Re: horton hears a who
| Date : Tue, 01 Apr 2008 14:33:01 -0400 |
| To : XSI(at)Softimage.COM |
| From : Raffaele Scaduto-Mendola <raffaele(at)turbolinea.com> |
| Subject : Re: horton hears a who |
Food for though, and you might even be able to work this out with others at Blue Sky.
Because XSI as a particular way you can access polygonal data in "a relative" mode (similar to deltas, but relative to an initial coordinate system), its very easy in XSI to model a blendshape set for one character and port over those shapes to another character (or family of characters) with similar local topologies. I figured it out with the help of Helge on Barnyards, when I was looking at how XSI can be used to create post-deform corrective shapes.
In more plain English.
You can model blend shapes for one character, and transfer over those blend shapes to whole groups of characters. It saved us about 70% time when working on blendshapes of secondary and tertiary characters. You still have to tweak the shapes, but its a nice core feature. We had to go through a lot of hoops to do this on Maya world, way back in the early 2000s.
And I know of at least one XSI rigger who works at Blue Sky. Of course he probably also knows Maya well by now.
Cheers, RSM
David Gallagher wrote:
Hans Payer wrote:That's awesome David! Hope you made many other believers at Blue Sky. Congrats on Who's success! I'm curious, were there any non-XSI riggers assign to Who? how many?Yes, the whole team uses Maya - I don't know how many riggers there are exactly. I just was attached to the process to help out, and I would rather poke myself with a sharp stick than model blendshapes or weight verts in Maya.
There are many workflow benefits like being able to model a change to a head in the context of a pose, compare to the unposed or prechange version, then decide which contributing shape should receive the change.
On Tue, Apr 1, 2008 at 9:21 AM, David Gallagher <daveg(at)blueskystudios.com <mailto:daveg(at)blueskystudios.com>> wrote:
I thought some of you would enjoy hearing that many of the main characters on Horton Hears a Who had significant input from my efforts in XSI, using the spectacular shape creation tools.
Many of the brow rigs were done all in xsi, most of the Kangaroo face shapes and Horton's mouth, cheeks, and brows.
(I am a one-man xsi team here, sometimes contributing to the rigging process using xsi.)
-- David Gallagher Character Development Lead Animator, Blue Sky Studios
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Hans Payer
--
David Gallagher
Character Development Lead Animator, Blue Sky Studios
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- References:
- horton hears a who
- From: David Gallagher <daveg(at)blueskystudios.com>
- Re: horton hears a who
- From: "Hans Payer" <hanspayer(at)gmail.com>
- Re: horton hears a who
- From: David Gallagher <daveg(at)blueskystudios.com>
- horton hears a who
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