And I think he's pretty much modo's only rigger. 

On 11 Jan 2014, at 13:30, Angus Davidson <[email protected]> wrote:

> Lotta money for a course for modo version 501. Then again he is the guy who 
> helped Modo develop their rigging tools. Any one seen this and can say if its 
> worthwhile ?
> 
> 
> From: Juhani Karlsson [[email protected]]
> Sent: 11 January 2014 02:49 PM
> To: [email protected]
> Subject: Re: rigging in xsi vs maya
> 
> 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.
>> <CUserssergio.mucinoDownloadsSergioMucino_Signature_email.gif>
>> 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
> 
> Talvi Digital Oy
> Pursimiehenkatu 29-31 b 2krs.
> 00150 Helsinki
> +358 443443088
> [email protected]
> www.vimeo.com/talvi
> 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 
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> 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 
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> the University agrees in writing to the contrary. 

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