Rigging Quadrupeds in XSI

Learn time-saving quadruped rigging techniques and the principles of building solution-based rigs for more efficient animating in XSI. Contains over 8 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.

1. Working with models and groups

3. Studying a diagram of a horse skeleton| building the thoracic limb

5. Beginning the horse's phalangeal controls

7. Primary control for the thoracic limb

9. Controlling the finger joints with custom parameters

11. The shoulder control

13. Cleaning up mirrored objects

15. Building the bones for the pelvic limb

17. Creating toe controls

19. Main control for the pelvic limb

21. Twist control for the knee

23. Completing the right pelvic limb

25. Using Softimage spines for the vertebrae

27. Controls for the vertebrae / connecting limbs

29. Constructing the head| cervix and jaw bones

31. Creating the head and neck twist controls

33. Working on the ears

35. Neck control / adding broken hierarchy control to the rig

37. Starting on the tail / creating custom control splines

39. Building controls for the tail

41. Global rig control with scaling capabilities

43. Methods for creating a proxy cage

45. Discussing rotation order

47. Enveloping the horse / adding envelope deformers

49. Working on the left pelvic limb

51. Smoothing the thighs weights

53. Mirroring envelope weights

2. Creating a custom toolbar

4. Repositioning chain elements / renaming objects

6. Adding pivot controls for the hoof

8. Creating custom parameters for finger joints

10. Twist control for horse's elbow

12. Mirroring rig elements

14. Finishing both thoracic limbs

16. Renaming chain elements for the pelvic limb

18. Pivot controls for the toe

20. Expressions for toe controls

22. Finalizing the left pelvic limb / mirroring controls

24. Starting on the vertebrae

26. Connecting vertebrae to hip and chest objects

28. Finishing the controls for the spine

30. Primary connections of the head and neck

32. Custom parameters for the jaw

34. Proxy parameters for the ears

36. Finishing the broken hierarchy control

38. Using Up Vectors to prevent flipping in the tail

40. Building a controller for the tail

42. Organizing our objects into groups

44. Creating buttons to switch between a real and proxy horse

46. Utilizing character key sets

48. Blocking envelope weights

50. Blending envelope weights

52. Techniques for painting weights on difficult areas

54. Bonus: Adding muscle bulges with deform keys

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