Template Based Rigging
When creating rather complex hierarchies, there are some things you wouldn’t essentially want to deal with. Those tasks include: Making sure all objects follow a valid naming scheme Giving objects the...
View ArticleSoft IK in XSI
When an IK chain extends towards its full length, it will tend to snap into it’s final position. To prevent this from happening, it is possible to give the appearance that the IK chain is stiffening as...
View ArticleSoft IK in XSI, Part II – Stretchy bones
When I wrote the first article, I hadn’t planned on writing a sequel, but a couple of people on XSIBase asked me to look into how I could extend the Soft IK system to work with a stretchy bone chain....
View ArticleEnveloping rigid elements
Alright, here’s a new article of mine. This time I am dealing with a problem a lot of people are facing when trying to envelope a large number of objects onto a surface, while the objects themselves...
View ArticleTricks with scripted particle events.
I was recently assigned on a particle recipe that was going to be used by several people on several shots. After some thinking on how I was going to approach the idea, I realized that I needed a few...
View ArticleGeometry + Rig / RefModels in 6.0
After a couple of chit chats about referenced models in 6.0, I would take to take a few minutes to explain how you can use the delta referencing system to separate rig and geometry into two different...
View ArticleCustom Properties Persistent Layout
From a rigger’s point of view, I think Softimage|XSI is one of the best software around, and as character TD, I really love proxy parameters. The possibility to expose to animators every channel we...
View ArticleA tool for visualising particle distributions
Some of you may remember the Histogram plugin that I wrote for XSI’s rendertree. It’s a tool for visualising exactly what is happening in your shading networks and can be invaluable when trying to find...
View ArticleFCurves As Shading Tools…
Let’s look at a short technique that will allow you to export any custom function curve or scripting math function to a texturable node to be used in the rendertree. Let’s get a curve We start by...
View ArticleObject oriented programming, once again.
So the keen folks at the german XSI forum (http://www.xsiforum.de) discussed the topic of generating separate objects out of all of the polygon islands making up a polygonmesh. Even though this doesn’t...
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