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9781592002108

Experience Xsi: The Official softimage XSI 4 Guide to Character Creation

by
  • ISBN13:

    9781592002108

  • ISBN10:

    1592002102

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2004-06-21
  • Publisher: Cengage Learning Ptr
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Summary

XSI is the next generation in digital animation software. It was used to create some of the first realistic CG characters developed for film and it continues to be used by artists and animators worldwide in new and creative ways and in many different fields-from computer games to the film industry, from commercials to music videos. This official Softimage guide will show you how you can effectively use XSI to create compelling, lifelike characters. You'll cover each step-from designing and modeling to rendering and compositing. Learn how you can use Behavior to create intelligent characters that can interact with one another to form a realistic 3D animated crowd. You'll also cover scripting and how it can be used to save time and increase productivity.

Author Biography

Aaron Sims joined Rick Baker's Academy Award winning Cinovation Studios, Inc. in 1988.

Table of Contents

Introduction xix
Why XSI? xix
What's in This Book? xix
The Interface
1(12)
The Hot Key List
1(3)
The Left-Side Toolbars
4(3)
The Model Toolbar
4(1)
The Animate Toolbar
4(1)
The Render Toolbar
5(1)
The Simulate Toolbar
5(1)
Hair Mode
5(2)
Weight Panel
7(1)
Palettes and Display Types Toolbar
7(1)
The Right-Side Toolbar
7(2)
Layers
7(1)
Select
7(1)
Transform
8(1)
Snap
8(1)
Constrain
9(1)
Edit
9(1)
The Top Toolbar
9(1)
The Bottom Toolbar
9(1)
Working within the View Ports
10(1)
Changing Views
10(1)
Changing Display Methods
10(1)
Starting a Project and Saving a Scene
10(1)
Summary
11(2)
Designing and Modeling a Character
13(32)
What to Think about When Designing a 3D Character
13(2)
Modeling Overview
15(1)
Basic Modeling in XSI
15(8)
Primitives and the Primitive Menu
15(1)
Null 16
Curve
16(1)
Polygon Mesh
16(1)
Surface
17(1)
Implicit
17(1)
Primitive Models
18(1)
The Create Menu
19(1)
Creating Curves
19(2)
Creating Surface Mesh
21(1)
Creating Polygon Mesh
21(1)
Drawing Polygons
22(1)
Using the Modeling Tools
23(6)
Proportional Modeling
23(1)
Polygon Modeling Exercise
24(5)
Modeling Your Design
29(14)
Roughing out the Body and Head
29(5)
Roughing out the Arms and Legs
34(9)
Summary
43(2)
Texturing Your Character
45(34)
Texturing Overview
45(11)
Material Shader Basics
46(4)
Texturing Basics: Using the Render Tree and the Texture Layer Editor
50(6)
Texture Editor Overview
56(12)
Setting Up UV Coordinates Using the Texture Editor
57(5)
Adding Texture to Your Character Using the Texture Editor
62(6)
Working with 3D Paint Programs to Texture Your Character
68(2)
Finalizing Your Textures in the Render Tree
70(8)
Texturing Eyes and Nails
72(2)
Working with Hair
74(4)
Summary
78(1)
Character Setup
79(36)
Template-Based Character Setup
80(1)
Guide Proportioning
80(11)
Rig Construction
84(4)
Enveloping
88(2)
Setting up a Synoptic
90(1)
Advanced Character Setup
91(19)
Gluing Parts Together
92(1)
Parenting
92(1)
Pivots
92(2)
Constraints
94(1)
Expressions
95(1)
Scripted Operators
95(2)
Springs
97(1)
Character Components
97(1)
Spine
98(1)
Tail
98(1)
Dog Leg
99(1)
Understanding Inverse Kinematics
99(1)
Cosine Law for Two-Bone Chains
100(1)
Deformations
101(1)
Enveloping Algorithms
101(2)
Shrink Wrap
103(2)
Cage Deform
105(1)
Control Splines
106(2)
Shape
108(2)
Smoothing / Relaxing
110(1)
Deforming with Hair and Springs
110(1)
Character Engineering at a Production Scale
110(4)
Automating Character Setup with Scripting
110(1)
Object-Oriented Scripting
111(1)
Rigging SDK
111(1)
Referencing
112(1)
Libraries
113(1)
Custom Interface
113(1)
Asset Management
113(1)
Inter-Group Workflow
114(1)
Summary
114(1)
Animating Your Character
115(26)
Character Animation Overview
115(1)
Basic Keyframing
116(7)
What Is Keyframing?
116(1)
Some of the Tools Used for Animation
117(1)
Applying Keyframes
118(5)
Using Referenced Models for Animation
123(1)
Using Synoptic View
123(1)
Using Marking Sets to Animate
124(1)
Walk Cycle Animation
124(5)
Using the Rig to Put the Character in a Proper Pose for Animating
125(4)
Run Cycle Animation
129(1)
The Animation Editor
129(4)
Editing Your Animation Using the Animation Editor
130(3)
The Dopesheet
133(1)
Storing Your Animation
133(1)
Working with the Animation Mixer
134(2)
Shape Animation Overview
136(3)
Storing Your Shapes
136(3)
Working with Shape Animation
139(1)
Summary
140(1)
Scripting in XSI
141(34)
Simple Scripting
141(5)
Passing a Scripting Object
143(1)
Tweaking between the Commas
144(1)
Looping
145(1)
Types of Containers and Lists
146(8)
Collections
146(2)
Arrays
148(1)
Scripting Structure and Organization
149(1)
Functions
149(2)
Objects
151(3)
Approaching Problems with Scripting
154(1)
A Broad Overview of Scripting Tasks
154(1)
Automation
154(1)
Organization
154(1)
Decision-Making
155(1)
Controlling Space with Math
155(13)
Vectors
156(5)
Curves
161(2)
Rotations
163(5)
Making Geometry
168(2)
Creating User Interfaces
170(4)
Making Sliders
170(1)
Formatting
171(1)
Logic
172(1)
Advanced UI
173(1)
Summary
174(1)
Lighting, Rendering, and Compositing Your Character
175(28)
Lighting Overview
175(3)
Different Types of Lights in XSI
178(11)
Setting Ambience for Your Scene
179(1)
Using Volumic and Lens Flares for Lighting FX
179(2)
Basic Light Adjustments
181(2)
Setting Up Lights for Your Character
183(2)
Using HDR Maps
185(1)
Matching the Rotoscope to Your Lighting
186(3)
Using the Light Rig from Image Feature
189(1)
Rendering Overview
189(9)
Different Rendering Techniques
190(1)
Raytracing
190(1)
Scanline
191(1)
Global Illumination
191(1)
Final Gathering
191(2)
Caustics
193(1)
Setting Up a Render for Your Character
193(1)
Rendering Different Passes
194(1)
Beauty Pass
195(2)
Highlight Pass
197(1)
Compositing Overview
198(4)
Using the FX Tree to Composite Your Character
198(1)
FX Tree Overview
198(1)
Bringing Passes In and Rendering the Final Composite Using the FX Tree
199(3)
Summary
202(1)
Making Crowds and Character Logic with Behavior
203(12)
Behavior Introduction
203(1)
Dropping a Cube in XSI
204(1)
Dropping a Cube in Behavior
204(5)
Loading Actors in Behavior
204(1)
Scripting in Behavior
205(1)
Activities in Behavior
206(1)
Creating a Simple State Machine
207(2)
Making a Crowd Shot
209(5)
Preparing Actors
209(1)
Simplified Character Strategy
209(1)
Tagging Your Character
210(1)
Scripting a Crowd Shot
211(2)
Rendering a Crowd Shot
213(1)
Summary
214(1)
Image Gallery 215(30)
Index 245

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