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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...

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Soft 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...

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Soft 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....

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Enveloping 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...

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Tricks 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...

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Geometry + 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...

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Custom 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...

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A 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...

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FCurves 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...

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Object 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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