Rigging Quadrupeds in XSI
Learn time-saving, quadruped-rigging techniques and the principles of building solution-based rigs for more efficient animating in XSI. Software required: XSI 6.0 and up.
What you'll learn
Learn time-saving, quadruped-rigging techniques and the principles of building solution-based rigs for more efficient animating in XSI. Contains over eight hours of project-driven training. Perfect for intermediate artists. Popular highlights include: Building Rigs from Reference; Broken Hierarchy Systems; Custom Toolbar; Character Key Sets; Sub-Character Sets; Constraints; Constructing Proxy Cages; Painting Weights; Reverse Lock System; Naming Conventions; Limb Controls; Expressions; Custom and Proxy Parameters; Mirroring Techniques; Custom Control Spline Rigs; XSI Spines for Vertebrae; Cleaning up Control Objects; Working with Groups; Tail Rig; Enveloping Techniques; Deform Keys; Rotation Order. Software required: XSI 6.0 and up.
Table of contents
- Creating a Custom Toolbar 10m
- Studying a Diagram of a Horse Skeleton, Building the Thoracic Limb 9m
- Repositioning Chain Elements / Renaming Objects 14m
- Beginning the Horse's Phalangeal Controls 12m
- Adding Pivot Controls for the Hoof 14m
- Primary Control for the Thoracic Limb 8m
- Creating Custom Parameters for Finger Joints 11m
- Controlling the Finger Joints with Custom Parameters 14m
- Twist Control for Horse's Elbow 6m
- The Shoulder Control 13m
- Mirroring Rig Elements 10m
- Cleaning up Mirrored Objects 8m
- Finishing Both Thoracic Limbs 12m
- Building the Bones for the Pelvic Limb 8m
- Renaming Chain Elements for the Pelvic Limb 6m
- Creating Toe Controls 8m
- Pivot Controls for the Toe 9m
- Main Control for the Pelvic Limb 7m
- Expressions for Toe Controls 7m
- Twist Control for the Knee 3m
- Finalizing the Left Pelvic Limb / Mirroring Controls 4m
- Completing the Right Pelvic Limb 10m
- Starting on the Vertebrae 5m
- Using Softimage Spines for the Vertebrae 12m
- Connecting Vertebrae to Hip and Chest Objects 6m
- Controls for the Vertebrae / Connecting Limbs 6m
- Finishing the Controls for the Spine 10m
- Constructing the Head, Cervix, and Jaw Bones 4m
- Primary Connections of the Head and Neck 6m
- Creating the Head and Neck Twist Controls 8m
- Custom Parameters for the Jaw 5m
- Working on the Ears 11m
- Proxy Parameters for the Ears 11m
- Neck Control / Adding Broken Hierarchy Control to the Rig 6m
- Finishing the Broken Hierarchy Control 4m
- Starting on the Tail / Creating Custom Control Splines 6m
- Using up Vectors to Prevent Flipping in the Tail 12m
- Building Controls for the Tail 9m
- Building a Controller for the Tail 10m
- Global Rig Control with Scaling Capabilities 12m
- Organizing Our Objects into Groups 12m
- Methods for Creating a Proxy Cage 13m
- Creating Buttons to Switch Between a Real and Proxy Horse 7m
- Discussing Rotation Order 6m
- Utilizing Character Key Sets 15m
- Enveloping the Horse / Adding Envelope Deformers 7m
- Blocking Envelope Weights 8m
- Working on the Left Pelvic Limb 7m
- Blending Envelope Weights 12m
- Smoothing the Thigh's Weights 9m
- Techniques for Painting Weights on Difficult Areas 11m
- Mirroring Envelope Weights 8m
- Bonus: Adding Muscle Bulges with Deform Keys 11m