Re: Non Destructive Character Workflow

Date : Mon, 15 May 2006 18:24:12 +0200
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: Non Destructive Character Workflow
Hi Frank,

I haven´t touched the Animation mixer in XSI, nor animated at all
so far but currently try to setup a PassSystem that should allow to
move the Lighting stage infront of the Texturing.

Basically, I do the lighting in greys plus a colored environment bounce
and later add a flat textures pass plus a selfoccluding reflections pass
from with the same colors.

Here´s a breakdown of passes I´m playing with, I´m 75% there:

Incident angle (camera position), no shadows/spec/refl/lights.
Environment sampled occlusion, as above
Ambient occlusion
Fake shadow pass using a white Lambert material (not just shadows)
(env) Reflections, via an amb_occ spread=0
Optionally, a global broad specular pass to determine bounce area.

For setting things up:

The Incidence controls the amount of reflections with the viewing angle,
facing get´s less reflections...

The environmentsampled occlusion is used as the main filler, replacing
a FG pass (to prevent flicker). You can try incidence and brad specular
as the mask and take whatever you prefer.

The Shadowpass is multiplied using a mask of the env sampled occlusion
(multed over the incidence if you like).

The stanadard occlusion is used to shade down caveats where neccessary.

Boiling things down, the incidence brings the most *filmic* effect and makes
it a joy to play around with front/backlights, e.g. the amount of fill and bounce.

It´s a bit difficult for me currently to squeeze the colors in correctly without
flattening out the tonalrange but as I said, I´m just ~75% there.

Cheers

tim

P.S: You could also check out a SSS pass (for the textures) looks quite good.











----- Original Message ----- From: "Daniel Bachmann" <dbachmann(at)mediagenerator.ch>
To: <XSI(at)Softimage.COM>
Sent: Monday, May 15, 2006 12:12 AM
Subject: Re: Non Destructive Character Workflow



hi franky,
actually i think this is a good idea to compile a workflow fact sheet.

as newbie on xsi i cannot tell anything about that at this time but since i have started to work on my new short that involves a lot of parallel working i can state about my thoughts and workflow from time to time.

so any pro hints are welcome about the non destructive workflow.

daniel


Frank Lenhard wrote:
Hello XSIlers

i finally got a bit of time between projects and try out what i
actually bought xsi for :) the ability to have
modelling/texturing/rigging/animation in an almost paralle workflow.

now my steps are rather small and slow at the moment but i would like
to hear if ppl out there really using the promised flexibility and if
there are traps and downfalls i should be aware of.

i checked the xsi4 production series, which has some good hints here
and there. i read the manuals on the topic. but i didnt found a
"ready" workflow somewhere. like its advertised here
http://www.softimage.com/about_us/pdf/getting_into_character.pdf

i imagine the following scenario and would be happy to hear if its
possible.

naturally we would start with roughing out the character based on the
designs. that would give us a model which already got the right
proportions. but it might missing details like finders, face, toes
whatever.

this model gets passed on to the rigger, who builds a basic rig into
it so it can be posed for animatics, layouts.

thats what the animator is getting and starts on the preproduction.

while the layouts are in works the modeller doesnt sleep but gets the
model refined, also based upon client response, which might come late
in the process. he applies textures+uvw's

while the modeller is busy the rigger is building the actual rig for
animation. with new revisions ready from the modeller he just takes
the new model and has to reenvelope the newly added vertices. the rest
of the skin stays intact.

the first rigged char for animation gets to the animator who starts
animating it.

refinements are done to the model+textures and to the rig, as it
appears that it needs to support moves there where not anticipated and
where the rig currently breaks.

the animator requests a quaternation spine instead of the fk spine.
but he doesnt wanna lose the already made animations.

the face rig becomes available and the animator takes his ready body
animation and applies with the new face rig the facial
animation+lipsynch.

finally everything is finished and goes of for rendering.

in a perfect world the modeller would finish shortly before the rigger
who shortly finishes work before the animator.

is THAT possible? at least that how the softimage advertisement sounds
to me :)

maybe if there is interest and several ppl know about different
aspects about the pipeline, i can compile a little "how to" and "what
to be aware of" list, so there is something we can safely go along in
production.

ciao
franky

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