This is a basic overview of the BallMan rig that I created for modo 601's launch. It was a proof of concept / torture test for the deformation system and Order of Operation based rigging. The main goal, for me, was to illustrate how to create face rig that didn't use any morphs / blendshapes as the primary form of deformation. I find that this technique provides a better canvas for facial shapes, allowing for an almost infinite range of poses.
I briefly mention a good friend of mine, Brian Tindall, and his new book on facial rigging theory... you can watch his progress here: hippydrome.com/iBookExmpls.html
We are working together so the update to my Rigging Master Course will dove tail nicely with his work. My course will cover a lot of the rigging foundation and his book will go into real depth on the philosophy behind building a world class facial rig. You can check out the current RMC here: luxology.com/store/riggingmastercourse/
Oh... and I apologize for the coffee pot beeping, wife laughter and tiny dog jingles in advance :)
This is just a quick overview of how to use my modo script, HalfSlice2D. It lets you quickly slice along the surface between selected verts/edges, which is to say that it doesn't do "back" cuts where the slice is projected in 3D through all visible geometry. It's slow and of limited use but I only designed it for myself to replace edge slice, which is a tool I use rarely. It is modo 401 compatible; I haven't tested it with other versions.
Los Angeles modo User Group meeting on January 14th, held at the HQ of Scott Robertson & Neville Page. Scott goes over his own workflow with replicators and how they can produce happy accidents in design.