Sunday, February 8, 2009

T0375 - Rigging Next-Gen Characters in XSI

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Learn a production workflow to rigging and enveloping, create custom tools, and time-saving methods for creating game-ready characters rigs. Contains over 6 hours of project-based training for artists learning character rigging for next-generation games.Popular highlights include:

  • Rigging Techniques for Games

  • Scripting Custom Tools

  • Groups and Transform Groups

  • Mirroring Rigs

  • Mirroring Weights

  • Models

  • Exporting Weights

  • Automating Follow-through

  • Creating Custom Spine Rigs

  • Character Key Sets

  • Intuitive Forearm Rigs

  • Custom Toolbars

  • Building Animator-friendly Controls

  • Animating Pivots

  • Enveloping Techniques

  • Polygon Cluster Visibility

  • Scene Organization

  • Working Creatively with Expressions


Lesson Outline:
































































































































































































































































































1.Preparing the scene for rigging11:23
2.Rigging the staff12:34
3.Adding a pivot control to the staff7:46
4.Creating a button that keys the staff's pivot5:53
5.Building the character's left leg bones7:13
6.Setting up secondary foot controls5:14
7.Adding primary controls for the leg7:15
8.Establishing a custom parameter to control the ball roll3:37
9.Choosing a good rotation order3:19
10.Creating a knee control4:46
11.Enhancing the knee control to be animator-friendly8:40
12.Adding an envelope deformer to preserve the volume of the buttocks5:33
13.Averaging the movement of the buttock deformer9:28
14.Mirroring the knee control and the leg and foot chains10:20
15.Mirroring the leg and foot controls and reapplying expressions7:34
16.Building a custom spine8:50
17.Setting up controls for the spine9:43
18.Building the back and center of gravity controls9:26
19.Creating objects to control the twisting of the spine5:37
20.Using expressions to create twist distribution in the spine9:06
21.Rigging the neck and head8:29
22.Rigging the hair9:13
23.Looking at an automated follow-through solution for the hair7:07
24.Building the shoulder and arm chains6:30
25.Creating a shoulder control5:43
26.Constructing the fingers and constraining the left hand12:05
27.Setting up the arm control4:31
28.Using custom parameters to drive the fingers6:43
29.Working on the elbow control5:47
30.Finishing the elbow control2:46
31.Discussing various ways to rig the forearm twist10:08
32.Parent-switching the arm10:05
33.Mirroring the hand and elbow controls7:00
34.Mirroring the shoulder controls9:23
35.Retargeting the right hand's fingers to be driven by the correct parameter7:26
36.Creating a Global Control and double-checking the control rig9:34
37.Utilizing Character Key Sets8:06
38.Writing a script to connect nulls on all bones9:21
39.Organizing the Envelope Nulls and enveloping the character8:26
40.Blocking the weights on the left leg and hip7:43
41.Adding influence to the left buttocks and blocking in the upper body4:02
42.Blocking in the chest's weight and using Polygon Cluster Visibility8:37
43.Blocking in the neck and head weights3:26
44.Blocking in the hair's weight3:54
45.Fixing the deformations of the left shoulder and arm5:25
46.Wrapping up the blocking pass6:41
47.Mirroring the blocked weights10:58
48.Smoothing the deformations of the left leg9:53
49.Fine-tuning the abdomen deformations6:48
50.Fine-tuning the chest deformations4:18
51.Tweaking the neck and head deformations4:50
52.Smoothing the hair's weights2:45
53.Fixing the left shoulder and arm deformations8:25
54.Tweaking the left elbow, forearm and wrist4:59
55.Double-checking the character deformations7:19
56.Mirroring smoothed weights5:29

Total Run Time:


6:47:37

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