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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Template Based Rigging

June 22nd, 2006 by Helge Mathee. Viewed 19911 times.

When creating rather complex hierarchies, there are some things you wouldn”t essentially want to deal with. To facilitate these one of my favourite ideas comes into play: Automation.

Now you see it, now you don’t. Digital assets in XSI.

June 15th, 2006 by Andy Nicholas. Viewed 10947 times.

Sometimes when you’re trying your hardest to put together a rig that the animators won’t break, you wish that XSI had something like Houdini’s digital assets. In case you haven’t come across Houdini yet, “Digital Assets” are a way of encapsulating a group of objects and hiding everything except for certain items that you choose. [...]

Prototyping a simple feather simulator

July 23rd, 2005 by Andrea Interguglielmi. Viewed 43002 times.

With a minimum of scripting and math knowledge, it is possible to solve big problems just using our imagination (and asking Google for the right things). The first important step is to dissect our big problem into smaller ones, which will not lead to our half-artistic brain crashing. By following this rule, even a big [...]

XSI as a compiler!

June 15th, 2005 by Andrea Interguglielmi. Viewed 13068 times.

Usually the common behavior for a character TD is to create rigs in a visual way: pressing buttons, dragging and dropping relationships and so on. Unfortunately this is the most diffused way to approach character rigging, it leads to a few issues and surprisingly, it could be the wrong way to go. Once a character [...]