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
>>>
>>
>
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Juhani Karlsson
3D Artist/TD

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