Introduction to Rigging in XSI
Establish a solid foundation and learn flexible rigging methods, various rigging and character setup tools, and the essentials of building animator-friendly controls in XSI. Software required: XSI 6.0 and up.
What you'll learn
Establish a solid foundation and learn flexible rigging methods, various rigging and character setup tools, and the essentials of building animator-friendly controls in XSI. Contains nearly seven hours of project-based training for aspiring artists. Popular highlights include: XSI Rigging Tools Overview; Organizing Scenes; Working with the Schematic; Parenting Objects; Using Groups; 2D and 3D Bone Chain System; IK Capabilities; FK Capabilities; Chain Properties; Repositioning Bones; Choosing Workable Rotation Orders; Position Constraints; Orientation Constraints; Direction Constraints; Pose Constraints; Controlling SRT Parameters; Chain Up Vector Operators; Mesh Deformation Overview; Envelopes; Enveloping Techniques; Resetting Envelopes; Understanding Operator Stack; Editing Envelopes; Weight Paint Panel; Redistributing Weights; Weight Editor; Blending Envelope Weights; Mirroring Envelopes; Working with Shapes; Modeling Shapes with Tweak Component Tool; Secondary Shape Modeling for Corrective Shapes; Setting up Driven Key Relationships; Working with Character Key Sets; Organizing Animation Data. Software required: XSI 6.0 and up.
Table of contents
- Creating Custom Toolbars and Working with Softimage Layers 14m
- Parenting Objects in Softimage 12m
- Object Hierarchies in Softimage's Explorer and Schematic 9m
- Drawing and Editing Bones in Softimage 11m
- Attaching Objects to Bones Using Parenting in Softimage 10m
- Creating Pseudo Roots in Bone Chains 5m
- Safely Repositioning Bones in Softimage 10m
- Working with Chain Bone Properties 11m
- Display Settings for Roots and Effectors 5m
- Understanding Softimage's Kinematic Chain 14m
- IK/FK Blending Bone Chains 7m
- Delving into Softimage's Kinematic Joint Properties 16m
- Creating a Wire Shell for a Control Object 9m
- Connecting Geometry to Control Objects 12m
- Cleaning up SRT Parameters with Neutral Pose 6m
- Utilizing Softimage's Position Constraint to Control an Object's Translate Parameters 10m
- Manipulating an Object's Rotation with the Orientation Constraint 9m
- Controlling an Object's Rotation with Another Object's Position Using Softimage's Direction Constraint 9m
- Constraining an Object's SRT Parameters with Softimage's Pose Constraint 7m
- Working with Chain up Vector 8m
- Utilizing Duplicate Symmetry 8m
- Efficiently Renaming Objects in Softimage 5m
- Automatically Invoking SRT Manipulators on Objects 10m
- Working with Models 9m
- Creating an Envelope to Drive Geometry with a Bone Chain 9m
- Envelope Attributes - Automatic Envelope Assignment 8m
- Returning Enveloped Meshes to Their Reference Pose 3m
- Alternative Solution for Returning Envelopes to Their Reference Pose 9m
- Modifying Envelope Weights 13m
- Utilizing the Weight Editor 7m
- Locally Reassigning Influence Weights to Vertices 7m
- Blending Influence Weights 8m
- Mirroring Weights in Softimage 10m
- Exporting Weights 7m
- Adding and Removing Envelope Deformers 7m
- Creating Shapes in Softimage 13m
- Alternative Way for Creating Shapes 12m
- Driven Key Relationships via Simple Expressions 7m
- Driven Key Relationships with the Parameter Connection Editor 9m
- Using Deform Keys to Correct Deformations 10m
- Understanding Clusters 9m
- Working with Cage Deformers 6m
- Working with 3D Chains 5m
- Cleaning up Object Parameters for Animation 8m
- Using Character Key Sets to Organize Animation Data 8m