  | | | I made a free PDF of the 'Unofficial XSI Character ' book | I made a free PDF of the 'Unofficial XSI Character ' book 2004-06-03 - By Kris Rivel
Back nope, still down for me....can't get to any of the links
Kris
At 12:32 PM 6/3/2004, you wrote: >Yeah - >We tuned the mysql/apache2 a bit more to see if we can't keep it >running... >You guys slammed it. >Back up now! >ATR > >On Thu, 3 Jun 2004 10:25:39 +0100, Chris Marshall wrote: > > > > Can't see it. Mesmer looks down here. > > > > > > -- --Original Message-- -- > > From: owner-xsi@(protected) [mailto:owner-xsi@(protected)]On Behalf > > Of Anthony Rossano > > Sent: Thursday, June 03, 2004 2:41 AM > > To: XSI@(protected) > > 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? Mail Majordomo@(protected) with the following text in body: > > unsubscribe xsi > > > > > > > > --- > > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > > unsubscribe xsi >[ Anthony Rossano ] >- CEO, Mesmer Inc - >-tel: 206.782.8004- >-fax: 206.782.8101- >http://www.mesmer.com > >--- >Unsubscribe? Mail Majordomo@(protected) with the following text in body: >unsubscribe xsi
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