Artist's Guide to XSI

In this course, we will learn how use the powerful tools and solutions available within XSI to deliver inspiring imagery. Software required: XSI 7.0 and up.
Course info
Level
Intermediate
Updated
Jul 17, 2009
Duration
8h 4m
Table of contents
Introduction and Project Overview
Artist's Guide to XSI
Overview of Interaction Models in XSI 6m Getting Acquainted with the Viewport Navigation Tools 15m Manipulating Objects in 3D Space 11m Understanding XSI's Various Geometry Components 11m Adjusting the Center Point of Your Geometry in XSI 8m Accessing Scene Objects from the Explorer 9m Working with XSI's Operator Stack 9m Continuing Our Polygon Modeling Workflows in XSI 10m Polygon Modeling Workflows in XSI 18m Reducing Meshes with Polygon Reduction 4m Extract Normals Information with Ultimapper 6m Building a Real-time Incidence Shader 7m Altering the Color and Texture Information of a Real-time Shader 7m Understanding the Animation Mixer in XSI 9m Blending Animation Clips in XSI 10m Transferring Attributes Between Meshes Using Gator 4m Assigning and Manipulating UVs in XSI 8m Healing and Sub-projecting UVs in the Texture Editor 12m Creating and Positioning Skeleton Chains in XSI 9m Renaming Chain Elements and Building a Secondary Foot Control 9m Creating Rigging Control Objects and Constraints 11m Mirroring Skeleton Chains and Rigs in XSI 10m Enveloping Characters in XSI 9m Painting Envelope Weights to Fix Deformations 8m Smoothing and Refining Envelope Deformations 10m Mirroring Envelope Weights in XSI 9m Setting Keyframes in XSI 9m Offsetting Keys for Fluidity and Follow-through 7m Creating a Tag Template for Motor 7m Retargeting Motion Capture in XSI 9m Using Offsets to Enhance Motion Capture Result 10m Using Animation Layers in XSI to Easily Enhance Animation 7m Various Methods of Adding Materials to Objects in XSI 10m Using the Render Tree to Add Textures to Materials 15m Positioning and Adjusting Lights in XSI 11m Using Image-based Lighting to Achieve Realistic Renders 10m Overview of Referencing 5m Setting an ICE Simulation for Referencing 6m Using Deltas and Reference Models 4m Getting Started with ICE 6m Getting Object Information in ICE 9m Creating ICE Compounds 6m XSI Scripting: Building a Custom Property 8m XSI Scripting: Building Control Logic 10m Setting up Particles in XSI 7m Tweaking the Look of Particle Simulations 4m Creating 3D Text for Broadcast Use 7m Scene Preparations for Easier Animation 7m Blocking in the Shot Camera's Path 5m Refining Camera Animation in the Animation Editor 6m Keyframing Object Parameters from a Property Page 5m Setting up Multiple Render Passes in XSI 15m Using the Render Manager to Render Animated Sequence 11m Overview of the FX Tree Compositing Tools 13m Assembling and Rendering Composites from the FX Tree 12m
Description
Course info
Level
Intermediate
Updated
Jul 17, 2009
Duration
8h 4m
Description

In this course, we will learn how use the powerful tools and solutions available within XSI to deliver inspiring imagery. Software required: XSI 7.0 and up.

About the author
About the author

Kyle was one of the first authors for Digital-Tutors (now a Pluralsight company) and has been a part of the team for over 10 years. Kyle began his career in computer graphics education as a college instructor and worked as a Digital-Tutors rendering tutor and curriculum manager since 2002.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] in this lesson, we're gonna take a look at the process of creating and managing your exercise projects using the project manager. All right, so for new users, the first time you open up excess, I One of the first things you're gonna want to do is set up some sort of a project. All right, now, that could be done by going up to the file menu and take a look inside the project manager. All right, So once you open that up, you'll be greeted with this window. And from there we can actually define either some sort of an existing project if we have some set up or we could make our own brand new project. So let's go to new project. And from here, you're gonna pump up this window where it is going to let you either define a location for where this project is gonna reside. You could do one of two things. You could either manually type in some some sort of location, so you could type in any kind of a directory on a local hard drive and kind of a map to drive. Or you could also browse to that location by just clicking on the browse button. So once we have a location to find, then we could define a project name. So in our case, we can call this something like Artist Guide Project. All right. And once we're done with that, go ahead in his quick okay, And you can see now this artist guide project has been added into my project listing, so I can quickly jump back and forth between any my project. So here's the default Exercise Samples project, where we have a lot of scene files that already come preloaded with an excess. I or we could jump back to our artist guide project. So in our case, if we want to make a new scene within this artist guide school didn't select that and go to new scene. All right, now, why is the process of creating this project's That's an important first step? If I navigate to my directory that I just created this on my C drive this artist guide project, you can see that excess I will automatically go ahead and create the whole directory of folders. So, for example, you can see that we have a scene's folder so any scenes that I save while this particular project is active are gonna be saved into this directory. Any textures that those scenes use will, for example, by default be looked for in those pictures Directory likewise. And if I were to render out any sort of images, those will be placed inside the render pictures directory of my current project. Right? So the process of making a project is gonna be very, very important for keeping your scenes nice and organized and in fact, by default excess, I will insist that you create some sort of a project. Otherwise access. I won't know where to start saving your assets. All right now, one thing that we can also do if you don't necessarily want to go through the process of using the project manager to jump between different projects, we can also do this in a much simpler way. So once you build a project, we can very quickly jump back and forth between those. If we were to go to either the open or the save dialog boxes you'll see right now with her toe load or save a scene, the first place is gonna ask us to save it is in the currently active project. In our case, it's this artist guide project that we just made. But if we go over to the peds button, we can also very quickly jump between different projects from here as well. So, for example, if I were to load a scene from the exercise samples project, there we go now. I have all of those scenes right in front of me. All right, so that's a very quick and easy way to be able to jump between these different projects that we make and just a very quick overview of the importance of making a project to begin with using the project manager.