Order of Operators
When you're close to finalizing the envelope and shape animation or deformation on your characters, there are still a number of decisions that you'll need to make in order to optimize your characters performance. The order of operators on a particular piece of geometry make a big difference when the time comes to begin animating. To the right is an image of the order of operators on a given character. This order of operators lends to errors later on in the production process.

If I had left these operators in the above order, XSI calculates the effects starting from the top Operator in the stack and then finishing with the last operator. Everything looks OK in the default position if you manipulate the characters deformers or slide shape values in the mixer. As soon as you begin to move the character into pose and then start animating, all of the shapes or deforms you initially set will begin to register incorrectly. They begin to change because XSI first calculates the shapes, and then adds the effect of the envelope on top. Smiles turn to grimaces, and frowns turn to twisted geometry.
