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