Softimage 7.x Certified Training on YouTube
Posted: 15 May 2011, 07:04
Thanks to Autodesk and the Letterbox Animation Studios guys for making these videos available through Redi-Vivus. The project files
for this training series can be found on FileFactory; you can also find the link in this post. All credit should go to the creators of the content. Enjoy!
Cloth
Hair
ICE
MOTOR
Reference Models
Skeleton Rigging Character Setup
for this training series can be found on FileFactory; you can also find the link in this post. All credit should go to the creators of the content. Enjoy!
Cloth
- Intro Cloth Series, Import Character
- Getting Clothes Built, Extracting, Smooth, Push, Proportional
- Unfolding, Overlapping Points, Poly Reduction on Skin
- Determining Cloth Settings and Scale Calculator
- Using The Syflex Calculator
- Applying Syflex Properties to Density and Springs
- Applying Gravity and Air Forces
- Finding the Right Settings for your Initial Values
- Increase Damping External Envelope
- Final Tweaks on Damping and Envelope
- Prepping Animation for Cloth, Storing Mixer Sources to Blend
- Blending Mixer Clips and Setting Cache
- First Cloth Render Test, Paint Weights on LowRes Mesh to Clean Cloth Motion
- Get Mass and Spring Maps and Modulate with Weights, Set Back Cache
- Get and Set Collide Polys, part 1
- Get and Set Collide Polys, part 2
- Final Choice Cloth Collision Polys
- Writing Syflex Cloth to a Geometry Cache
- Loading Geometry Cache in Mixer
- Mixing Caches and Deleting Cloth Op
- Using Vertex Paint to Texture the Clothing
- Putting the Final Shader together
- Rendermapping the Shader and Baking to File, Exporting TGA
- Using the FXTree to Paint on a TextureMap
- Setting up Final Render Ops
- Final Flipbook
Hair
- Intro Hair, GATOR, Weights, Create Hair Piece
- Optimizing Hair Emitters
- Combing Along Axis, Move Tips
- Finalize Grooming Side of Head Hairs
- Styling Top of Head
- Blending Top and Sides
- Final Grooming of Guides with Visible Render Hairs
- Kink and Frizz Side Hairs
- Final Hair Styling tweaks
- Shading Hair
- Adding Lashes and Shading
- Add Stubble, Final Render
ICE
- See next post
MOTOR
- Introduction to MOTOR, Tagging a Rig
- Tagging the Rig, Saving Structure File
- Loading BVH File, MoCap To Rig
- Resetting Transforms On Mocap, Matching TPoses
- Applying Mocap and Retarget Animation Adjustments
- Clamping Body Parts, Offsetting Hand, Saving
- Reapplying MOTOR, Motion Animation To Rig
- Rig To Rig Transfer, MOTOR File Export
Reference Models
- Intro Reference Models
- Setup various Reference Levels
- Ref Model Scenario
- Rigging Character to External Model
- Making changes to Ref Models, ReExporting
- Delta2 Operators and WeightMaps
- Checking differences between Reference Model and Local
- Creating a PointCache Resolution
- Setting up PointOven Resolutions
- Creating PointOven Cache Reading and Writing
Skeleton Rigging Character Setup
- Importing Model, Renaming, Add Texture, Add Model, Control Selectability
- Setting up Toggle Value Script
- Adding Toggle Value to Toolbar and Assigning Hotkey
- Determining Views to Drawbones in
- Preferred IK Axis, Drawing Legs and Feet, Matching Positions and Adjusting Length
- Adding in Neck, Head, Jaw, RibCage Chains
- The XSI Spine: How to Implement, Creating Transform Groups, Visual Icons
- Adding the Pelvis and Shoulder Chains
- Adding the Bones of the Hand, Fingers, Thumb and Palm
- Adding the Arm and Ulna Radii Chains, Matching Translations
- Establishing Naming Conventions for Skeletons Rigs
- Parenting the Skeleton parts into one Hierarchy
- Duplicate Symmetry the Left Side Chains
- Renaming Script and Mass Renaming
- Setting up Keyable Parameters, Cleaning Skeleton, Adding Groups
- Storing Keyable Parameters and Applying Actions
- Exporting Model for Enveloping, Save Scene
- Grouping Deformers
- Construction Modes, Setting Envelopes, Clusters, WeightMaps
- ReShoot Painting Weights
- Painting Weights, Roughing in using a Variety of tools
- Painting the Head, Jaw and Lips
- Mulcor Toolbar and Rest Pose Script Button
- Mulcor Neck and Shoulder
- Rest Actor and Action Discrepancy, How to TroubleShoot
- Shoulders and Torso
- Shoulder, Arm, Palm, Thumb
- Save your work
- Lock and Unlock Weights
- Painting the Palm and Fingers, Adding EdgeLoops to Envelopes
- Painting Legs, Pelvis and Feet
- Begin Smooth Weighting, Smooth Brush Radius
- Painting Vertex by Vertex, Add Weight, Smooth Weight
- Torso, Painting Vertex by Vertex, Add Weight, Smooth Weight
- Shoulder, Neck, Armpit Painting Vertex by Vertex, Add Weight, Smooth Weight
- Forearm Twist, Painting Vertex by Vertex, Add Weight, Smooth Weight
- Forearm Twist Part 2, Weight Editor, Select Zero Cells, Local Reassign
- Hands, Neck, Head, Jaw Painting and Smoothing
- Leg and Foot Smoothing
- Begin Constraints, Leg and Foot Constraints
- Chain UpVectors
- Arm Constraints and Chain UpVectors, Parenting
- Head, Direction Constraint, Position Orientation, Parent Constraint
- Eye, Direction Constraint, Parenting, Two Point Constraint
- Gathering all Controls Under a "Move All"
- Creating more Dynamic Torso Control
- Creating Proper Foot Controls, Zeroing Rotations, Unselectable Constraints
- Creating Foot Roll, Pose Constraints, Parenting, Zero Nulls
- Creating new Foot Control to Incorporate Foot Roll Isolation
- Adding in a Foot Bank
- Cleaning up the Foot Roll, Adding Chain UpVectors
- Creating a Reference Model
- Rotation Order, Set Neutral Pose
- Setting up Colored Controls for left, Mid, Right
- Exporting Models and Referencing
- Ulna Radii twist Intro
- Removing Deformers, Ensuring Bind Pose, Color Overrides
- Creating Layered Hierarchy, Matching Transforms
- Naming Layered Hierarchies for Rigging
- Mirroring and Renaming Parenting
- Expressions to Control Rig
- Creating the Taper Effect
- Adjusting the Taper Expression, Inverting Expressions
- Adding Deform Offsets
- Grouping Deformers
- Mass Rename, Apply as Deformer
- Roughing Weights for Forearm
- Blending Weights, Forearms
- Mirroring Weights
- Adjusting Twist Distribution