  | | | I made a free PDF of the 'Unofficial XSI Character ' book | I made a free PDF of the 'Unofficial XSI Character ' book 2004-06-02 - By Anthony Rossano
Back Hi All! So, I have decided to make my 'Unofficial XSI Character' available to everyone, free! I went through it and made a few corrections to the command names to be current with Version 4.0, and made a PDF of the book IN ITS ENTIRETY and have now put it up for you all to do with as you please. There are no restrictions on the PDF - you can use it, chop it up, copy paste, print, spindle, etc. There are nice tutorials, exercises, and even a few interviews with XSI Gurus like Ludo, Ed Harriss, Matt Lind and Bob Bonniol. It's file size is about 23 MB. A few pictures are missing - some problem with the Distiller process, but it's free, so what the heck.
Here it is via ftp: ftp://ftp.mesmer.com/books/xsicharacter/XSI_Character_2004_Mesmer.pdf And here it is Via http: ftp://ftp.mesmer.com/books/xsicharacter/XSI_Character_2004_Mesmer.pdf And it's in the Mesmer Filebank at: http://www.mesmer.com/public/pubdownload.php?in06
And the files for it too: http://www.mesmer.com/public/pubdownload.php?in�
Then, just in case you want a hard copy, we dropped the price to $13.60, which comes out to 3.5 cents a page, cheaper than you can photocopy or print it. You can order those here: http://www.mesmer.com/public/readpublicarticle.php?in18
Just in case you don't know what's in there, I included a table of contents here. Have fun!
<br><strong>Chapter : Planning for Animation </strong> <br> How to Read This Book <br> What This Book covers <br> What This Book Does Not Cover <br> Specialization <br> Storyboarding and Animatic <br> Character Design <br> Planning for Large Productions <br> The Pipeline <br> Project Tracking <br> Getting ready to start a big project? <br><strong>Chapter : Non-Linear Animation with the Mixer </strong> <br> Setting Up XSI <br> Setting and Editing Keyframes <br> Marking Properties <br> Checking what property is marked <br> Adding to the Marked Property List <br> Locking and clearing the marked property list <br> Being a productive keyframer <br> The Animation Divot and the Animation Menu <br> Removing Animation <br> Open up the Animation_Spring scene <br> Copying and Pasting animation <br> Animation Curves and the Animation Editor <br> Showing the Animation Editor <br> Animation Editor tools and tips <br> Keys in the Animation Editor <br> What the Slope of the Curve Means <br> Changing one key value at a time <br> Selecting Many Keys at Once <br> Locking to frames <br> Adding and Deleting Keys <br> Changing Slope <br> Swap and Snap <br> The Region Tool <br> Multiple items at once in the Animation Editor <br> Cycles and the Animation Editor <br> Creeping Cycles <br> Relative Cycles <br> Freezing and Removing Cycles <br> Timing Changes with the Dopesheet <br> Decoding the Dopesheet <br> Adjusting timing in the Dopesheet <br> All About the Mixer <br> Models have a special icon <br> Adding tracks to the Mixer <br> What Time Is It? <br> Storing Pose Actions <br> Store Current Values <br> Sequencing in the Mixer <br> Loading Actions into the Mixer <br> The Duration of a Clip <br> Feedback on Duration <br> Bounce and Cycle <br> Drag and Drop Actions <br> The Transition Tool <br> Storing Animation Actions <br> TimeWarp and Actions <br> Audio Tracks in the Mixer <br> Blending Different Actions <br> The Blend slider in the Mixer <br> Weight Curves <br> Additive versus Average Weights <br> Tutorial: The Subwoofer <br> Deleting and Renaming Actions <br> Mute, Solo and Size Tracks <br><strong>Chapter : Design and Modeling with Polygons </strong> <br> Polygon Modeling History and Uses <br> Polygons in Game Engines <br> Polygons in the Renderer <br> Polygons in Subdivision Surface Modeling <br> Scanned Models and Point Clouds <br> Polygon Terminology <br> Edges <br> Vertex, vertices <br> Normals <br> The Polygon Components Filter <br> Setting Selection Preferences <br> Selecting Components <br> Transforming Edges, Vertices, and Polygons <br> Drawing polygons from scratch and Aligning edges <br> Conforming Normals <br> Serious Poly Modeling <br> The Operator stack, Immediate mode, and Freeze <br> Polygon Duplicate means Extrude <br> Extrude along curve <br> Duplicating a Vertex <br> Duplicating an Edge <br> Add Edge <br> Split Edge and Split Polygon <br> Exercise: Manta Ray <br> Deleting Polygons, Vertices, and Edges <br> Collapsing Polygons, Edges, and Vertices <br> iv XSI Illuminated: Character <br> Dissolving Edges, Vertices and Polygons <br> Exercise: Modeling Diamonds <br> Keeping Models Symmetrical <br> Merge and Blend Polygon Meshes <br> Booleans and Polygons <br> Polygon Bridge <br> From NURBS to Polygons <br> Going from NURBS to Polygons <br> Polygon reduction tools in Softimage|D x <br> Subdivision Surfaces <br> The Subdivision operator <br> The Geometry Approximation Method <br> Working with Sub-D surfaces <br> Local Subdivision <br> Exercise: Angler Fish <br> Setting harder edges and boundaries <br><strong>Chapter : Shape Shifting </strong> <br> Deformations in XSI <br> Deformations are stored on Clusters <br> Making Clusters on your Character <br> WeightMaps Modify Deformations <br> Connecting WeightMaps to other operators <br> Bulge and Twist Deformations <br> Spline Deformation and Constrain Cluster to Object <br> Exercise: Sea Creatures swimming with Spline Deformation <br> Deformation by Spine: Quetzal Neck <br> Deform�Cluster Center <br> Deformation by Cage <br> Exercise: Small sea monster eats larger one <br> Deformation by Volume <br> Shrinkwrap Deformation <br> Exercise: Smaller Monster wraps around larger one <br> QuickStretch Deformation <br> Example: The Flying Egg <br> The Push Tool <br> All About Shape Animation <br> Shape Tracks in the Mixer <br> Save Key Shape <br> Store Key Shape <br> Exercise: Shape Animation for Musculature <br> Select Key Shape <br> Exercise: Practice with Shape Mixing <br> Shape Animation for Expressions and Lip Sync <br> Using Proportional Modeling <br> Proportional Setup <br> Hierarchies of Shape animation <br> Tutorial: A Shape Tree for Facial Animation <br> Order of Operators <br> v Table of Contents <br><strong>Chapter : Inverse Kinematics </strong> <br> Inverse Kinematic Concepts <br> Forward Kinematics vs Inverse Kinematics <br> What�s a Solver? <br> More IK Terminology <br> The Cones of Doom <br> Exercise: Drawing Your First Chain <br> Selecting IK Bits <br> Types of Chains <br> D Chains <br> D Chains <br> The Resolution Plane <br> Preferred Axis Constraint <br> Up Vector Constraints <br> Changing the IK Solver Type <br> Bone Length and Shadow Radius <br> Setting Joint Rotation Limits <br> Using Joint Roll <br> Joint Friction <br> Forward Kinematics with IK Chains <br> FK/IK Blending <br> Pseudo Roots <br> Parenting IK Chains Together <br> Skeleton Symmetry <br> Get Back <br> Methods of Attaching Geometry to IK <br> Rigid Enveloping <br> Tutorial: Egg Factory IK Setup <br> Interview: Matt Lind <br><strong>Chapter : Skins: Enveloping and Weighting </strong> <br> Binding Skins to IK and Weighting theory <br> Flexible Enveloping to Inverse Kinematic Chains <br> How Envelope Assignment Works <br> Local Joint Assignment <br> Assignment to the whole Chain <br> Keep controls and constraints out of the hierarchy <br> Tutorial: Cartoon Hand <br> Envelope Assignment Depth <br> Envelope Assignment Method <br> Adding in new Deformers <br> Removing Envelopes <br> Enveloping to Objects other than IK <br> Weighting Your Skin <br> Viewing the Weight Map <br> Hurry Up and Weight <br> Manual IK weighting <br> Mixing weights Manually with Edit Weights <br> Envelope Weighting with Paint <br> Shaded Mode, Constant Mode <br> vi XSI Illuminated: Character <br> Mixed Mode and X-ray Mode <br> Viewing Names on IK <br> Adjusting Paint Brush properties <br> Softness, opacity, size, coverage <br> Adding Weight to one bone <br> Isolating one bone <br> Posing models in bad positions <br> Smoothing Envelope Weights <br> Painting Smoothing On <br> Looking at Each Sample Weight <br> Tutorial: Weighting Lorphea <br> Interview: Bob Bonniol <br><strong>Chapter : Custom Properties & Linked Parameters </strong> <br> Custom Parameter Sets <br> Adding Custom properties <br> Editing Custom Properties <br> Example: Monstrous Properties <br> Collecting Proxy Properties <br> Links and Relative Values <br> Links <br> Tutorial: Linked Spring <br> Linking IK to Custom Sliders <br> Tutorial: The Monkey�s Paw <br> Linking Muscles to Bones <br> Pose-Based Shape Animation <br> Tutorial: The Stretch <br><strong>Chapter : Human Character Modeling </strong> <br> Building a Good Pose for Weighting <br> Using Reference Material with Rotoscope <br> Keeping Proportions with Rotoscope <br> Modeling Technique <br> Keep it simple <br> Edge Loops, Contours, and Poles <br> Modeling for Expressions and Lip Sync <br> Building musculature <br> Building detail around Joints <br> Body Parts <br> Arms <br> Legs <br> Torso <br> Feet and Toes <br> Hands and Fingers <br> Head and Face <br> It's Alive! <br> Proportional Template <br> Stitching <br> Smoothing Characters <br> vii Table of Contents <br><strong>Chapter : Complex Human IK Rigs </strong> <br> Control Rigs <br> Making a Model <br> Making a Model shareable <br> Hierarchy Versus Constraints <br> The Strategy of the Hierarchy <br> Reusability <br> Easier Enveloping <br> Easy Selection <br> Automatic Animation and Levels of Control <br> Easier Animation <br> Animation Re-use <br> Building a Simple control rig <br> Using Clusters with IK <br> The COG and GPS <br> Controlling the Resolution Plane <br> Organizing with Layers <br> Where to put Custom Controls <br> Limiting Range of Motion <br> IK Controls for Feet <br> Controlling Leg IK with Two Constraints <br> IK Controls for Arms and Hands <br> IK and Controls for Hands <br> IK and rotation for forearms <br> IK and controls for Spinal Column <br> Building in Rigidity <br> Building Soft Tissues <br> Linking in Muscle Behaviors <br> Using Higher Assignment Depth <br> Setting Keyframes and Saving Actions <br><strong>Chapter : Saving Time with Expressions </strong> <br> What is an Expression? <br> Why are they so useful? <br> What kind of people use expressions? <br> Property Names <br> Adding expressions onto objects <br> Simple expressions <br> The process of gradual refinement <br> Expression Syntax <br> Objects, properties, and animation curves <br> Where�s position in X and what�s a Euler? <br> Which object does the expression go on? <br> Naming conventions <br> Mathematics, order of operations, and parenthesis <br> Using another object in the expression <br> Functions, Constants and Variables <br> Constants <br> Variables <br> Functions <br> The Random Seed <br> viii XSI Illuminated: Character <br> Decisions and Logic <br> Tutorial: Swishing the Tail <br> Tutorial: Pulsing Lasers and Other Repetitive Stuff <br> Tutorial: Hot Wheels <br> Tutorial: Expressions Mixing Shapes <br> Interview: Ludovick William Michaud <br><strong>Chapter : Advanced Character Setup </strong> <br> Becoming a Technical Director <br> Innovative controls for animators <br> Tutorial: Custom PPGs and the Heads-Up Display <br> The Amount slider and the Degree slider <br> D controllers vs D sliders <br> Tutorial: Building D body controllers <br> Facial Animation Controllers <br> Tutorial: Facial Animation Controller <br> Exercise: Saving a Library of Actions <br> Creating and Using the Synoptic View <br> Tutorial: Simple Synoptic <br> Expressions for Human Movement <br> Automatic Hip Placement between feet <br> Pelvis Lean (Hipskinelocalposz) <br> Pelvis Sway (Hipskinelocalposx) <br> Pelvis Crouch (Hipskinelocalposy) <br> Weight Transfer for Balance (Hipskinelocalposx) <br> Automatic Pelvis Rotation <br> Hips Rotate with Feet (Hipskinelocalroty) <br> Follow forward foot (Hipskinelocalroty) <br> Bear Weight (Hipskinelocalrotz) <br> Bowing and Backflips (Hipslocalkinerotx) <br> Foot collision detection with the floor <br> Collarbone Expressions <br> Collarbone Lean <br> Collarbone Sway <br> Collarbone Dip <br> Collarbone Rotations <br> Spinal Column Expressions <br><strong>Chapter : Emotion and Facial Musculature </strong> <br> Setting up a face for emotion, not lip sync <br> Transportability <br> Using Envelope Deformers as Muscles <br> Multi-point Constraints <br> Shapes and Constrain to Cluster <br> Thinking about Muscles <br> Opposing action with three shapes <br> Tutorial: Facial Expression Rig <br> Interview: Ed Harriss <br><br>
[ Anthony Rossano ] - CEO, Mesmer Inc - -tel: 206.782.8004- -fax: 206.782.8101- http://www.mesmer.com
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