Category Archive for 'Rigging'

Rigging: vodoo art that requires the right blend of rocket science for expressions and infinite patience for weighting. This section might well wind up being quite technical but does that really turn you off? …Didn”t think so!

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Facial Animation, The Static KineState, and Dorritos?

May 23rd, 2007 by Steven Caron. Viewed 42387 times.

This is my first post at XSIBlog, so I want to thank Patrick and the other authors for keeping this going. I have always wanted to share but time is always against me not to mention having something worthy of sharing. PLEASE NOTE: The following python scripts require this procedure to work properly. Facial Animation [...]

Geometry + Rig / RefModels in 6.0

February 1st, 2007 by Helge Mathee. Viewed 9164 times.

After a couple of chit chats about referenced models in 6.0, I would take to take a few minutes to explain how you can use the delta referencing system to separate rig and geometry into two different files, which can be edited independently from one another.

Enveloping rigid elements

August 21st, 2006 by Helge Mathee. Viewed 24506 times.

how to get elements on a surface, while they are not deforming.

Soft IK in XSI, Part II – Stretchy bones

August 16th, 2006 by Andy Nicholas. Viewed 68128 times.

When I wrote the first article, I hadn’t planned on writing a sequel, but a couple of people on XSIBase asked me to look into how I could extend the Soft IK system to work with a stretchy bone chain. Initially, figuring out how this could work seems like a pretty tricky problem. The bone [...]

Soft IK in XSI

August 14th, 2006 by Andy Nicholas. Viewed 68790 times.

When an IK chain extends towards its full length, it will tend to snap into it’s final position. To prevent this from happening, it is possible to give the appearance that the IK chain is stiffening as it extends towards it’s full length. This technique isn’t new and similar functionality is already implemented in Cinema [...]