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eof
книга Месмера (A. Rossano) в свободном доступе уже с 2004 года, не фига себе smile.gif
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Subject:
I made a free PDF of the 'Unofficial XSI Character' book

From:
Anthony Rossano <anthor@mesmer.com>

Organization:
Mesmer, Inc.

Date:
Wed, 2 Jun 2004 18:40:37 -0700

Hi All!
So, I have decided to make my 'Unofficial XSI Character' available to
everyone, free!
I went through it and made a few corrections to the command names to be
current with Version 4.0, and made a PDF of the book IN ITS ENTIRETY
and have now put it up for you all to do with as you please.
There are no restrictions on the PDF - you can use it, chop it up, copy
paste, print, spindle, etc.
There are nice tutorials, exercises, and even a few interviews with XSI
Gurus like Ludo, Ed Harriss, Matt Lind and Bob Bonniol. It's file size
is about 23 MB.
A few pictures are missing - some problem with the Distiller process,
but it's free, so what the heck.

Here it is via ftp:
ftp://ftp.mesmer.com/books/xsicharacter/X...2004_Mesmer.pdf
And here it is Via http:
ftp://ftp.mesmer.com/books/xsicharacter/X...2004_Mesmer.pdf
And it's in the Mesmer Filebank at:
http://www.mesmer.com/public/pubdownload.php?in=306

And the files for it too:
http://www.mesmer.com/public/pubdownload.php?in=83

Then, just in case you want a hard copy, we dropped the price to
$13.60, which comes out to 3.5 cents a page, cheaper than you can
photocopy or print it. You can order those here:
http://www.mesmer.com/public/readpublicarticle.php?in=1118


Just in case you don't know what's in there, I included a table of
contents here.
Have fun!



<br><strong>Chapter : Planning for Animation </strong>
<br> How to Read This Book
<br> What This Book covers
<br> What This Book Does Not Cover
<br> Specialization
<br> Storyboarding and Animatic
<br> Character Design
<br> Planning for Large Productions
<br> The Pipeline
<br> Project Tracking
<br> Getting ready to start a big project?
<br><strong>Chapter : Non-Linear Animation with the Mixer </strong>
<br> Setting Up XSI
<br> Setting and Editing Keyframes
<br> Marking Properties
<br> Checking what property is marked
<br> Adding to the Marked Property List
<br> Locking and clearing the marked property list
<br> Being a productive keyframer
<br> The Animation Divot and the Animation Menu
<br> Removing Animation
<br> Open up the Animation_Spring scene
<br> Copying and Pasting animation
<br> Animation Curves and the Animation Editor
<br> Showing the Animation Editor
<br> Animation Editor tools and tips
<br> Keys in the Animation Editor
<br> What the Slope of the Curve Means
<br> Changing one key value at a time
<br> Selecting Many Keys at Once
<br> Locking to frames
<br> Adding and Deleting Keys
<br> Changing Slope
<br> Swap and Snap
<br> The Region Tool
<br> Multiple items at once in the Animation Editor
<br> Cycles and the Animation Editor
<br> Creeping Cycles
<br> Relative Cycles
<br> Freezing and Removing Cycles
<br> Timing Changes with the Dopesheet
<br> Decoding the Dopesheet
<br> Adjusting timing in the Dopesheet
<br> All About the Mixer
<br> Models have a special icon
<br> Adding tracks to the Mixer
<br> What Time Is It?
<br> Storing Pose Actions
<br> Store Current Values
<br> Sequencing in the Mixer
<br> Loading Actions into the Mixer
<br> The Duration of a Clip
<br> Feedback on Duration
<br> Bounce and Cycle
<br> Drag and Drop Actions
<br> The Transition Tool
<br> Storing Animation Actions
<br> TimeWarp and Actions
<br> Audio Tracks in the Mixer
<br> Blending Different Actions
<br> The Blend slider in the Mixer
<br> Weight Curves
<br> Additive versus Average Weights
<br> Tutorial: The Subwoofer
<br> Deleting and Renaming Actions
<br> Mute, Solo and Size Tracks
<br><strong>Chapter : Design and Modeling with Polygons </strong>
<br> Polygon Modeling History and Uses
<br> Polygons in Game Engines
<br> Polygons in the Renderer
<br> Polygons in Subdivision Surface Modeling
<br> Scanned Models and Point Clouds
<br> Polygon Terminology
<br> Edges
<br> Vertex, vertices
<br> Normals
<br> The Polygon Components Filter
<br> Setting Selection Preferences
<br> Selecting Components
<br> Transforming Edges, Vertices, and Polygons
<br> Drawing polygons from scratch and Aligning edges
<br> Conforming Normals
<br> Serious Poly Modeling
<br> The Operator stack, Immediate mode, and Freeze
<br> Polygon Duplicate means Extrude
<br> Extrude along curve
<br> Duplicating a Vertex
<br> Duplicating an Edge
<br> Add Edge
<br> Split Edge and Split Polygon
<br> Exercise: Manta Ray
<br> Deleting Polygons, Vertices, and Edges
<br> Collapsing Polygons, Edges, and Vertices
<br> iv XSI Illuminated: Character
<br> Dissolving Edges, Vertices and Polygons
<br> Exercise: Modeling Diamonds
<br> Keeping Models Symmetrical
<br> Merge and Blend Polygon Meshes
<br> Booleans and Polygons
<br> Polygon Bridge
<br> From NURBS to Polygons
<br> Going from NURBS to Polygons
<br> Polygon reduction tools in Softimage|D x
<br> Subdivision Surfaces
<br> The Subdivision operator
<br> The Geometry Approximation Method
<br> Working with Sub-D surfaces
<br> Local Subdivision
<br> Exercise: Angler Fish
<br> Setting harder edges and boundaries
<br><strong>Chapter : Shape Shifting </strong>
<br> Deformations in XSI
<br> Deformations are stored on Clusters
<br> Making Clusters on your Character
<br> WeightMaps Modify Deformations
<br> Connecting WeightMaps to other operators
<br> Bulge and Twist Deformations
<br> Spline Deformation and Constrain Cluster to Object
<br> Exercise: Sea Creatures swimming with Spline Deformation
<br> Deformation by Spine: Quetzal Neck
<br> Deform¥Cluster Center
<br> Deformation by Cage
<br> Exercise: Small sea monster eats larger one
<br> Deformation by Volume
<br> Shrinkwrap Deformation
<br> Exercise: Smaller Monster wraps around larger one
<br> QuickStretch Deformation
<br> Example: The Flying Egg
<br> The Push Tool
<br> All About Shape Animation
<br> Shape Tracks in the Mixer
<br> Save Key Shape
<br> Store Key Shape
<br> Exercise: Shape Animation for Musculature
<br> Select Key Shape
<br> Exercise: Practice with Shape Mixing
<br> Shape Animation for Expressions and Lip Sync
<br> Using Proportional Modeling
<br> Proportional Setup
<br> Hierarchies of Shape animation
<br> Tutorial: A Shape Tree for Facial Animation
<br> Order of Operators
<br> v Table of Contents
<br><strong>Chapter : Inverse Kinematics </strong>
<br> Inverse Kinematic Concepts
<br> Forward Kinematics vs Inverse Kinematics
<br> WhatÕs a Solver?
<br> More IK Terminology
<br> The Cones of Doom
<br> Exercise: Drawing Your First Chain
<br> Selecting IK Bits
<br> Types of Chains
<br> D Chains
<br> D Chains
<br> The Resolution Plane
<br> Preferred Axis Constraint
<br> Up Vector Constraints
<br> Changing the IK Solver Type
<br> Bone Length and Shadow Radius
<br> Setting Joint Rotation Limits
<br> Using Joint Roll
<br> Joint Friction
<br> Forward Kinematics with IK Chains
<br> FK/IK Blending
<br> Pseudo Roots
<br> Parenting IK Chains Together
<br> Skeleton Symmetry
<br> Get Back
<br> Methods of Attaching Geometry to IK
<br> Rigid Enveloping
<br> Tutorial: Egg Factory IK Setup
<br> Interview: Matt Lind
<br><strong>Chapter : Skins: Enveloping and Weighting </strong>
<br> Binding Skins to IK and Weighting theory
<br> Flexible Enveloping to Inverse Kinematic Chains
<br> How Envelope Assignment Works
<br> Local Joint Assignment
<br> Assignment to the whole Chain
<br> Keep controls and constraints out of the hierarchy
<br> Tutorial: Cartoon Hand
<br> Envelope Assignment Depth
<br> Envelope Assignment Method
<br> Adding in new Deformers
<br> Removing Envelopes
<br> Enveloping to Objects other than IK
<br> Weighting Your Skin
<br> Viewing the Weight Map
<br> Hurry Up and Weight
<br> Manual IK weighting
<br> Mixing weights Manually with Edit Weights
<br> Envelope Weighting with Paint
<br> Shaded Mode, Constant Mode
<br> vi XSI Illuminated: Character
<br> Mixed Mode and X-ray Mode
<br> Viewing Names on IK
<br> Adjusting Paint Brush properties
<br> Softness, opacity, size, coverage
<br> Adding Weight to one bone
<br> Isolating one bone
<br> Posing models in bad positions
<br> Smoothing Envelope Weights
<br> Painting Smoothing On
<br> Looking at Each Sample Weight
<br> Tutorial: Weighting Lorphea
<br> Interview: Bob Bonniol
<br><strong>Chapter : Custom Properties & Linked Parameters </strong>
<br> Custom Parameter Sets
<br> Adding Custom properties
<br> Editing Custom Properties
<br> Example: Monstrous Properties
<br> Collecting Proxy Properties
<br> Links and Relative Values
<br> Links
<br> Tutorial: Linked Spring
<br> Linking IK to Custom Sliders
<br> Tutorial: The MonkeyÕs Paw
<br> Linking Muscles to Bones
<br> Pose-Based Shape Animation
<br> Tutorial: The Stretch
<br><strong>Chapter : Human Character Modeling </strong>
<br> Building a Good Pose for Weighting
<br> Using Reference Material with Rotoscope
<br> Keeping Proportions with Rotoscope
<br> Modeling Technique
<br> Keep it simple
<br> Edge Loops, Contours, and Poles
<br> Modeling for Expressions and Lip Sync
<br> Building musculature
<br> Building detail around Joints
<br> Body Parts
<br> Arms
<br> Legs
<br> Torso
<br> Feet and Toes
<br> Hands and Fingers
<br> Head and Face
<br> It's Alive!
<br> Proportional Template
<br> Stitching
<br> Smoothing Characters
<br> vii Table of Contents
<br><strong>Chapter : Complex Human IK Rigs </strong>
<br> Control Rigs
<br> Making a Model
<br> Making a Model shareable
<br> Hierarchy Versus Constraints
<br> The Strategy of the Hierarchy
<br> Reusability
<br> Easier Enveloping
<br> Easy Selection
<br> Automatic Animation and Levels of Control
<br> Easier Animation
<br> Animation Re-use
<br> Building a Simple control rig
<br> Using Clusters with IK
<br> The COG and GPS
<br> Controlling the Resolution Plane
<br> Organizing with Layers
<br> Where to put Custom Controls
<br> Limiting Range of Motion
<br> IK Controls for Feet
<br> Controlling Leg IK with Two Constraints
<br> IK Controls for Arms and Hands
<br> IK and Controls for Hands
<br> IK and rotation for forearms
<br> IK and controls for Spinal Column
<br> Building in Rigidity
<br> Building Soft Tissues
<br> Linking in Muscle Behaviors
<br> Using Higher Assignment Depth
<br> Setting Keyframes and Saving Actions
<br><strong>Chapter : Saving Time with Expressions </strong>
<br> What is an Expression?
<br> Why are they so useful?
<br> What kind of people use expressions?
<br> Property Names
<br> Adding expressions onto objects
<br> Simple expressions
<br> The process of gradual refinement
<br> Expression Syntax
<br> Objects, properties, and animation curves
<br> WhereÕs position in X and whatÕs a Euler?
<br> Which object does the expression go on?
<br> Naming conventions
<br> Mathematics, order of operations, and parenthesis
<br> Using another object in the expression
<br> Functions, Constants and Variables
<br> Constants
<br> Variables
<br> Functions
<br> The Random Seed
<br> viii XSI Illuminated: Character
<br> Decisions and Logic
<br> Tutorial: Swishing the Tail
<br> Tutorial: Pulsing Lasers and Other Repetitive Stuff
<br> Tutorial: Hot Wheels
<br> Tutorial: Expressions Mixing Shapes
<br> Interview: Ludovick William Michaud
<br><strong>Chapter : Advanced Character Setup </strong>
<br> Becoming a Technical Director
<br> Innovative controls for animators
<br> Tutorial: Custom PPGs and the Heads-Up Display
<br> The Amount slider and the Degree slider
<br> D controllers vs D sliders
<br> Tutorial: Building D body controllers
<br> Facial Animation Controllers
<br> Tutorial: Facial Animation Controller
<br> Exercise: Saving a Library of Actions
<br> Creating and Using the Synoptic View
<br> Tutorial: Simple Synoptic
<br> Expressions for Human Movement
<br> Automatic Hip Placement between feet
<br> Pelvis Lean (Hipskinelocalposz)
<br> Pelvis Sway (Hipskinelocalposx)
<br> Pelvis Crouch (Hipskinelocalposy)
<br> Weight Transfer for Balance (Hipskinelocalposx)
<br> Automatic Pelvis Rotation
<br> Hips Rotate with Feet (Hipskinelocalroty)
<br> Follow forward foot (Hipskinelocalroty)
<br> Bear Weight (Hipskinelocalrotz)
<br> Bowing and Backflips (Hipslocalkinerotx)
<br> Foot collision detection with the floor
<br> Collarbone Expressions
<br> Collarbone Lean
<br> Collarbone Sway
<br> Collarbone Dip
<br> Collarbone Rotations
<br> Spinal Column Expressions
<br><strong>Chapter : Emotion and Facial Musculature </strong>
<br> Setting up a face for emotion, not lip sync
<br> Transportability
<br> Using Envelope Deformers as Muscles
<br> Multi-point Constraints
<br> Shapes and Constrain to Cluster
<br> Thinking about Muscles
<br> Opposing action with three shapes
<br> Tutorial: Facial Expression Rig
<br> Interview: Ed Harriss
<br><br>


[ Anthony Rossano ]
- CEO, Mesmer Inc -
-tel: 206.782.8004-
-fax: 206.782.8101-
http://www.mesmer.com
Cheshirsky
Waw! Пасиба eof! drinks.gif Судя по аписалову - мегаконкретная книженция и именно с глубОООким копанием XSIшной персонажки! На днях по случаю в руки попал бук Аарона Симса (paper edition yes.gif) "Guide to Character Creation" - поглядел и жутко захотелось Ксюху пашшупать! tongue.gif А то все max, hash... Уютом преть даж от интерфейса, про скорость, мощу и удобство и так все знают rolleyes.gif Терь будет что поизучать в редкие выходные! Исчо раз сенксь! biggrin.gif

ЗЫ: WAW!!! Ща мельком пробежался по pdf'у - книжка просто убойная!! 38[1].gif Гыы - а на Озоне её даже "временно отсутствует"! demod.gif
yuri
eof
:-)))
так эта книга и линк на нее и на месмер здесь на форуме и гуляет с 2004 года
:-)) = http://3dcenter.ru/forum/index.php?showtop...ter_2004_Mesmer
http://3dcenter.ru/forum/index.php?act=Sea...ter_2004_Mesmer

eof
угу я уж понял что она с 2004 доступна sad.gif
на хсибейзе кстати новое издание этого автора рекламируют у тебя нет случаем?? smile.gif
yuri
нет пока нет,но как появится ...будет и тут
а пока видео просматривай...
http://www.mesmer.com/public/elearnframeset.php
bikerDEN
Книга супеская, пасиба...
...еще вот эту б почитать -XSI Illuminated: Foundation 4, тоже т мешмеровская, уж оч много денег за нее Озон требует.
godmaCk
А эта книга есть на русском?С англ. проблема! wink.gif
Tsade
Спасибо за книгу, самое важное это обучение!
S-ed
bikerDEN
Купите на www.mesmer.com.
2ю на Амазоне можно за 15$ купить.
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