Character Enveloping in Softimage

Easily learn the essentials of Character Enveloping with 1.5 hours of project-based training. Software required: XSI 5.0 and up.
Course info
Level
Beginner
Updated
Jun 30, 2009
Duration
1h 9m
Table of contents
Description
Course info
Level
Beginner
Updated
Jun 30, 2009
Duration
1h 9m
Description

Easily learn the essentials of Character Enveloping with 1.5 hours of project-based training. Great for new users. Popular highlights include envelope creation, character stance setup, painting deformation weights, smoothing weights, weight editor, symmetry mapping, mirroring weights, link with deform, parenting, and linked key. Software required: XSI 5.0 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] hi and welcome this digital tutors training kit on character enveloping and excess I Throughout the course of this training kid, we're gonna be looking at a lot of the tools as well as a lot of the technique involved in getting your characters properly enveloped onto your skeletal rig. So this kid will pick up right where we left off in the character rigging an excess I training kit. And in that kid we built the character rig that you can see here. So now we're gonna focus entirely on the process of enveloping your character onto that rig. So we'll talk about everything involved in this process, everything from setting up your first envelope. And once we set that envelope up, we'll talk quite a bit about the process of painting weights and the process of refining the deformation that's gonna be caused by your character, Riggs. It will also look at per vertex numbering, so you can numerically enter on a per vertex level. All the waiting information for the particular area of the body that you're working on and once we have a lot of the basic waits painted up will look pretty deeply into the process of how we can make very, very fine revisions to the overall look of the deformation. So these are just a few of the highlights we're gonna be talking out throughout the course of this training kit, so in the next lesson will go ahead and get started.