  | | | 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 Steven Caron
Back you are one awesome man.... man
I am currently doing free XSI training for students on Saturday mornings at my school. I will have something to give them that is a bit more up to date. much appreciated
-Steven Caron -Student @(protected) -- -- Original Message -- -- From: "Anthony Rossano" <anthor@(protected)> To: <XSI@(protected)> Sent: Wednesday, June 02, 2004 9:40 PM Subject: I made a free PDF of the 'Unofficial XSI Character' book
> 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 > > --- > Unsubscribe? 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