a bunch of null. I mean i work with array of transform from fabric
You have to make a Mat44 port output for each transform you want to drive.
oh this is really tedious
Plus going this way you'll end with one custom op per output null, and having a lot of custom op instances is defeating the whole leverage of FabricEngine(in Softimage, not in Maya though). I haven't tested but I assume that bypassing the whole Softimage Kinematics and outputting directly in mesh deformation is the way to go I you want to gain performance... Not an easy task
I am not sure that I grasp the problem correctly. Why would you want to have the rig "doubled"? What benefit would it bring to have the complete set of controls for a rig both inside Fabric and in your DCC? If you only want to use Fabric for IK, you only need to connect those controls that are part of the IK chain, but not all of the character rig.
Using Fabric for character rigging, in my eyes, only makes sense if you have Fabric do the deformation as well, which means that you also have to "skin" (weightmap) the bind mesh in Fabric, not in your DCC. Or, well, you can weightmap ("skin") it in your DCC, but you will probably do the deformation in Fabric anyway, so you are going to bring those maps over into Fabric.
In the end you have no need to double the controls from Fabric to your DCC.
If, however, you do want to have the same rig twice, what I would do is to use a naming convention for the Fabric-out-ports (matrices) and a script that grabs those inside the DCC and does all the connecting work for you. If I would still be using modo, this should take me less than half an hour to write, and it would allow me to "glue" a Fabric rig to the respective modo rig, provided that the modo rig uses the correct naming convention for the controls that are to be driven by Fabric.
Marc Albrecht - marc-albrecht.de - does things.
@benmalartre, that why i like to create a linear skin node in Fabric, but it's out of my knowledge (regarding 2d array which is only available in kl not in canvas if i'm not wrong ), so right now try to create simple rig in Fabric which can you in other DCC is not a simple task. I know we have a kraken ... but it's not a story i'm talking here, I also do a simple rig in ice so i want to do the similar one in FE.
@benmalartre You don't need 1 Fabric Op per output. You can create 1 operator on null1, then have 50 Mat44 outputs that drive 50 other nulls. 1 Op for 50 nulls.
@EricT this way you end with instances of the master Op, and performance wise it's the same. This is due to custom OP Evaluation in Softimage not FE I think .
I did a rough test scene : 5 ops/One Output VS 1op/5 Outputs duplicated 20 times: same framerate...
can i use python to auto connect these outputs to nulls?
Yes please see this:
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