Hi Sergio

Thank you very much for this in depth reply.Lot sof very good insights there. I 
will definitely look at the ACS and Rich's course. as soon as I have the labs 
set up I will get some time to dig into the rigging side of Modo.

Kind regards

Angus
________________________________
From: Sergio Mucino [[email protected]]
Sent: 13 January 2014 05:12 PM
To: [email protected]
Subject: Re: rigging in xsi vs maya

Hey Angus. As Juhani pointed out earlier, I actually got Rich's course to get 
me started. After that, it was just a matter of translating my knowledge to 
Modo-world (which I must say, was not a straight-forward experience, but that 
doesn't mean bad at all. Actually, I am very pleased with the things I've been 
able to do in Modo so far).

The thing with Modo is that it handles deformations in a very particular way 
that I had not encountered in any other application. In all applications I've 
used, deformations are usually normalized. In Modo, this is a choice. Modo 
relies in what it calls "order of operations" to figure out how an object 
should deform, ordering them in a deformation stack. I know you'll say "Ah, but 
Soft and Max do have a deformation stack"... but it's nothing like that, 
really. You need to use it to understand how it works. It's a very open 
deformation system, that once you figure it out, it enables you to create some 
very fancy effects. I'm very pleased with what Modo brings to the table.

That being said, Modo still has some way to go in regards to certain tools and 
workflows. But I'm quite optimistic about what 801 will bring to the table.

If you think you'll be doing bipedal characters quite a bit, do yourself a 
favor and get ACS (http://community.thefoundry.co.uk/store/kits/acs/). It's a 
kit for Modo that creates ready-to-animate bipedal characters. From all the 
"auto-rig" systems I've used before, this one is one of the best designed and 
easiest to understand I've come across. It's quite flexible too. And the 
developer is extremely friendly and open to suggestions (I'm in constant 
contact with him). It's really worth the asking price (and more). And the best 
part is that you can even share your rigs with animators that don't have the 
kit installed. They will only be missing the nice animation workflows and 
features in ACS, but the rig remains fully functional.
I recently used it to rig a character for a client onto which I added a fake 
muscle system to create more realistic deformations.

I'm adding some Modo rigging material to my Vimeo channel as time permits. I 
have a couple of videos up, and will be adding more advanced stuff as time 
allows. I already have a couple of things in mind. You can find it here...
http://vimeo.com/channels/336554

I hope this helps a little when it comes to getting grips with rigging in Modo. 
You can thrown me a PM if you have any further questions. Cheers!
[cid:[email protected]]
On 11/01/2014 4:26 PM, Paul wrote:
And I think he's pretty much modo's only rigger.

On 11 Jan 2014, at 13:30, Angus Davidson 
<[email protected]<mailto:[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]<mailto:[email protected]>]
Sent: 11 January 2014 02:49 PM
To: [email protected]<mailto:[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]<mailto:[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]<mailto:[email protected]>]
Sent: 09 January 2014 05:34 PM
To: [email protected]<mailto:[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]<mailto:[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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