Skill Exchange (WIN WIN CO-OP)
Posted: 11 Oct 2016, 14:57
Skill Exchange01 (WIN WIN CO-OP) - Rigging 01 for Topology 01
This was really fun to do. I am more than happy to also do things likes this in trueSpace! Or Vue or something!I have joined up with another SI user MC_Axe to do a knowledge exchange over an hour every now and then. This is our first attempt - finally rendered with the Skype audio and desktop recording. Framerate is low, but it works.
Below you can see a bit of what I will start teaching. Topics covered are marked with a "-DONE".
Rigging
1. Rigging introduction: Summery of what it is and what are the components and options in Softimage - DONE
2. Preparing a mesh for rigging - topology guidelines and planning
3. Setting up the basic components of the rig - chains
4. Learning Constraints - Creating controls
5. Working with expressions - Using Lattices
6. Working with Shapes
7. ICE introduction - Driving Parameters
7b. ICE Parenting and Kinematics (optional, I am not very good with this one yet)
8. Creating a shape driver with ICE
9. Creating Parameters and finising up the rig
10. Using GEAR_MC - installation and use (optional)
10.b Pro's and Con's of using Autoriggers
Animation
1. Animation Introduction - Interface and Summery
1a. Basics of the 12 animation principles (optional)
2. Keyframe animation - Keysets and Tips and tricks
3. Dopesheet
3. Fcurve animation and Interpolation - Paths workflows
4. Creating an Animation Clip workflow with Animation Layers
5. Blocking tips and tricks
6. Finetuning tips and tricks
7. Creating an animation library
8. Rig finetuning workflow tips and tricks
In turn, in the second half of the video, you will see MC_Axe teach the following:
Topology fundamentals :
Info:The lesson is rly low level (meaning low level like in programming), so its about polygonal modeling inside SI, target is to send a good base model to apps like zBrush to take maximum advantage of your model on a higher level, or use in general a good model as base to create HR models. This lesson will help you to begin with retopo and hard surface.
Also in the topic:
Why Triangles are everywhere. - DONE
Identify different types of topo - DONE
Where each type of topo is useful or bad - DONE
Why modelers are obsessed with quads - DONE
How to properly add components, to shape things like: a circle within quads (maybe an eye), or a mouth, without destroying a good topo.- DONE
How to jump from less density to more and the oposite(preserving quads).-DONE
Connections - stitching of patches and how this adds versatility
Importance of Quads Loops and patches -DONE
Create a very basic demo model like an ugly head or smthing
How important is a good topo to hard surface
Visual Bugs caused by bad topo
Basic intro to Redshift and comparison with MR
Will edit this one later.