Get the Richard Hurreys rigging master course http://community.thefoundry.co.uk/store/riggingmastercourse/ Haven`t seen it myself but it should be ok.
On 11 January 2014 13:31, Angus Davidson <[email protected]> wrote: > Hi Sergio > > Might I ask what learning materials you use to get to grips with modo > rigging or did you figure it out your self. > I see DT has just release a new Intro to rigging so it seems to be a more > requested subject ;) > > Kind regards > > Angus > ------------------------------ > *From:* Sergio Mucino [[email protected]] > *Sent:* 09 January 2014 05:34 PM > *To:* [email protected] > *Subject:* Re: rigging in xsi vs maya > > I've been doing quite a bit of rigging in Modo lately, and I have been > very surprised by its capabilities. > One thing they do support is heat mapping. It's quite nice to use, but > there are several requirement that need to be met for a mesh to be > acceptable for heat binding. I don't know if all heat mapping > implementations are based on the same algo(s), and therefore, inherit the > same requirements, but here they go (copying/pasting from the docs): > > *--**Mesh must form a volume, though holes are supported (such as eye > sockets).* > *--**Target mesh must be **only** polygonal, no single vertices, floating > edges or curves can be present.* > *--**No shared vertices, edges or polygons (non-manifold surfaces) > allowed between multiple components. * > *--**All joints must be contained within the volume of the mesh. * > > Otherwise, you can still use the available smooth or rigid binding > methods. I don't know if any problems you ran into could be due to some of > these conditions, but there... just in case. > > On 08/01/2014 8:31 AM, Sebastien Sterling wrote: > > One feature i would have loved to see implemented across the board of > autodesk products (apart from Alembic which should really just be a new > standard by now...) is the heat map algorithm. in theory, is this that > difficult to implement in Soft and Max ? apparently it was made by a bunch > of students checking up on heat distribution algorithm papers for designing > old radiators. > > http://www.youtube.com/watch?v=aCBx8MjEvvo > > On paper it looks like the best shit ever, so we of the CHR Dep wanted to > use it to test characters for deformation in maya pre rigging. trouble was, > apparently its extremely susceptible, and i'm not quite sure to what, > topology, mesh density... but in any case a Lead at rigging scripted a > small ui allowing us to just bypass most of the checks, making the tech > actually usable, and it worked great... until we realised that it actually > pops vertices slightly away from their initial position... in fairness we > used a script to access these capabilities so maybe that caused the > problem, i doubt it but there was tampering, maybe someone else has had > more controled experiences with Heat mapping, like i said before it still > seems like a really useful addition, > > > On 8 January 2014 10:52, Tim Leydecker <[email protected]> wrote: > >> Using a 3DSMax rigged sample character scene from the UDK docs, >> I made a roundtrip through Maya and Softimage using the *.fbx format. >> >> I didn´t try to export any rig controls, just a "human" rig. >> >> >> It´s worth checking to have the latest *.fbx version installed and >> using an export preset that seems applicable, I think I resorted to >> "Autodesk Media Entertainment 2012 bla" (im on 2012´s). >> >> I can´t say if that was the best way but that roundtrip worked. >> >> I ended up with Maya/3DSMax/Softimage each having the rigged, animated >> character in a scene. >> >> In my case, there was some nuisance with the BIPED rig getting >> interpreted as a second rig >> the character is rigged to in Softimage, I had to delete that biped in >> XSI to get back to >> similar results as in 3DSMax, leaving only the rig meant for export - it >> is likely that was >> my export settings or selection settings. I had straight results going >> from Maya to Softimage. >> >> Cheers, >> >> >> tim >> >> >> On 07.01.2014 23:58, Steven Caron wrote: >> >>> this thread is some what well timed... i am in maya right now. i need to >>> get a mesh and its skin/envelope into softimage. i did not rig this object >>> and i don't know enough about >>> maya to try and understand it through inspection. in softimage i would >>> select the mesh, then select the deformers from envelope, then key frame >>> those objects and remove the >>> constraints on them in mass with 'remove all constraints' >>> >>> is NONE of that doable in maya? cause i am having a hell of a time >>> figuring it out. >>> >>> s >>> >> > > -- > > This communication is intended for the addressee only. It is > confidential. If you have received this communication in error, please notify > us immediately and destroy the original message. You may not copy or > disseminate this communication without the permission of the University. Only > authorised signatories are competent to enter into agreements on behalf of > the University and recipients are thus advised that the content of this > message may not be legally binding on the University and may contain the > personal views and opinions of the author, which are not necessarily the > views and opinions of The University of the Witwatersrand, Johannesburg. All > agreements between the University and outsiders are subject to South African > Law unless the University agrees in writing to the contrary. > > -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Pursimiehenkatu 29-31 b 2krs. 00150 Helsinki +358 443443088 [email protected] www.vimeo.com/talvi
<<CUserssergio.mucinoDownloadsSergioMucino_Signature_email.gif>>

