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DecWest
08-01-2008, 11:00 AM
Hi all

I have already posted on XSIbase but I need a heads up pretty quickly.

To cut a long (dreary) story short I need good XSI rigging advice as quickly as possible as my usual animator is 'busy' and I need to some work done asap.

What I am looking for is a good rig - humanoid - but one that also has wings - much like an 'Angel', an Icarus character, even a 'dragon' like creature..etc.

I need the rig to be relatively light, portable and easy enough for a non XSI rigger ( I do everything bar the animation) to get animating.

Can anyone help me out full stop, or at least point me in the direction of good rigs, tutorials and or persons to help.

thanks in advance

cheers

Ric

PureMoxi
08-01-2008, 05:00 PM
As I am in the process of building a crane rig...and I don't know how you intend to move forward on your project...or your rigging savvy...here are some possibly helpful links regarding wing construction to get your mind going. (some are more helpful than others...)

http://forums.cgsociety.org/showthread.php?f=43&t=41699&page=4&pp=15

http://www.xsibase.com/forum/index.php?board=11;action=display;threadid=28727;start=0

http://www.xsi-blog.com/archives/110#more-110

http://sawamura.neorack.com/research.html

http://joplaete.wordpress.com/2008/07/16/xsi-proto-wing-feather-tool/

Reference - Wing Morphology - http://www.ups.edu/x5662.xml

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Human or Bi-ped rigs...I suppose you could start with the base rig in XSI or even build one based from, let's say, Digital Tutors, that might be a route I suppose. Sorry that I cannot be as helpful on this one as I just build my own for each specific project...

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Hope this helps...good luck.

DecWest
08-01-2008, 07:45 PM
This is pretty awesome stuff - thanks

Looks like I have a pretty busy weekend ahead of me :/

Roux
08-05-2008, 12:14 PM
You could also try 3DMastermind.com

Manny's stuff is great.

Sbowling
08-06-2008, 05:55 AM
or even build one based from, let's say, Digital Tutors

Don't do this unless you want a broken rig. The person doing that tutorial knows nothing about rigging.

3DQUAKERS
08-06-2008, 06:14 AM
For rigging methodology, check out our RiggingPRO for XSI.

For automating the rigging process through scripting, Automatic Rigging for XSI

Both available at http://www.3dquakers.com

AdamBaroody
08-06-2008, 02:35 PM
I second Manny's 3Dmastermind DVD. Its a great place to start when learning rigging in XSI. http://www.3dmastermind.com/

He shows you a lot of good rigging techniques, some you may be aware of and some you might not... so its worth checking out definitely.

I havent seen Charbel's rigging videos, but he's very talented. I've seen his rigs and he maybe a bit too advanced to start off with but definitely another great source of information as well.

Start out with Manny's vids and then Charbel's... At that point you should be neck deep in rigging skill :)

-Adam

DecWest
08-06-2008, 08:33 PM
Hi all

Thanks for the replies!

I have got some great resources from this site and a few XSI only boards.
I have got a Manny 'Doovd' on order, once I am through with that I will check out Charbell's work. I have sourced some excellent wing rigging systems from students and pro's alike, there are some very interesting workflows in development. Facinating stuff.

Once I have digested all of this information and produced a rigged up creature/character I will post a WIP plus thanks for you guys to have a look over.

Has anyone been through a game production pipeline (taking a rig into a game engine)?
I am very interested to know how the XSI rigging system exports - specifically any data issues or conflicts.


Anyway...rambling....thanks again folks

Ric

jugger
08-09-2008, 08:47 PM
we just do that. these days the animations for ingame characters are quite sophisticated and so are the rigs.
the actual animation lets you do all the fancy stuff like s&s and ik/fk and alike.

the most important part in ingame pipelines is that you are able to transfer the animation into the game engine. and how you do that i mainly depending on the game engine.

for the game we're hired to do the rigging/animation for instance, the game engine supplier is also bound to give the ingame character s&s ability.

then its just a question of how the shadow rig looks that sits above your animation rig. this one gets plotted and exported in the game.. and voile, there you are ;)

in short... it still counts most how well a rig animates in xsi, then comes the transfer&convert work :)

DecWest
08-11-2008, 12:33 PM
Cheers for the reply

First of all I am blown away by the ease of rigging/skinning in XSI - it's a doddle
Regarding my pipeline, the import/engine integration is the part that worries me. i have had some experience in the past with this but the engine I might work with is not internal - I have had to do lots of 'asking about' for support. This issue could be a real impediment to my project!

Shadow rigging FTW! What a simple idea. It is an extra layer of planning/complexity but appears to be the best way to get any data out of XSI and into an external toolchain.

wish me luck

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