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 >> >> -- >> >> 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 > 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.

