Softimage XSI
Softimage XSI
Softimage XSI
Version 1.0
Tutorials
a
Tutorials was written by François Giard, Judy Bayne,
Grahame Fulller, and André Demers; edited by
Edna Kruger and John Woolfrey; and formatted by
Luc Langevin. Production scenes created by
François Giard.
© 1999–2000 Avid Technology, Inc. All rights reserved.
SOFTIMAGE and Avid are registered trademarks and
XSI is a trademark of Avid Technology, Inc. All other
trademarks contained herein are the property of their
respective owners.
The SOFTIMAGE|XSI application uses JScript and
Visual Basic Scripting Edition from Microsoft
Corporation.
This document is protected under copyright law. The
contents of this document may not be copied or
duplicated in any form, in whole or in part, without the
express written permission of Avid Technology, Inc.
This document is supplied as a guide for the Softimage
product. Reasonable care has been taken in preparing
the information it contains. However, this document
may contain omissions, technical inaccuracies, or
typographical errors. Avid Technology, Inc. does not
accept responsibility of any kind for customers’ losses
due to the use of this document. Product specifications
are subject to change without notice.
Printed in Canada.
Document No. 0130-04618-01 0400
Contents
Contents
Roadmap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
About This Guide. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Where to Find Information. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Document Conventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
S e c t io n 1 Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Installing the Tutorial Project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Adding a Project to the Project Manager . . . . . . . . . . . . . . . . . . . . . 20
The Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Interaction Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Supra Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Selecting Objects in a Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Access Keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
S e c t io n 2 Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Tutorial 1: Basic Object Editing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Editing Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Tutorial 2: Transformations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
The Hierarchy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Creating a Hierarchy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Duplicating an Object . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Adding a Twist Deformation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Using a Surface Constraint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Muting an Operator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Adding Random Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Adding Relative Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Tangency and Normal Constraints . . . . . . . . . . . . . . . . . . . . . . . . . 40
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Tutorial 3: Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Using the Command History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Creating Custom Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Interacting with Other Applications . . . . . . . . . . . . . . . . . . . . . . . . 43
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Tutorials • 3
Contents
S e c t io n 4 Animating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Tutorial 6: Constraints, Expressions & Particles . . . . . . . . . . . . . . . . . 79
Animating on a Path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Keyframing Marked Parameters. . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Duplicating the Object with Its Constraint . . . . . . . . . . . . . . . . . . 85
Constraint Compensation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Adding Expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Adding Particles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Editing in Multiple Property Editors. . . . . . . . . . . . . . . . . . . . . . . . 87
Editing the Particle Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Tutorial 7: Linked Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Linking Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Setting the Relative Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
4 • SOFTIMAGE|XSI
Contents
Tutorials • 5
Contents
S e c t io n 5 Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Tutorial 14: Applying Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Creating a Simple Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Editing Shared Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Creating a Local Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Tutorial 15: Working with Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
Editing the Default Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Adding a New Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Using the Light Manipulators . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Tutorial 16: Giving Life to a Dragonfly . . . . . . . . . . . . . . . . . . . . . . 165
Setting Display Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Applying Surface Shaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Connecting an Image to a Parameter . . . . . . . . . . . . . . . . . . . . . 169
Applying a New Texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Manipulating the Texture Support . . . . . . . . . . . . . . . . . . . . . . . 172
Viewing Shader Connections in the Render Tree . . . . . . . . . . . . 173
Saving a Texture Preset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Loading Image Sources and Clips . . . . . . . . . . . . . . . . . . . . . . . . . 176
Adding a Wing Texture (Transparency) . . . . . . . . . . . . . . . . . . . . 177
Using the Alpha Channel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Applying the Body Texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Creating a Displacement Map . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Merging a Background Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Tutorial 17: Creating Render Passes . . . . . . . . . . . . . . . . . . . . . . . . . 185
Creating a Highlight Pass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Creating a Shadow Pass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
Creating a Depth Pass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Render All Passes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Tutorial 18: Editing Shaders in the Render Tree . . . . . . . . . . . . . . . 191
Attaching a Material Shader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Using a Tool Shader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Fine-tuning an Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Grouping Objects to Apply a Material . . . . . . . . . . . . . . . . . . . . . 196
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
6 • SOFTIMAGE|XSI
Contents
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Tutorials • 7
Contents
8 • SOFTIMAGE|XSI
Roadmap
Tutorials • 9
Roadmap
10 • SOFTIMAGE|XSI
• In Tutorial 12: Low-Res/High-Res Models, you are shown how to use high-resolution and
low-resolution models to speed up your work. Then, you will use overrides to change
property settings without destroying original data.
• In Tutorial 13: Envelope Weighting, you assign an envelope to a skeleton. After the initial
automatic weighting of points to deformers, you reassign specific points to different
deformers and edit the weights of individual points.
• In Tutorial 14: Applying Materials, you’ll create a sphere and apply a material and surface
(Phong) shader.
• In Tutorial 15: Working with Lights, you’ll create a spotlight and use its manipulators to
define its cone and angle spreads and its start and end falloff values.
• In Tutorial 16: Giving Life to a Dragonfly, you’ll apply a texture to the dragonfly’s eye and
copy it (and its texture projection) to the other eye. Then, you’ll create a transparency map
on all of the dragonfly’s wings using a texture image. Afterward, you will texture the
dragonfly’s body and apply a displacement map to it using the same texture’s alpha channel.
Finally, you’ll merge the scene with a background scene.
• In Tutorial 17: Creating Render Passes, you’ll use a static scene to create a matte pass, a
shadow pass, a highlight pass and a depth pass.
• In Tutorial 18: Editing Shaders in the Render Tree, you’ll use the render tree to create a
realistic glass shader, and texture both faces of a flower petal with a different texture on
each side.
Tutorials • 11
Roadmap
Start with the Setup Guide to install and license all components.
Setup Online Help is also available as you go through the process.
We recommend you choose Custom install so that you can perform the tutorials.
Refer to Release Notes, an online listing of known problems and limitations for this
version. Also includes workarounds and supplemental information. Access through the
web at www.softimage.com > support.
Follow the Guided Tour (available from the Online Library CD).
This is a set of videoclips that provide overviews of features and tools.
Work through Tutorials to learn the features in the context of basic productions.
This is a full-color set of lessons showing you step-by-step how to perform typical tasks.
You can install the scenes from the Software CD. (Choose Custom install when installing
SOFTIMAGE|XSI). Then choose the Content option to install the Tutorials project.
12 • SOFTIMAGE|XSI
The Global Index & Glossary is an index
to all user guides and Tutorials; a glossary of The user guides contain
terms; and a list of books, videos, and web conceptual information and
sites related to the 3D animation industry. procedures on how to use
specific tools. These comprise:
•Fundamentals
•Animating
•Modeling & Deformations
The Online Library CD •Shaders, Lights & Cameras
The Online Library contains •Rendering
the Guided Tour and all the
SOFTIMAGE|XSI and some
mental ray documentation in
electronic form in both PDF
and HTML formats. (See next
page for how to use.)
Online Help
On-screen reference
information on interface
elements, commands, and
parameters. There are two
ways to access it:
• Click the ? button in any
Using SOFTIMAGE|3D with property editor or tool view.
SOFTIMAGE|XSI provides tips and • Choose Help >
techniques about using the two Contents and Index
software packages. Available from from the main-menu bar.
the Online Library CD and
softimage.com > support only)
Pin up the SOFTIMAGE|XSI Interface Layout and the Quick Reference Card
to help you become familiar with the interface and keyboard shortcuts.
Tutorials • 13
Roadmap
Document Conventions
The following are ways that information is displayed in the SOFTIMAGE|XSI documentation.
Typography Conventions
Bold Menu commands, dialog-box and property-editor options, and file and directory names.
Courier Text that you must type exactly as it appears. For example, if you are asked to type
mkdir style, you would type these characters and the spacing between words
exactly as they are appear in this book.
> The arrow (>) indicates menu commands (and subcommands) in the order that you
choose them: Menu name > Command name. For example, when you see File >
Open, it means to open the File menu and then choose the Open command.
14 • SOFTIMAGE|XSI
Visual Identifiers
These icons help identify certain types of information:
Notes are used for information that is an aside to the text. Notes are reminders or contain
important information.
Tips are useful tidbits of information, workarounds, and shortcuts that you might find
helpful in a particular situation.
This table shows the terms relating to the mouse and keyboard.
When this term is used... ...it means this
Click Quickly press and release the left mouse button. Always use the left mouse
button unless otherwise stated.
Middle-click Quickly press and release the middle mouse button of a three-button mouse.
Shift+click, Ctrl+click, Alt+click Hold down the Shift, Ctrl, or Alt key as you click a mouse button.
Drag Hold down the left mouse button as you move the mouse.
Alt+key, Ctrl+key, Shift+key Hold down the first key as you press the second key. For example, “Press
Alt+Enter” means to hold down the Alt key as you press the Enter key.
Tutorials • 15
Roadmap
16 • SOFTIMAGE|XSI
Sec t ion 1 Getting Started
Tutorials • 17
Section 1 • Getting Started
18 • SOFTIMAGE|XSI
Installing the Tutorial Project
Tutorials • 19
Section 1 • Getting Started
2 Choose a scene
from the list.
3 Click Open to
display the scene in
the viewports.
20 • SOFTIMAGE|XSI
The Interface
The Interface
Below is the default layout. For more information about the interface, please see the
SOFTIMAGE®|XSI™ Interface Layout foldout, Chapter 2: The Interface of the Fundamentals
guide, and Online Help, accessible at any moment: from the main-menu bar, choose
Help > Contents and Index.
Viewports let you view the contents in your scene in many different
ways. You can resize, hide, and mute viewports in any combination.
Press F12 to display the viewport under the cursor at full screen.
Main-menu bar Press F12 again to revert to a four-viewport display.
provides access to all
the primary commands.
Lower interface is where you can Main command area lets you
create and activate scripts, as well as transform, edit, select, constrain,
edit animation and play it back. and organize scene elements.
Tutorials • 21
Section 1 • Getting Started
Interaction Tools
Even after more than a decade, we still access the 3D world via a 2D screen. SOFTIMAGE|XSI
offers many tools to make this interaction easier.
The tools described in this section help you navigate in a scene and select its contents.
Supra Keys
22 • SOFTIMAGE|XSI
Interaction Tools
Access Keys
If you open the menus of just about any application, you will see command names with
underlined characters. These are access keys (sometimes called mnemonics) and are simply
quick ways to choose a menu item using the keyboard.
You will quickly learn which ones are most useful to you. For example, to switch a given
viewport to hidden line display, click on the Display Type menu on a viewport menu bar and
press the h key, or w for wireframe, and s shaded. To create a sphere, click on the Primitive
menu and press s twice for Surface > Sphere, or press c twice for Curve > Circle, etc. You could
also map a shortcut key directly to these commands—it’s all a matter of what you prefer and
find the most useful.
To view all of the default keys and add your own shortcut keys, choose
File > Keyboard Mapping from the main-menu bar.
Tutorials • 23
Section 1 • Getting Started
24 • SOFTIMAGE|XSI
Sec t ion 2 Basics
Tutorials • 25
Section 2 • Basics
26 • SOFTIMAGE|XSI
Tutorial 1: Basic Object Editing
Editing Properties
1. Choose File > New Scene from the main-menu bar to create a new workspace.
2. From the Model toolbar, choose Get > Primitive > Curve > Arc.
3. Once the default arc has been created, its property editor opens. Here, you can edit the
primary properties of the arc. You can, for example, modify the arc’s Start Angle and End
Angle parameters by dragging their sliders.
Tutorials • 27
Section 2 • Basics
4. Click the Property button in the Selection panel of the main command area to display a list
of the object’s properties.
Default property
nodes of a Click the Property button to
primitive object. display a pop-up explorer
that lists all the properties of
your selected object.
You can edit properties within a property editor and directly in a viewport.
5. Press m and drag to move a point on the arc from within the Camera view.
6. Modify the Start Angle and End Angle of the arc by dragging sliders in its property editor.
7. Move another point on the arc.
8. Click the Property button again to display the arc’s properties and note that two
MoveComponent operator nodes were added under the object’s primitive node.
9. Select one of the MoveComponent node labels and press the Delete key on the keyboard.
You will see that the corresponding “move point” operation was deleted from the arc curve.
28 • SOFTIMAGE|XSI
Tutorial 2: Transformations
Tutorial 2: Transformations
Creating relationships between objects is inevitable when building a scene, especially if the
objects will be animated. As in life, one of the most basic relationships between objects is that of
parent-child. This relationship also embodies the first rule of propagation: if the parent is blue
and the child has no local color (surface shader), it will inherit its parent’s blue color. Likewise,
if a parent object is translated, its child will inherit the translation as well. A proper hierarchical
setup can help you when you are selecting, transforming, and manipulating your scene objects.
This tutorial shows you how to:
• Create hierarchical relationships between objects through parenting.
• Transform and duplicate objects.
• Edit object properties using the property editor.
• Use simple deforms and constraints.
Tutorials • 29
Section 2 • Basics
Overview
30 • SOFTIMAGE|XSI
Tutorial 2: Transformations
Tutorials • 31
Section 2 • Basics
The Hierarchy
Each object has a one-point position defined in space called the object center. This position is
always calculated according to a reference. This reference (global or local) is, by default, the 3D
space itself. When an object is the child of another object, its local reference is the parent
object’s center. The global reference always stays relative to the center of 3D world space (shown
by a cross in the middle of the default SOFTIMAGE|XSI grid).
Choose View > Centers from the main-menu bar to display object centers in all the
viewports.
Parent/Child Example:
Here, the moon has been parented to the earth.
The moon’s local reference is now the earth’s center.
When the earth’s center is transformed, the moon’s
center will be transformed as well.
Creating a Hierarchy
There are a number of possible ways to build these parenting relations and use them efficiently.
1. Open the HOUSE scene from the tutorial database:
<install directory>\content\tutorial_project\Scenes
2. From the main-menu bar, choose View > Views > Explorer to open the explorer in a
floating window.
Notice how all parts of the house appear in the scene root at the same level.
32 • SOFTIMAGE|XSI
Tutorial 2: Transformations
Parenting by command
The Parent button in the Constraint panel of the main command area lets you create
hierarchical relationships from a viewport.
You can accelerate the parenting process by using the forward slash (/) supra key
instead of the Parent button.
6. Deselect all objects by clicking and dragging in an empty area of the viewport. You can also
choose Selection > Deselect all.
7. Click the Parent button. Notice how the pointer changes while in a viewport when
Parenting mode is enabled.
Tutorials • 33
Section 2 • Basics
When you click the Parent button, your mouse buttons are mapped to a specific
parenting command: the left mouse button picks the child objects to be parented, the
middle mouse button picks the parent object for the selected object, and the right
mouse button ends the picking session for Parent mode. Look at the mouse status line
for your current mouse button status.
8. From any viewport, left-click to pick each of the six window objects as children. Because no
parent was first selected, the parenting command automatically creates a null object to be
used as the parent of the first selected child.
9. Exit Parent mode by deselecting the Parent button, pressing Esc, or right-clicking. This is a
very important step to do, otherwise you may continue to add children to your hierarchy,
select different parents, etc.
10. Expand the HOUSE and null objects. The tree in the explorer should be similar to that
shown in the previous illustration.
11. Drag and drop the null over the HOUSE to complete the house hierarchy. You can now
select individual objects in the hierarchy (left-click); select an object and its children or
branch-select (middle-click); select the whole hierarchy or tree-select (right-click).
34 • SOFTIMAGE|XSI
Tutorial 2: Transformations
12. Select the HOUSE hierarchy: in a viewport, right-click and drag across the house object to
select its hierarchy.
Duplicating an Object
13. With the HOUSE hierarchy selected, press Ctrl+d to instantly duplicate the hierarchy.
14. Press the v key to enter translation mode, then position the newly duplicated house next to
the original.
15. From the Edit panel in the main command area, choose Edit > Duplicate Multiple. Enter
20 in the Number of Copies text box and click OK. Twenty duplicates of the house are
created, each one offset the same amount from the others.
The offset used by the duplicate multiple is taken from the first offset created between the
two first houses. Choose Edit > Duplicate/Instantiate Options to enter a different offset.
Tutorials • 35
Section 2 • Basics
17. With the grid still selected, choose Modify > Deform > Twist. Close the displayed property
editor to accept the default values.
36 • SOFTIMAGE|XSI
Tutorial 2: Transformations
18. Type house* in the Current Selection text box of the Selection panel, then press Enter. This
selects all objects in the scene with the word “house” in its name.
Type house*
Tutorials • 37
Section 2 • Basics
22. Click the Selection button in the Selection panel and select its Kinematics > Constraints >
Surface Cns node for the single house.
23. In the Current Selection text box, type house* and press Enter to open a surface constraint
multiple property editor.
Muting an Operator
You can temporarily mute the Twist operator to see exactly where on the surface you are
positioning the houses. To do this, you’ll first need to find the twist operator.
24. Select the grid. Alt+right-click the grid object and choose Modeling Properties from the
pop-up menu.
25. In the property editor that opens, click the Twist Op tab and select the Mute check box.
38 • SOFTIMAGE|XSI
Tutorial 2: Transformations
27. In the Surface Constraint property editor, enter r(0.5) for the U Location. This
randomly positions objects along half of the U direction of the surface.
The UV Location values of the Surface Constraint editor range from 0 to 1. Entering a
value such as 100 would give a cropped result (cropped values are left at nearest min/
max). This is why this example uses a decimal value (0.5).
28. Enter r(0.5) for the V Location. Leave the Constraint property editor open for now.
Tutorials • 39
Section 2 • Basics
Conclusion
Constraints are particularly useful for creating complex behavior by having objects automatically
react to another’s animation. SOFTIMAGE|XSI provides you with a range of constraint types
from which to choose.
See Chapter 4: Animating with Constraints in the Animating guide for more information on
creating and editing constraint behavior between objects.
40 • SOFTIMAGE|XSI
Tutorial 3: Scripts
Tutorial 3: Scripts
Anything that you can do interactively in SOFTIMAGE|XSI can also be done by writing scripts.
Simple scripts are basic SOFTIMAGE|XSI commands. More advanced scripts use a host
language such as Visual Basic to combine SOFTIMAGE|XSI commands.
SOFTIMAGE|XSI logs every command into a command history. You can retrieve these
commands and use them to create simple, one-command scripts that automate repetitive tasks,
or use them as building blocks in your own, more elaborate scripts.
In this tutorial you will:
• Open the script editor and repeat commands from the history.
• Create a button for a custom command.
• Try out a script that interacts with an e-mail application to send mail from within
SOFTIMAGE|XSI.
Tutorials • 41
Section 2 • Basics
Opens the script editor. 2. Clear the history log by choosing Edit > Clear History Log from the script editor command bar.
3. From any toolbar, choose Get > Primitive > Surface > Sphere to create a sphere. Notice how
the command is instantly logged in the History pane of the script editor.
4. Translate the sphere in any direction.
5. From the Command Box (at the extreme left of the timeline), click the arrow to show the
drop-down menu and select the line:
CreatePrim "Sphere", "NurbsSurface"
Select command.
42 • SOFTIMAGE|XSI
Tutorial 3: Scripts
11. Click OK to close the Add Script Command dialog box. The new button is added to
the toolbar.
12. From the Edit panel of the main command area, choose Edit > Select All, then Edit >
Delete Selected (do not save the scene).
13. Click on the Quick Sphere button in the toolbar. Your custom command creates and
translates a sphere. Close the toolbar.
14. Once again, choose choose Edit > Select All, then Edit > Delete Selected.
15. In the Command Box, type Quicksphere and press Enter to invoke your saved script.
This is another method of calling and executing a frequently used script from the
Command Box.
E-mail Example
This example works for Windows NT only and requires Microsoft Outlook as the
e-mail application.
1. Choose View > Custom Toolbars > New Toolbar from the main-menu bar to create a
toolbar. Name it Test.
2. Open the script editor by clicking the Scripting icon (!) to the left of the timeline.
3. Click the New button.
Always click New before working on a new script even if the script-editor window is
empty. The script-editor title bar should display “untitled”—this prevents you from
accidentally overwriting script files.
4. Open a browser, and drag and drop the MAIL_TEST script from the data folder (<install
directory>\content\tutorial_project\Scripts) onto the script editor.
Tutorials • 43
Section 2 • Basics
5. Remove the “xxx” item in the message line and type in your e-mail address; for example,
“[email protected]”.
This script will execute once when it is parsed. You must enter a valid e-mail address
for the script to parse properly. After the script has been parsed, it will use the address
you enter in the next few steps.
6. Click the Save button and close the script editor.
7. From the browser, drag and drop the MAIL_TEST script onto the toolbar you created.
8. In the Add Script Command dialog box that appears, click the Parse Script button. Once
the script is parsed, its variables are displayed.
9. Click inside the Value text box for each parameter and choose Prompt on Run from the
pull-down menu for each of the parameters: dst, subj, and body. Click OK to close.
10. Click the MAIL_TEST button in the toolbar.
11. Enter your e-mail address for “dst,” your subject title for “subj,” and your e-mail text for
“body.” Click OK.
You have mail!
Conclusion
Scripting is a powerful and flexible tool for doing almost anything. Almost all features in
SOFTIMAGE|XSI are available through scripting. You can copy and paste commands from the
history to automate repetitive tasks, or write your own scripts from scratch. And you are not
limited to a proprietary scripting language—you can use any scripting language that supports
ActiveX, including VBScript, JScript, PerlScript, and Python ActiveX Scripting.
For more information, see Chapter 7: Commands & Scripts of the Fundamentals guide.
44 • SOFTIMAGE|XSI
Sec t ion 3 Modeling & Deformations
Tutorials • 45
Section 3 • Modeling & Deformations
46 • SOFTIMAGE|XSI
Tutorial 4: Surfaces
Tutorial 4: Surfaces
Burt is an alien creature. He provides an introduction to the various tools for creating and
modifying surfaces.
This tutorial shows you how to:
• Create surfaces using Curve Net, Loft, Merge, and Fillet.
• Modify surfaces using Clean, Extend to Curve, and Stitch.
• Use layers to organize your scene.
• Create seamless NURBS surface meshes.
Tutorials • 47
Section 3 • Modeling & Deformations
Overview
4 Stitch Burt’s head to his middle. 5 Assemble a single surface out of Burt’s head, middle, and back.
48 • SOFTIMAGE|XSI
Tutorial 4: Surfaces
Burt’s back
Burt’s head
Pressing the g key hides or displays the grid for the viewport that currently has focus.
This is the one under the mouse pointer if Give Windows Focus When The Mouse
Enters Them is on in the General page of File > User Preferences.
2. Choose Selection > Free Form Tool from the Selection panel in the main command area.
The Free Form selection tool lets you select scene elements by drawing a line across them.
3. Select the first curve at the tip of the head. You may need to zoom or dolly in a little first:
- To track from side to side or up and down, hold down the z key while dragging the left
mouse button.
- To zoom in, hold down the z key while middle-clicking.
- To zoom out, hold down the z key while right-clicking.
Tutorials • 49
Section 3 • Modeling & Deformations
- To dolly in or out, hold down the p key while dragging left or right. Use the left, middle,
and right mouse buttons to dolly at a slow, medium, or fast speed respectively.
- To orbit in the perspective view, hold down the o key while dragging. Use the left mouse
button to orbit freely, the middle mouse button to orbit horizontally, and the right mouse
button to orbit vertically.
If you pressed and released the z, p, or o key too quickly, you may have activated the
zoom, dolly, or orbit tool in sticky mode instead of supra mode. If this is the case, press
and release the space bar to return to the selection tool before selecting the first curve.
4. From the Model toolbar, choose Create > Surface > Curve Net. The status bar at the bottom
of the screen prompts you to pick curves.
5. Draw a freeform line (with the left mouse button) to select all the other curves that cross the
head lengthwise, starting with the curve next to the first one.
50 • SOFTIMAGE|XSI
Tutorial 4: Surfaces
If you make a mistake, Ctrl+click to “unpick” the last curve. Repeat to “unpick”
successive curves.
6. Right-click when you have finished picking the first set of curves and are ready to select the
next set of curves.
Tutorials • 51
Section 3 • Modeling & Deformations
7. With the left mouse button, draw a line across the head section to select all the curves in the
other direction beginning with the curve near the center of the head (don’t pick the curve in
the center just yet).
...to here.
8. Right-click to finish the surface. A new surface is created with the default name surfmsh and
the Curve Net property editor opens. Leave the values at their defaults.
52 • SOFTIMAGE|XSI
Tutorial 4: Surfaces
Cleaning a Surface
Because the resulting surface may have too many points, the Clean tool allows you to control
the number of points on your surface.
9. With the half-head surface (surfmsh) still selected, choose Modify > Surface > Clean from
the Model toolbar.
10. Make sure that both Clean in U and V are on, and modify the Tolerance values until the
balance between the amount of detail and the number of subdivisions (the “heaviness” of
the geometry) is to your liking.
Merging Surfaces
The next task is to merge the new surface to the other half of the head, using a curve for the
transition. The Merge Surfaces tool creates a new surface that spans the two original ones.
11. With the new surface (surfmsh) still selected, choose Create > Surface > Merge from the
Model toolbar.
12. Pick the other half of the head by clicking on it.
Tutorials • 53
Section 3 • Modeling & Deformations
You can cancel any mode or tool you are using by pressing the Esc key.
13. Pick the middle curve to act as an intermediate between the two surfaces. A new surface is
created with the default name surfmsh1, and the Merge Surfaces property editor opens.
At first, the new surface may look completely different from what you intended because the
wrong boundaries were merged—you will fix this in the next step.
14. In the Merge Surfaces property editor, set the boundaries so that both surfaces merge
together via the middle curve.
- The options on the Boundaries page determine which boundaries of the original two
input surfaces are merged. For this example, set Surface 1 to Min U Boundary (Red) and
Surface 2 to Min V Boundary (Green). Red and green refer to the boundary colors that
are displayed if Show > Boundaries is on in a viewport (View > Boundaries for all
viewports) and the input surface is selected.
- On the Shape page, set Seam to Curve. This specifies that the seam between the two input
surfaces is the curve you picked earlier.
All of the viewport functions (Pan, Orbit, Shaded mode, etc.) are available while a
property editor is open and being modified.
54 • SOFTIMAGE|XSI
Tutorial 4: Surfaces
Resulting merged
surface highlighted.
15. Click on the Clean tab and adjust the Tolerance. When cleaning a surface, try to obtain the
least number of subdivisions (resolution) without losing the original shape.
16. Close the property editor.
Relational Modeling
Relational modeling allows you to modify a surface using the curves from which the surface was
built. For example, you can create a glass by revolving a profile and relational modeling allows
you to edit the glass by moving points on the original profile curve. Relational modeling is
SOFTIMAGE|XSI’s default behavior.
17. Enter *middle_curve* in the Selection text box in the Selection panel of the main command
area and press Enter. This selects any scene element with the string middle_curve in its
name. In this example, it selects the creature_demo_middle_curve curve—the one in the
middle of the head.
18. Move the mouse pointer over the perspective view and press F12 to enlarge it to full screen.
Press f to frame the selected curve.
Tutorials • 55
Section 3 • Modeling & Deformations
19. Use the m key to interactively move points on the curve, or tag points with the t key and
translate them. Notice how the merged head changes shape in response to the new shape of
the curve. Notice also that you can select the merged head and move points on it—these
changes are preserved when you reselect the curve and move points on it.
Lofting
Loft is a new tool that allows you to create a surface out of a series of curves, similar to the Skin
function of SOFTIMAGE|3D. However, with the Loft command you don’t need the same
number of points on each curve. You can also loft directly from a curve, isoline, boundary, or
knot curve to another curve, isoline, boundary, or knot curve.
23. With the mouse pointer over the viewport, press F12 again to return to the four-port view.
24. Select the back of the body (skin245_1).
56 • SOFTIMAGE|XSI
Tutorial 4: Surfaces
Burt’s back
25. Choose V Knot Curve from the Selection Filter list (above the Selection text box in the
Selection panel of the main command area).
A knot curve is a curve defined by knots on a surface. By default these curves are not visible
but can still be selected with the knot curve selection filter.
27. From the Model toolbar, choose Create > Surface > Loft.
28. Switch back to the Object selection filter before picking curves. Alternatively, you can
choose Curve from the Selection Filter list but don’t forget to change it when you want to
select something else.
29. Pick the first three of the free-floating curves in order, as in the illustration below. Don’t
pick the last curve—you’ll add it in a later step.
Object selection
filter button
Tutorials • 57
Section 3 • Modeling & Deformations
30. Right-click to finish picking. A new surface is created (by default named surfmsh2) and the
Loft property editor opens. Leave the values at their defaults.
Lofted surface
58 • SOFTIMAGE|XSI
Tutorial 4: Surfaces
You can check the Selection text box to validate your selection—if you have more than
one selection, it displays MULTI (nn).
If more than one object is selected, you can use the Selection button in the Selection
panel of the main command area to refine the selection. Click the Selection button, and
a pop-up explorer appears listing all selected elements. Click on an individual element
to select only it.
32. Choose Modify > Surface > Extend to Curve from the Model toolbar.
33. Pick the last remaining curve to join it to the alien’s back surface. The Extend to Curve
property editor opens.
34. If the wrong boundary was extended to the curve, set Boundary to Max V Boundary.
Tutorials • 59
Section 3 • Modeling & Deformations
35. Clean the surface by choosing Modify > Surface > Clean (as described on page 53).
Filleting Intersections
The Fillet Intersection tool lets you create a seamless surface between two intersecting objects;
in this case, the back and the spikes.
36. Select the back section (skin245_1)once again.
60 • SOFTIMAGE|XSI
Tutorial 4: Surfaces
37. Choose Create > Surface > Fillet Intersection from the Model toolbar.
38. Pick the spiked surface on the model’s back with a left click. The fillet is created (default
name surfmsh3) and the Fillet Intersection property editor opens.
To tweak your fillet parameters, you may find it helpful to change your viewport
display to Shaded view.
39. Adjust the parameters in the Fillet Intersection property editor. You can set the number of
U and V subdivisions as well as the radius of the fillet. If you set the radius too high for the
intersecting objects, it becomes impossible to calculate the fillet and the result is a
degenerate surface.
Selected fillet
Tutorials • 61
Section 3 • Modeling & Deformations
41. Choose Modify > Surface > Stitch from the Model toolbar.
42. Select the middle surface (surfmsh2) previously created with the Loft tool.
62 • SOFTIMAGE|XSI
Tutorial 4: Surfaces
43. Right-click to complete the stitch operation and open the Stitch property editor.
44. In all likelihood, the wrong boundaries were stitched together. For this example, set both
options on the Boundaries page to Max V Boundary—the back boundary of the head is
deformed to the front boundary of the middle surface. You can also adjust the Tolerance on
the Clean page to reduce the number of isolines. Close the Stitch property editor.
45. Translate the head a little using the v key to see how the surfaces remain stitched together.
Undo the translation with Ctrl+z.
Tutorials • 63
Section 3 • Modeling & Deformations
- Click the Selection button on the Selection panel, then Ctrl+click on individual items to
refine the selection list.
Selection button
Ctrl+click to select
or deselect
individual items.
47. From the Layers panel in the main command area, choose Layers > New Layer and name
your new layer. This creates a new layer including the active selection.
48. Choose Layers > Layer Control (or press the 6 key). The Layer Control box opens. From
here you define the visibility, renderability, and selectability of each layer.
49. Turn off View for all layers except the layer you just created. Close the Layer Control box.
Use the ‘ key (under the Esc key on most keyboards) to quickly close the active
property editor.
64 • SOFTIMAGE|XSI
Tutorial 4: Surfaces
51. Choose Create > Surf Mesh > Assemble from the Model toolbar. The Assemble NurbsMesh
dialog box opens.
52. Accept the default values and click OK.
53. The Surface Mesh property editor opens. Give the new surface mesh a name if desired, then
close the property editor.
54. From the Selection Filter list, choose Subsurface.
55. Select the alien’s head and translate it a few units away. Notice how there is no continuity
between the subsurfaces yet.
Conclusion
This tutorial introduced you to a few of the modeling tools available in SOFTIMAGE|XSI.
There are many other tools for creating and modifying surfaces, including Revolution,
Extrusion, Birail, and so on. See the Modeling & Deformations guide for more information.
Tutorials • 65
Section 3 • Modeling & Deformations
66 • SOFTIMAGE|XSI
Tutorial 5: Weight Maps
Overview
Tutorials • 67
Section 3 • Modeling & Deformations
You can double-click on the title bar to minimize or expand the property editor if it’s in
your way.
6. Set the Amplitude to 2. This pushes the cluster points 2 units in the normal direction.
7. On the Weight Map Generator page, experiment with the various parameters. For example,
you can select various predefined weight maps such as linear and radial ramps for the
Weight Map Type.
8. Before proceeding to the next section, create a blank weight map for painting your own
strokes: set Weight Map Type to Constant, Base Weight to 0, Weight Value Range -
Maximum to 1, and Minimum to –1. Close the Weight Map property editor.
68 • SOFTIMAGE|XSI
Tutorial 5: Weight Maps
Painting Weights
The Paint tool allows you to paint attributes, such as envelope weights, deformation weights,
etc., onto an object’s surface.
9. With the weight map still selected, press the w key to activate the Paint tool.
10. With the mouse pointer over the Camera viewport, press F12 to enlarge it to full screen.
11. Middle-click and drag to adjust the brush radius.You can also “bump” the brush radius up
or down in increments using the up and down arrow keys.
12. Experiment with a few strokes on the surface. The left mouse button paints positive values
and the right mouse button erases or paints negative values.
Tutorials • 69
Section 3 • Modeling & Deformations
Press Ctrl+w to display the Brush property editor. The Coverage parameter on the
Painting page defines how the brush wraps around a three-dimensional object. This
allows you to paint on back and front of an object at the same time. The Coverage
icon provides a visual representation of how much the brush wraps around the object,
like a cross-section.
13. Click Object on the Selection panel to return to Object selection mode, then deselect all by
clicking in empty space.
14. Select the torus.
15. Click the Selection button (beneath the Explore button in the Selection panel) in the main
command area. A pop-up explorer opens.
16. Double-click on the Push Op icon. The Push property editor opens.
17. Experiment with different Amplitude values.
Even though the Amplitude slider stops at 2, you can push the value higher by
manually typing any value.
Create a simple, almost linear curve. If the curve’s bends are too sharp, the resulting
deformation may end up being too distorted for a clear example. You can adjust the
curve later on because relational modeling is on by default.
5. Select the grid.
6. Choose Get > Property > Weight Map. This creates a cluster comprising all the points on
the grid, and creates a weight map on that cluster. The Weight Map property editor opens.
70 • SOFTIMAGE|XSI
Tutorial 5: Weight Maps
7. To display property maps when the Paint tool is not active, change the Camera viewport (B)
from Wireframe to Constant by selecting it from the drop-down menu in the upper-right of
the viewport and make sure that Show > Weight Maps is on.
8. In the Weight Map property editor, select the Radial XZ for the Weight Map Type and select
Invert Weights.
9. Choose Modify > Deform > by Curve.
10. Pick the curve you created in previous steps. The Curve Deform property editor opens.
11. In the property editor, increase the Translation Along Curve values until the grid is halfway
up the curve. Notice how the curve deformation is more pronounced where the weight map
has higher values.
Tutorials • 71
Section 3 • Modeling & Deformations
12. Click on the Lock icon of the property editor, then scroll down to the Weight Map
Generator page and experiment with the various parameters.
Lock Icon
You can paint on top of the generic gradients you select—make sure the weight map is selected
before painting on it.
Activate the Mute on the Curve Deform page so that you can paint on the
undeformed shape.
Press Crtl+w to open the Brush property editor.
Move points on the deforming curve to interactively adjust the deformation.
72 • SOFTIMAGE|XSI
Tutorial 5: Weight Maps
4. Pick the two curves then right-click to terminate the picking session. The Deform by Spine
Op property editor opens.
5. Click on the Lock (keyhole) icon to keep this property editor open.
6. Select one of the curves.
7. Press the m key, then move points on the curve along the Y axis.
8. On the Deform by Spine Op property editor, adjust the Falloff Amplitude profile curve to
see the effect:
- Click to select the curve.
- Drag the control points to move them. You can also drag the handles to adjust the tension.
- Press the a key while clicking to add a control point. Press the d key while clicking to
delete points.
- Right-click on the profile graph for more options. For example, you can load a preset
curve from the Presets menu.
Tutorials • 73
Section 3 • Modeling & Deformations
Envelope Weighting
1. In a new scene, choose Get > Primitive > Surface > Sphere. Scale it in Y by 5.
Enter 5 to scale in Y
2. From the Model or Animate toolbar, choose Create > Skeleton > 2D Chain.
3. In the Front view, draw a three-bone chain inside the sphere by clicking to place the root, joints,
and effector. Use the illustration at left for reference. Right-click to finish drawing the chain.
4. Select the sphere.
5. From the Animate toolbar, choose Deform > Envelope > Set Envelope. Click OK to accept
the default options.
6. Select the three bones one after the other. Right-click when you have finished picking.
The Automatic Envelope Assignment property editor opens—leave the options at their
default values.
You can branch-select a chain with the middle mouse button when setting the
envelope. You are not obliged to use all the bones in a chain. You can also keep the
root and effector excluded from the envelope’s deformers.
7. Move the effector to see the effect of the automatic envelope weighting.
Points in the envelope are automatically weighted between the deforming bones. The points’
colors indicate how they are weighted between the deformers.
8. Select the sphere and frame it in the Camera view by pressing the a key.
74 • SOFTIMAGE|XSI
Tutorial 5: Weight Maps
Select a deformer
to paint weights
13. Click on the Lock (keyhole) icon at the top of the property editor and leave the editor open.
14. Select a bone under Deformers, then click and drag to use the Paint tool to weight points
toward the corresponding bone. Use the o supra key to orbit as you work.
15. Continue painting weights for different bones until you are satisfied with the weighting.
When you have finished painting, press Esc or the space bar to return to the Selection tool.
16. Move the effector to see the effect of your new weight map.
Tutorials • 75
Section 3 • Modeling & Deformations
Conclusion
Deformations are a powerful and flexible way to control the shape of objects, and weight maps
give you even more control. You can paint weights onto maps to create exactly the shape you need.
See the Modeling & Deformations guide for more information.
76 • SOFTIMAGE|XSI
Sec t ion 4 Animating
Tutorials • 77
Section 4 • Animating
78 • SOFTIMAGE|XSI
Tutorial 6: Constraints, Expressions & Particles
Tutorials • 79
Section 4 • Animating
Overview
1 Create and modify the path.
80 • SOFTIMAGE|XSI
Tutorial 6: Constraints, Expressions & Particles
Tutorials • 81
Section 4 • Animating
Animating on a Path
In this example, you will animate an airplane along a path and keep its nose pointing forward by
constraining it to the tangency of the curve. You will also duplicate the airplane, preserving its
path and tangency constraint, and use compensation to offset the duplicate from the original.
1. Load the AIRPLANE scene from the tutorial database:
<install directory>\content\TUTORIAL_PROJECT\Scenes.
2. In viewport A (Top), zoom out until there is enough space in front of the airplane to draw
its animation path.
As an alternative to move-point mode, you can use the t supra key to tag (select)
points on the curve and the v supra key to translate them.
82 • SOFTIMAGE|XSI
Tutorial 6: Constraints, Expressions & Particles
8. In the Top view, right-click the airplane to select the entire hierarchy.
9. Choose Constraint > Curve (Path) from the Constraint panel in the main command area.
10. Pick the curve.
The PathCns property editor appears and displays the Path Percentage control. This is
where you animate the constraint according to its progression along the path.
The Tangency and Up Vector tabs give you direct access to related constraints.
Tutorials • 83
Section 4 • Animating
When you click the Mark Parameter icon (the arrow) in the Animation panel at the
bottom of the main SOFTIMAGE|XSI window, it displays a list of parameters that can
be directly marked from the selected elements. If a single parameter is marked, its
name is displayed in the Animation panel.
11. Change the end frame to 200 in the End Frame box at the right end of the timeline.
End frame
12. In the PathCns property editor, select the Path tab, then mark Path Percentage by clicking
on its name. The name is highlighted in yellow.
13. On the Up Vector page, select the Active option and mark the Roll parameter by
Ctrl+clicking on its name.
14. At frame 1, make sure that Path Percentage on the Path page is at 0 and Roll on the Up
Vector page is at –360. Click the keyframe icon at the top of the property editor to set a key
on those two marked parameters.
15. Move to frame 200 in the timeline. Change the Path Percentage to 100% and Roll to 360.
Click the keyframe icon again.
16. Click the Tangency tab and select the Active option to activate the tangency constraint.
Change the Axis to Align on X to –1. Close the PathCns property editor.
17. In viewport B, switch to User view and Ctrl+click the curve. Press Shift+f to frame the
airplane and the curve in the viewport.
As an alternative to Constraint > Curve (Path), you can use the Create > Path > Set
Path command. This prompts you for the start and end frames for quick path settings.
84 • SOFTIMAGE|XSI
Tutorial 6: Constraints, Expressions & Particles
Constraint Compensation
20. Wouldn’t it be better if the airplanes were not on top of one another? Click the Comp.
button in the Constraint panel on the main command area, then click the translate (t)
button in the Transform panel. Translate the second airplane to another location and
deselect the Comp. button.
The compensation tool lets you interactively create an offset to a constraint. You can use
compensation to reposition a constrained object or use compensation before applying a
constraint and get the offset from its relative position.
Do not animate while in compensation mode because you would be keyframing the
offset rather than the path translation.
21. Play back the animation. The duplicated airplane remains offset from the original.
You can access the constraint’s property editor from the explorer to modify the
constraint. Select the object, open the explorer, and use the selection filter option by
choosing Scene > Selection from the explorer menu. Expand the object node, and
select Kinematic > Constraints > PathCns.
Adding Expressions
22. With the duplicated airplane selected, click the Property button in the Selection panel.
23. Click the PathCns icon (AIRPLANE_BODY1 > Kinematics > Constraints > PathCns) to
open the constraint property editor.
24. Select the Path tab, right-click on the animation icon (the green box) of the Y parameter under
Attach Point - Constrained Object, and choose Set Expression. The expression editor opens.
The expression editor window has two main panes: the message log in the upper pane and
the editing pane below it. The affected (target) element is listed in the text box with its
current value on the right.
Tutorials • 85
Section 4 • Animating
Affected element
Message pane
Editing pane
25. Delete the value displayed in the editing pane, then from the expression editor’s command
bar choose Function > Profiles > Sinus to create an undulating wave.
26. Replace <period> (including the angle brackets) with Fc (current frame).
27. Replace <amplitude> with 5.
28. Replace [<offset>] with 100. You should now have sinus( Fc, 5, 100 ). This causes the second
plane to have a varying offset from the path, based on a sine wave.
29. Click Apply. The message window logs the validation of the expression on the affected element.
Experiment with different values for the period, amplitude, and offset to see how it affects the
plane’s position.
30. Choose View > Show Graph (or press Ctrl+g) for a visual representation of the Y-axis values.
Close the expression editor and the PathCns property editor.
Adding Particles
31. Select all the particle emitters on the planes: type *emit* in the Current Selection box in
the Selection panel and press Enter. The selection box should display “MULTI (4),”
indicating that four objects have been selected.
32. In viewport D (Explorer), choose the Selection filter (press e) and then click the Lock
button to lock the selections in the explorer view.
33. In the Animate toolbar, choose Simulate > System > Create Particle Cloud.
34. In the SparksOp property editor’s Simulation > Execution State drop box, select
Interactive. This causes the simulation to automatically update as you play back the scene.
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Tutorial 6: Constraints, Expressions & Particles
35. Set Duration to 200 and close the editor. This makes the sparks active for the duration of
the animation.
Conclusion
In this exercise, you have used basic path constraints, expressions, and particle animation.
Usually, you will need to spend some time customizing these options to achieve a specific type
of movement. Experiment with keyframing some of the path constraint options or try different
expressions to see how the airplanes are affected, or change some of the particle settings to see
how a minor change can drastically affect the look of the airplanes’ smoke.
For more information, see the Animating guide.
Tutorials • 87
Section 4 • Animating
88 • SOFTIMAGE|XSI
Tutorial 7: Linked Parameters
Overview
Tutorials • 89
Section 4 • Animating
Linking Parameters
The first thing you will do in this tutorial is to link one parameter to another. This establishes
the relationship that makes the value of the first parameter depend on the value of the second.
To move the cube out of the way of the sphere in this example, you will link a cube’s Z position
to the sphere’s X position.
1. Create a small scene as shown with some scaled cubes and a sphere arranged along the X
axis. Animate the sphere so it runs through the cubes.
2. Once the animation is done, select the first cube hit by the sphere and press the Property
button in the Selection panel on the main command area.
3. From the list, click the Kinematics > Local Transform icon.
4. Lock the Local Transformation property editor so it stays open.
Lock 5. In the Position controls, right-click the Animation icon (green box) beside the Position Z
parameter. Choose Link With from the menu that appears.
Right-click on Animation
icon (green box).
6. In the pop-up explorer that opens, expand the nodes along the Sphere/Kinematics/Local
Transform/Pos branch and pick the X parameter. Make sure you click the parameter’s name
X and not the icon.
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Tutorial 7: Linked Parameters
The two parameters are now linked but you haven’t yet defined the relationship between
their values. You will do this next.
Icon shows that the
Z position is linked
Setting the Relative Values
When you set relative values, you specify the value of the driven parameter for a particular value
of the driving parameter. Relative values are similar to keys, where you specify the value of a
parameter at a particular frame. The difference between relative values and keys is that the
values are a function of another parameter rather than a function of the current frame.
7. At frame 1, right-click the Animation icon beside the Position Z parameter in the cube’s
Local Transformation property editor, then choose Set Relative Values.
8. Find the sphere position at which you want the cube to start moving—the sphere is already
animated, so move the frame slider until the sphere is just in front of the cube. Right-click
the icon beside the Position Z parameter and choose Set Relative Values again. This relative
value ensures that the cube stays in its current position until the sphere is almost about to
move through it.
9. Go to a frame where the sphere is in the middle of the cube and translate the cube out of the way
of the sphere by setting the Position Z value. When the cube is out of the way of the sphere’s
path, right-click the Animation icon beside Position Z and choose Set Relative Values.
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10. Play back the animation: the cube adjusts its position according to the sphere’s position.
Move the sphere interactively; note that the cube’s position depends on the sphere’s position
and not the current frame.
You can continue setting relative values to move the cube back after the sphere has gone by,
and repeat the procedure for the other cubes.
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Tutorial 7: Linked Parameters
You may want to use the animation editor to change the interpolation of the relative
function curve to linear. To do this, right-click on the Position Z icon in the cube’s local
transform property editor and select Animation Editor. In the animation editor, select the
function curve and click on the Linear Interpolation button.
Conclusion
Linked parameters are a quick way to achieve relationships that would take a while to figure out
with expressions. They are especially useful with custom parameters, where you can create a
custom control panel to control a rig with sliders.
For more information, see the Animating guide.
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Tutorial 8: Skeleton Construction
Overview
1 Load the Jaiqua model.
Arrange the
skeleton elements
into a hierarchy.
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It’s important to use a reference while building a skeleton because they are usually created with
a specific character in mind. Not only must the skeleton be constructed according to the
geometry on which it will be used, but you also need a good idea of what this skeleton will be
able to do. For example, if the character only bends his back, the skeleton would need only a few
bones to achieve this simple motion.
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Layers
Organizing the scene in layers will simplify building the chains in the next procedure. Layers
allow you to load the character and keep it on its own layer, letting you quickly access and toggle
its selectability and visibility.
1. Load the JAIQUA_POSE scene from the tutorial database:
<install directory>\content\tutorial_project\Scenes
2. Select the whole character by right-clicking on it.
3. Choose Layers > New Layer from the main-menu bar and enter Jaiqua as the layer name.
This creates a separate layer for your model so that it can’t be selected while you’re creating
the skeleton.
4. Deselect the character.
5. Choose Layers > New Layer from the main-menu bar and enter Skeleton as the layer
name. This is the layer you will use to create the chains.
6. Choose Layers > Layer Control and deactivate the selectability (Sel.) of the Jaiqua layer.
7. Select the Skeleton layer from the drop-down list under Layers menu.
Draw your chain in the viewport that matches the plane defined by the root and
effector of the 2D chain as closely as possible. For example, if you are drawing a chain
that will rotate in the global Z axis, draw it in the Front viewport. The preferred angles
are set using these original angles, although you can still edit them at any time.
Working from a single viewport when drawing a chain gives the most predictable
results. Once you draw the chain, close the chain creation tool and tree-select the new
chain to position it according to the reference pose.
Chains drawn in the Top, Front, or Right viewports are always created with respect to
the center of the world (origin). Although all the chains look fine when they are
initially created, some will have to be repositioned after creation in order to fit
properly in the Jaiqua model.
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Joint Effector
Bone
Root
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Tutorial 8: Skeleton Construction
steps 5, 6, 7 If you have exited the chain creation tool, choose Create > Skeleton > Draw 2D Chain
from the Animate toolbar to reactivate it.
step 4 3. Click at the next bone position as shown in the illustration at left.
4. Click at the next two bone positions.
5. Click over the neck.
6. Middle-click to create the effector and end drawing the spine chain.
step 3 7. Click over the spine effector to start creating the head chain.
8. Click over the ear position.
step 2
9. Click in front of the face to make the last chain. This bone allows you to tilt Jaiqua’s head.
10. Middle-click to create the effector and end drawing the head chain.
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Tutorial 8: Skeleton Construction
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Hierarchy Relations
Control objects are used as references and will also be used to provide a hierarchy for the
skeleton bones and effectors. Changing the hierarchy will allow local keyframing of bones
according to these control objects.
Chain roots and nulls would work just as well, but implicit cubes clearly show rotation from any
angle and are not rendered.
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Tutorial 8: Skeleton Construction
• R_hands • R_leg
• L_hands • L_leg
• R_foot • Spine
• L_foot • head
You can build the hierarchy by using the Parent button in the Selection panel in the
main command area or via the explorer by dragging elements into place.
1. Select the hips cube, click the Parent button, and pick one of the leg’s roots to make it a
child of the cube. You may need the zoom for this.
2. Pick the other leg’s root.
3. Pick the backbone’s root.
4. Right-click to exit parent mode.
Be careful when using the Parent mode as you need to right-click to turn it off. For
example, you cannot temporarily select an object while in Parent mode.
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Parent the leg and arm effectors under the floor cube
21. Branch-select (middle-click) an arm’s effector (the hand should become selected as well).
22. Click the Parent button and middle-click the floor cube to make it the parent of the hand.
Right-click to exit parent mode.
23. Repeat the previous steps for the other hand and for the two feet as well.
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Once you have completed these first parenting steps, you should be able to branch-select the
hips cube and the floor cube to select their children as shown in the following illustrations.
Floor cube selected in branch mode Hips cube selected in branch mode
Conclusion
You have now completed a simple but typical biped skeleton setup. Save this scene as you will
use it later on.
To fully understand the hierarchy you have built, you will need to animate different parts of
the skeleton. Try the next tutorial to see how a well-constructed skeleton can fit into the
animation process.
For now, if you select the hips cube (in branch mode) and move it around, the feet and hands
will move with it. You will need to keyframe these objects (hands, feet, head) in order to really
see the local relation between the floor cube, the hips cube, and the chain elements.
For more information, see the Animating guide.
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This tutorial explains the basic principles of a walk cycle. Here you will learn the basic concept
of keyframing and marking in SOFTIMAGE|XSI frame by frame, step by step.
The walk cycle you will be working on is kept to the minimum number of keys needed to create
the sequence. These keys will be created on three principal frames (frames 1, 20, and 40).
This tutorial shows you how to:
• Animate the translation of the skeleton’s feet and hands.
• Give the character’s feet a feeling of weight by editing the feet’s function curves in the
animation editor.
• Rotate the skeleton’s hips for added realism.
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Tutorial 9: A Walk Cycle
Overview
1 Translate the feet.
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Rotation Limits
Setting rotation limits ensures that chain bending does not exceed the logical angles that you
expect from a typical biped. You will set these rotation limits on Jaiqua’s legs.
1. Use the skeleton created in the previous tutorial or load the JAIQUA_IK.scn scene from the
tutorial database: <install directory>\content\tutorial_project\Scenes. If desired, turn off
the visibility of the layer with Jaiqua’s geometry using Layers > Layer Control.
2. Select both feet by middle-clicking a leg’s effector, then holding down the Shift key while
middle-clicking the other leg’s effector.
3. Translate the effector hierarchies vertically until the knees are almost straight as in the
illustration on the left.
4. Select the second bone of each leg and choose Create > Skeleton > Set Minimum Rotation
Limit from either the Model or Animate toolbar.
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Tutorial 9: A Walk Cycle
5. To make the rotation limits visible, choose Show > Visibility Options from the viewport’s title
bar. In the property editor, click the Attributes tab and select Chain Joint Rotation Limits.
6. Select both feet again and position them so that the knees are bent as in the illustration at left.
7. Select the bones again and choose Create > Skeleton > Set Maximum Rotation Limit.
You can also change these limits by selecting a bone and pressing Enter to open its
property editor. The rotation limits can be found on the Kinematic Joint > Rotation
Limits page.
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4. Make sure that the Marked Parameter box in the bottom right corner displays
kine.local.pos (local translation) and press k to keyframe the local position of this foot at
frame 1. You can also click the keyframe icon in the Animation panel.
5. Select the other foot in branch mode.
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Tutorial 9: A Walk Cycle
6. In the Right viewport, translate the foot as shown in the following illustration.
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Right-clicking and dragging the playback cursor changes frames without changing the
values of animated objects. This allows you to copy keys from different frames.
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Tutorial 9: A Walk Cycle
You can also open the animation editor by pressing 0 (zero) on the top of the
keyboard (not the numeric keypad).
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11. Click the Linear Interpolation button in the toolbar to make the interpolation linear after that
key. This causes the foot to move at a constant speed between this keyframe and the next.
Drag the slope handle to 12. Drag the key’s tangent handle to get the curve shape as shown in the illustration on the left.
change the curve’s shape. This shape makes the foot translate faster when it gets close to the floor position and stop
The longer the handle, more abruptly.
the sharper the curve.
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Tutorial 9: A Walk Cycle
15. Adjust the handle of the last keyframe (frame 40) to set the interpolation as you did for the
other foot.
16. Close the animation editor and play back the animation.
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31. Copy both keys to frame 40: select both hands, go to frame 40, and set a keyframe.
32. Set the last frame of the animation to 39.
33. Go to frame 20.
34. Reverse the hand positions one at a time and set keyframes for each.
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Tutorial 9: A Walk Cycle
You don’t need to position the null precisely. Once the up vector is attached to the
bones, you can readjust the null’s position.
4. Select one of the upper bones as in the following illustration, then choose Create >
Skeleton > Chain Up Vector and pick the null.
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5. Adjust the position of the null in space while playing the animation so that the elbow point
moves in a logical direction.
6. Save the scene.
Conclusion
The walk cycle you have created is quite simple. The goal here was to recreate a basic animation
concept using inverse kinematics (IK). When striving for realism, a walk can easily get very
complex, with motion-captured walks providing the most realistic animation. Skeletons can be
created in a variety of ways for these capture setups.
Very often, animators end up creating walk cycles such as these, then spend time adding more
keys to define the motion and model’s character.
For more information, see the Animating guide.
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Tutorial 10: The Animation Mixer
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Overview - Part I
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Tutorial 10: The Animation Mixer
Storing Actions
Once you have any kind of animation, you can store this animation in an action source. When
storing actions, you can choose to store all transformations or just the marked parameters, thus
creating a smaller action file. In this example, you will mark the position and orientation
parameters before storing them in an action.
1. Start with the completed walk cycle from the previous tutorial, or open the
JAIQUA_IK_DONE scene from the tutorial database: <install
directory>\content\tutorial_project\Scenes
2. Right-click on part of the skeleton to select the entire skeleton hierarchy (not the model) of
the walking character.
Ctrl+click Pos
and Ori
3. Open the marked parameter list in the Animation panel by clicking the triangle button on
the bottom right. Expand the Kinematics/Local Transform nodes, then Ctrl+click to mark
both Pos and Ori (position and orientation).
4. From the Animate toolbar, choose Actions > Store > Marked Parameters - Fcurves. Click OK
to accept the default values. The animation is stored and is no longer linked to the object.
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If you need to restore the original animation after creating an action, select the action
from the Mixer\Sources\Animation branch of the explorer and then choose Actions >
Apply Action on the Animate toolbar.
Instantiating Clips
5. Restore your workspace to show all four viewports if necessary, and change viewport C to
the animation mixer view.
6. With the skeleton character still selected, press Update on the animation mixer’s command bar.
7. Right-click on a track and choose Load Source > StoredFcvAction. The action is loaded as a
clip on the track.
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21. Move the key down to decrease the swing, or up to increase it.
Look at the character to see it update the new values as you modify them.
22. Play the animation and find the correct hip swing adjustment.
23. Close the animation editor and property editor when done. Play back the final animation.
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Tutorial 10: The Animation Mixer
Overview - Part II
3 Create an action.
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5. In the View Menu of the animation editor, make sure that Animated Parameters is on.
6. Choose Edit > Select All Curves.
7. Click the Curve Editor icon—it’s the last one beside the Help icon (question mark).
8. Click the Curve Processing tab. This page gives you three options for processing curves:
- You can smooth curves. This works in a similar way to blur on pixels. Smoothing tries to
decrease the noise often seen on mocap (motion capture) files.
- You can fit a curve onto the raw values. This reduces the key density of a curve while
keeping the same overall curve shape.
- You can resample the curve to add keys at regular time steps while retaining (or not) the
existing keys.
9. In this example, you fit a curve to raw values. Enter 3 as the Fitting Tolerance value.
10. Click on the Fit button and wait for the process to finish.
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Tutorial 10: The Animation Mixer
Storing Transformations
Actions can be thought of as encapsulated animations. You can create actions for the
transformations or the marked parameters. For either of these options, you can store three
types of action:
• The current “static” values (Current)
• Those parameters that are animated by keys (FCurves)
• Those parameters that are animated in any way, including function curves, expressions,
constraints, and so on (All Sources)
Marking Parameters
Creating actions based on marked parameters can increase performance because the actions
don’t contain unnecessary parameters. The list of parameters included in the action is also
easier to manage when working with templates.
.
You should always mark local transformations when storing actions. Actions that
contain local transformations are easier to work with. Remember that Global always
overrides Local!
Before you store an action, always check that the marked parameter box shows
foo.local.bar and not foo.global.bar.
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Marking parameters can be quickly done by selecting an SRT tool. For example, if you press the
x key to select the scale tool, kine.local.scl is automatically marked and appears in the box at the
lower right of the main window.
If you click a specific axis on the Transform panel and want only that axis marked, you
must be in Parent mode for scaling and translation, or Add mode in rotation. In other
modes, all three axes will be marked even if only one axis is selected.
You can also use the animatable parameter list in the Animation panel at the lower-right of the
window. Click the upward-pointing triangle to display a list of animatable parameters of the
current selection, then click on any parameter to mark it. To add or subtract marked
parameters, use the Shift+ or Ctrl+key modifiers. You can also use the Lock and Clr (Clear)
icons just beside the Animatable Parameter List icon.
12. In an explorer view, expand the jaiqua node, then expand the jaiqua_skeleton node, then
middle-click on the COG node to branch-select it.
13. Click the Animatable Parameters icon, and expand the Local Transform node. Shift+click
Pos and Ori.
The marked-parameters box displays “MULTI” because more than one parameter is marked.
Storing Animation
Opens the marked
parameter list 14. Choose Actions > Store > Marked Parameters - FCurves from the Animate toolbar. In the
Stored Action dialog box, set Default Out to 39 (the length of the walk cycle), then click OK.
The animation is disconnected from the model and becomes a source in the action library
under the model (Mixer/Sources/Animation).
Instantiating Clips
15. Open the animation mixer and click Update.
16. Position the mouse pointer near the start of the first track, then right-click and choose
Load Source.
17. Pick the only source available from the menu (StoredFcvAction). The action clip is placed
on the track and is represented by a green rectangle.
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Tutorial 10: The Animation Mixer
You can change the timespan shown in the animation mixer independently from the
first and last frame of the animation. Simply enter new values in the Start and End
boxes on the animation mixer command bar. However, remember that frames outside
of the start and end frames of the scene will not play back.
Storing Poses
18. Now you will store some static poses. First click the m icon on the left of the animation
track to temporarily mute the track as shown in the illustration. This prevents the action
from updating the skeleton’s transformations, such as if you accidentally jog the timeline.
19. Choose Chain_Element from the Filter menu of the Selection panel on the main command
area. (Click on the small arrow under the Sample button.)
20. To create some static positions, first select one of Jaiqua’s upper arms and rotate it locally in
Y into a neutral pose. Repeat for the other upper arm.
21. Ctrl+click to select all four arm bones as shown. Notice how easy it is to select only the
bones with the Chain_Element selection filter on.
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22. With these four bones selected, press the c key to mark the local rotations.
23. Save the current rotation values by choosing Actions > Store > Marked Parameters -
Current. Click OK to accept the default values.
24. Now load this new pose in the animation mixer: right-click in the second track and
choose Load Source > StoredStaticAction. Drag the clip so that it ends at the same time
as the walk cycle.
25. Click the m icon again to “unmute” the first track, then play back the animation.
Notice that the arms jump halfway to the neutral pose at the beginning of the second clip.
You’ll fix that by keying mix weights to blend the two clips in the next section.
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Tutorial 10: The Animation Mixer
Creating Markers
You can add some markers to help organize the layout, or to set in/out points for loop playback:
28. Crtl+drag to select an area on a track.
29. Right-click in the newly created region and choose Add Marker.
30. Right-click again on the marker and choose Properties. Rename the marker “foo.”
31. Right-click on the marker and choose Set In-Out Loop.
Play back the scene—the marked frames play in a loop. To play the whole scene again, turn
off the Loop option on the Playback panel.
Conclusion
The animation mixer is a rich and powerful tool for manipulating and reusing animation in a
non-linear and non-destructive way. In the next tutorial, you will see how to use the animation
mixer to do shape animation.
For more information, see the Animating guide.
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Tutorial 11: Shape Animation
Overview
1 Create shapes.
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Deforming Points
1. Press Ctrl+n to start a new scene.
2. Get a primitive sphere.
3. Tag the middle row of points with the t key and scale them with the x key.
5. Change the shape of the selected points again using the SRT tools.
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Tutorial 11: Shape Animation
6. Choose Deform > Shape > Store Shape Key again, or middle-click on Deform > Shape to
repeat the last command.
7. Open the animation mixer and click Update.
8. Right-click on a track and choose Add Track > Shape twice to add two shape tracks.
9. Right-click on a shape track and choose Load Source > Point_AUTO_ShapeAction1.
10. Open an explorer and make sure that Show > Mixers is on. Expand the
Scene_Root\Mixer\Sources\Shape node.
11. From the explorer, drag and drop the other shape onto the second shape track. For this
example, make sure the clips don’t overlap on the same frames—you can move a clip along
a track by dragging it.
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12. Play the animation. Notice how the shape snaps at the beginning of a clip.
Creating Transitions
Transitions can be created automatically when you create clips in the mixer. You can also add
transitions afterwards individually.
13. Choose Mix > Transition Tool in the animation editor.
14. Pick the first clip and then the second clip.
15. Right-click to terminate the transition tool.
16. Play the animation again. Notice how the two shapes are blended in the transition
between the clips.
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Tutorial 11: Shape Animation
You can also choose Mix > Auto Transition. When auto transition is on, a transition is
automatically created for each new clip in the mixer.
4. On the Animate toolbar, make sure that Deform > Shape > Mixed Weight Mode is on.
5. Go to frame 1.
6. Choose Deform > Shape > Save Shape Key. This stores a shape source, creates a shape clip,
and sets a key with a value of 1 for the clip’s weight at the current frame.
7. Change to frame 30, then modify the shape of the selected points again using the SRT tools.
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13. Make sure that View > Weight Curves and View > Weight Mixer Panel are on. The weight
mixer panel shows the value of each weight at the current frame.
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Tutorial 11: Shape Animation
14. Adjust the values in the weight mixer and click the Key button to set keys on the weight
curves. Play back the animation to see the effect of the modified weights.
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18. In the expression editor, delete the default expression and type:
cube.
19. With the text insertion point immediately after the period, press F12.
20. Choose kine. (for kinematics).
21. Press F12 and choose global. (for global transformation).
22. Press F12 and choose posy (for the Y position).
23. Divide everything by 5 (type / 5 at the end of the expression as in the illustration).
.
24. Click Apply and translate the cube on Y. Notice how the cube’s position controls the weight
of the shape key.
If nothing happens when you translate the cube on Y, it may be because all other
shapes are weighted to 0. If this is the case, change the weighting of at least one of the
shape weights to 1.
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Tutorial 11: Shape Animation
27. Click the Property button on the Selection panel in the main command area, and select the
Shape_Control property.
28. Press Enter to open its property editor. The property editor displays an empty page. Lock
the property editor so that it doesn’t get recycled (click its lock icon).
29. Now add parameters: first, make sure that the Shape Control node is still selected in
the explorer.
30. Choose Create > Parameter > New Custom Parameter and name this parameter First
shape. Leave the other settings at their defaults. Notice that the parameter is added to the
Shape Control page.
31. Choose Create > Parameter > Custom Parameter again and name this parameter Second
shape. Again, leave the other settings at their defaults.
32. On the weight mixer panel of the animation mixer, choose Animation > Expression Editor
(since there is already an expression on this parameter) on the first shape weight track.
33. Select the expression you had selected here and delete it.
34. With the text cursor in the white empty area of the expression editor, click the Object
button and select Sphere/Shape Control/First_shape.
35. Click Apply.
36. Drag the first slider on the Shape Control property set and watch the shape change.
37. Repeat the previous steps to connect the second shape to the second slider. You can create
more shapes and add more sliders if you like.
Conclusion
You can create and control shapes in several different ways, using transitions, mixing weights,
and so on. Custom parameters are a powerful tool for for controlling shapes and other things.
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Tutorial 12: Low-Res/High-Res Models
Overview
High-Res Model
Visibility is overridden on
the high-res model and
is only visible when
rendered.
Low-Res Model
The low-polygon model
is visible in the viewports
but its rendering visibility
is turned off.
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Tutorial 13: Envelope Weighting
By attaching a surface or polygon mesh object as an envelope to a skeleton, the object deforms
automatically as the skeleton moves. You can adjust the envelope weighting of individual points
on the object to control its deformation more accurately.
This tutorial shows you how to:
• Make a polygon mesh envelope.
• Reassign points locally to different bones.
• Adjust envelope weights manually.
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Overview
1 Attach the envelope to the skeleton.
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Tutorial 13: Envelope Weighting
5. In the explorer, branch-pick (middle-click) the SPINE_ROOT node, the two FOOT nodes,
the two HAND nodes, and the two LEG nodes.
6. Right-click in any 3D view to end the picking session. The Automatic Envelope Assignment
property editor opens.
7. Accept the default automatic envelope settings and close the property editor.
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Cluster colors shows the different bone relation assignments of the envelope weights. To see
them in a viewport, make sure that Show > Clusters is on.
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Tutorial 13: Envelope Weighting
If only the foot is translated, press Ctrl+z to undo and branch-select from the leg
effector (FOOT node) and not the foot effector (eff1 node). Use the explorer to make
it easier to select.
Look at the points on the inner part of the thigh. When you translated the leg, some of the
points on the other leg deformed as well. You will now fix this problem.
10. Tag the points that were not weighted as you expected and choose Envelope > Reassign
Locally from the Animate toolbar.
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11. Pick the thigh bone and the first spine bone to distribute the envelope weighting of the
points between those bones.
Reassign locally to
these two\bones.
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Tutorial 13: Envelope Weighting
16. Shift-select all the points from the list under Elems.
17. Click on the bone10 name under Deformers to make it active.
18. Drag the Weight slider to 18.
19. Keep this property editor open by clicking on its Lock icon. In the viewport, untag all
points and tag only those as shown on the left. The weight property editor updates with
current selection.
20. Shift-select all the tagged points from the list.
21. Find the upper arm bone by selecting different bones in the list (active bones are displayed
in orange in the viewports).
22. Adjust the weights until you are satisfied with the results.
Conclusion
Using the various enveloping tools, you can easily apply an envelope to a skeleton, adjust the
assignment, and modify the weights of individual points.
For more information, see the Animating guide.
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Sec t ion 5 Rendering
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Section 5 • Rendering
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Tutorial 14: Applying Materials
Applying materials, surfaces, and textures is the most fundamental step in achieving the look
you want for your scene.
This tutorial covers the most-used surface attributes: materials, texture, volume, bump/
displacement maps, volume shaders, and output shaders. By completing these steps you will get
a good overview of the possibilities offered from the open architecture of the render tree,
texture projections, groups, and layers.
The Material node in SOFTIMAGE|XSI doesn’t have quite the same function as it
does in SOFTIMAGE|3D. What were called material shaders are now named surface
shaders. The Material node acts like a container for all of the possible shaders that can
be applied to an object, much like the full-screen Material Editor in SOFTIMAGE|3D.
This tutorial shows you how to:
• Apply a material and surface shader.
• Create a local material.
• Edit a surface’s properties.
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2. Choose Get > Primitive > Surface > Grid. Click the Grid tab and change the grid UV
Length to the maximum allowed by the sliders (50) and close the grid property editor.
3. Position the grid under the sphere as though the sphere is on the floor.
To do this, press the v key (translation supra key) and drag the grid below the sphere. Press
v again to turn translation mode off.
4. Select Shaded from the viewport display menu in the Camera (perspective) view.
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5. Position the camera to frame the sphere in the scene. To do this, place the mouse cursor
over the perspective view and press s to activate the Combination tool that lets you orbit,
track and dolly at once. Use the left mouse button to track, the middle to dolly, and the right
to orbit.
7. Click the Phong node icon situated under Scene_Material > Surface to open its property
editor. This is a common material that both the sphere and the grid have inherited from the
scene. When a message box appears asking if you want to create a local copy, click No. This
maintains the link to the inherited property, allowing you to edit the source’s property.
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8. Modify the Diffuse color and see how it affects both objects in the shaded perspective view.
11. Choose File > Save to save this scene for the following tutorial.
Conclusion
You have just applied a material (surface shader) to a simple geometric object. These are the
basic steps for applying any shaders to objects in your scene.
Next you’ll learn how to create, manipulate, and edit light properties in your scene.
For more information, see the Shaders, Lights & Cameras and Rendering guides.
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Wait until the render region is finished rendering the altered values. Keep in mind that every
value you edit prompts a refresh of the render region.
If the render region slows you down too much, you can set it to refresh on demand by
choosing Render > Region > Auto Refresh on the Render toolbar to deactivate it.
When you are ready to preview your changes, choose Render > Refresh.
11. Close the light property editor.
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Transform Manipulator
Orientation
Manipulator
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17. Modify how intense the light is within the cone (spread angle) by clicking and dragging the
yellow area inside the cone.
Cone angle
Start falloff
End falloff
Spread angle
If you cannot see the center icon in the light, simply click the middle of the light icon
and the center icon appears.
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Scaling the light manipulators changes only the light’s display icon. Scaling of the area
of an area light can be done from the Light property editor.
18. Translate the spotlight by dragging the center icon of the bounding box.
Manipulators are available even when an object is hidden. Select the hidden object
(from an explorer view, for example) and press the manipulator key (b).
Choose Edit > Delete All from the Edit panel of the main command area to clear the screen for
the next tutorial.
Conclusion
You have created and manipulated a simple light object. You can use a light’s property editor
and its 3D manipulators to place and edit a light in a scene. Many of the tools you have used will
be useful when manipulating several lights or editing their values to create caustic and/or
volumic effects.
Now you are ready to apply textures to an object. Don’t forget to light them!
For more information, see the Shaders, Lights & Cameras and Rendering guides.
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Tutorial 16: Giving Life to a Dragonfly
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Overview
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Tutorial 16: Giving Life to a Dragonfly
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7. Place your cursor in the perspective window and press the z key (Pan and Zoom supra key).
Middle-click to zoom in on the hair_group. Press Esc to deactivate the Pan and Zoom tool.
8. Deselect the group by clicking (and dragging) in an empty part of the viewport. All the hairs
are displayed in bounding box when unselected.
9. Select a single hair. It is displayed in standard wireframe when selected.
Click a Wire Color You can edit the wireframe color of objects displayed in the viewports from the Palette toolbar.
or Display Type to
set an object’s 10. Click the Palette button at the bottom of the current toolbar to open the palette options.
visibility in the
viewport.
11. Click a color from the Wire Colors panel and pick the dragonfly body. It’s wireframe is
displayed in the chosen color.
You can left-click to color an object or middle-click to color a branch. You can select as
many objects or branches as you wish.
Palette button
12. Click the right mouse-button when you are finished picking.
To remove a render region from a viewport, press q and click anywhere within
Choose Property
Editor from the the viewport.
viewport views
menu. The selected dragonfly eye (and the rest of the model, for that matter) does not have any
material of its own. The material it currently displays is inherited from the default scene
material. Start by giving it a local material.
16. Change a viewport to a Property Editor view. This makes property editors automatically
appear in a viewport rather than floating on the interface. This is a good way to prevent too
many windows opening and closing during this tutorial.
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17. From the Render toolbar, choose Get > Material > Phong to apply the default surface
shader to the eye. The Phong Shader property editor opens in the property editor view in
the viewport.
18. Hold the Ctrl key and drag one of the Ambient color RGB sliders to dark gray.
Holding the Ctrl key while dragging a color slider allows you to drag them all at once.
One method to define an extreme color range is to adjust a color in RGB mode, then
switch to HLS and lower the L value (luminosity).
20. Lower the Specular Decay to about 12. This washes out the eye with a big white specular
highlight, but you will correct it a little later. Leave the property editor open for now.
Choose
Blend With > Image
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An image shader is connected to the Specular Color parameter via a mixing shader which
blends two or more shaders. The mix_8_colors shader gives you greater control over textures
and how they are blended. The mixing shader will be discussed later on.
Choose
New > From File
to use a new image file
as a texture.
23. From the browser, navigate to the tutorial_project’s Pictures folder and select the eye.pic file.
In any browser, you can quickly jump between projects or folders using the Path
button in the top right of the browser.
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Scale a texture
27. In the Texture SRT section (transformations) of the image shader property page, enter 0.5
for the Scale XYZ values.
28. Click the Prev (previous) button to go back to the Phong surface shader property page.
29. Adjust the Specular Decay to a low value, and watch the render region refresh with the
updates. You have just created a simple specular map.
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31. Select the texture support object from any viewport—it becomes white.
32. Press the rotation supra key (c) and rotate the texture support object so that the “pinched
point” of the spherical map is not visible (as shown below) and turned toward the
dragonfly’s body.
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This node
represents the eye Double-click the
image clip file. Phong surface shader
node to open its
property editor.
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Relative paths
For the preset to know where it must retrieve the eye.pic image file from, you must give it a
relative path so it can find the image file.
In the following steps, you will open the property pages of each of the above nodes in the render
tree to edit some shaders’ settings. You can open a shader simply by double-clicking its node in
the render tree.
35. Double-click the Phong surface shader node in the render tree to open its property page.
Notice how the Specular Color parameter is connected to another shader (done earlier),
shown by the connection icon that is red and “plugged in”.
36. Click the Specular Color’s connection icon to open the Mixer shader (specular_blend)
property editor.
37. In the Mixer property editor, click the Layer 1 Color connection icon to open the Image
texture shader property editor.
38. In the Image property editor, replace the Texture Space by s*. This makes the texture accept
any projection that has a name that begins with “s”.
39. Click on the Edit button beside Texture Image to open the image clip property editor.
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40. In the image clip property editor, make sure that the path for the image is relative to the
project. In the File Name text box, make sure the source file is local.
You can set a variable and use it in your path, but if you start the path with a back
slash as in the following path \Pictures\eye.pic, the Pictures folder is relative to
the current project location.
Save a preset
Load preset
41. Click the Prev (Previous) button until you open the Phong Surface shader property editor.
42. Click on the save preset icon to save the render tree connected to the Phong shader. Saving a
node as a preset saves everything connected to it. In this example, saving the Phong surface
Save preset shader as a preset saves the Phong attributes, the mixing shader, the image shader, and the
eye picture file.
43. Select the Use Region as Thumbnail option in the Save dialog box. This uses the current
render region as a thumbnail for the preset in the browser. If this option is dimmed, create a
render region in a viewport to enable it.
44. Enter dark_eye_mat for the preset name and click Ok.
On IRIX, you can drag and drop only from SOFTIMAGE|XSI browsers.
48. Open a browser from a viewport or from View > Views > Browser on the main-menu bar.
49. Navigate to where you saved the dark_eye_mat preset. Drag and drop the preset from
the browser onto the dragonfly’s other eye. All settings and connections made to the first
eye are now applied to the second one.
When using drag and drop, wait for the cursor to change to a plus sign (+) inside a
white square.
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Use the Source and Clip focus in the explorer (i shortcut key) for quick access to these files.
50. Open a browser and drag and drop (Shift+select them) the four dragon_*.pic files from the
<install directory>/Content/tutorial_project/Pictures folder into a viewport. The four files
are: dragon_body, dragon_eye, dragon_leg, and dragon_wings.
Once you drag and drop images into a viewport, they are
defined as source images to be used in SOFTIMAGE|XSI.
Dropping the images onto the render tree automatically assigns them an image shader
and places them in the render tree work area where they are ready to use. Also, a
source is created for each image and is available from the Sources and Clips folder
in the explorer.
To get a better look at an image source or clip, you can view it from the Flipbook.
Change one of the viewports to the Flipbook view and choose Sources or Clips from
the command bar and select an image file.
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If you multi-select several objects and apply a texture projection, you will create a texture
projection for each item in the group. If you were to define a texture projection to the
Connection icon group (single selected), a single texture projection would be created for all the objects.
Apply a material and texture
55. Apply a surface shader to the new wings group by choosing Get > Material > Phong.
56. In the Phong surface shader property page, click the connection icon beside the Diffuse
Color sliders and select Image. The Image shader property page opens.
57. From the Image shader property page, select the Dragon_wings.pic image clip from the
New > New From Source pop-up menu. This image is already defined as an image source
because it was loaded earlier when you dragged and dropped the files into the
SOFTIMAGE|XSI window.
58. From the Texture Space menu, click the arrow and select the texture space you created for
the wings earlier, named WingXZ.
59. Draw a render region (press q) around a wing in a perspective view to render a wing’s texture.
Make sure the texture controls are visible from the viewports. If they aren’t, press j to turn
their visibility on.
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60. Select a texture support on one of the wings. The selected texture support’s name is then
listed in the Selection text box.
61. Replace the number at the end of the texture support name with a wildcard (such as
wingXZ1 to wingZX*) and press Enter. This multi-selects all the wings’ texture supports.
62. If not already open, press Alt+Enter to open the Texture supports’ multi-property page.
This is a property page that contains the properties for all of the selected objects at once.
63. Select the Swap UV option and enter -1 in the Z Scaling text box. This flips and rotates the
wings’ texture supports and scales them so they fit the wing model properly.
If a shader is in collapsed mode, you can connect the shader to anywhere on the node.
A drop-down menu prompts you to connect it to a specific parameter.
68. Connect the output of Color2Alpha into the transparency input of the Phong surface shader.
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69. Choose Nodes > Image_Processing > Intensity. This makes the Intensity shader appear in
the render tree work area. The Intensity shader increases or decreases the output/power of
another shader.
70. Connect the output of the Image shader into the Intensity shader’s input.
71. Connect the Intensity shader’s output to the specular parameter of the Phong shader.
When you’re done, your render tree should look like this:
72. Double-click the Intensity node to open its property editor and enter a Factor value of 2.
73. Choose Render > Region > Show RGB from the Render toolbar. This renders the image
over a default black background.
If the render region slows you down too much, you can set it to refresh on demand by
choosing Render > Region > Auto Refresh on the Render toolbar to deactivate it.
When you are ready to preview your changes, choose Render > Refresh.
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79. Choose New > UV from the Texture Space menu. This applies the dragon_body texture image
using a UV texture space. Because the dragonfly’s body is an irregular shape, a UV projection
will follow its curves more accurately than a planar or cylindrical projection would.
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80. With the body hierarchy still selected, open a render tree (if one isn’t already open) and click
Update to see the image/surface/material connection you’ve just created.
81. If you have set the render region to not automatically refresh, click the Refresh button in the
Render toolbar to see your texture map.
You may want to turn off the Auto Refresh in the render region so it doesn’t update
every time you make a change to your displacement value—choose Render > Region
> Auto-Refresh from the Render toolbar.
82. From the command bar in the render tree, select the following shaders to appear in the
work area:
- Nodes > Conversion > Color to Alpha shader
- Nodes > Image Processing> Intensity shader
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Getting the alpha channel from an RGB pic file is done with the Color2Alpha tool shader. The
Intensity tool shader is an image processing shader that lets you define the intensity of a color
value. Use the Intensity shader to change the intensity of the alpha channel, therefore changing
the intensity of the displacement itself.
83. In the render tree, pull another connection from the Image shader’s red dot and connect it to
the input of the Color2alpha shader. This shader extracts the alpha channel from the image.
84. Connect the output of the Color2alpha shader to the input of the Intensity shader.
85. Choose Nodes > Conversion > Color to Scalar tool shader.
Connect the Color2Alpha shader to The displacement connection entry needs a scalar value (a value between 0 and 1). You will
the Intensity shader by pulling an convert the color information (a value between 0 and 255) from the Intensity shader to a scalar
arrow from the red dot. value with the Color2scalar tool shader.
If you want to see all the connection points for each node, choose Show > Expand All from
the Render Tree command bar.
89. With the body hierarchy still selected, choose Get > Property > Geometric Approximation
to open the geometric approximation property editor for your selection.
90. Select the Displacement tab and set the Subdivision Step value to 2.
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The Displacement
property page allows you
to set the geometric
approximation as it
applies to displacements.
91. Click the Refresh button and watch the result in the render region.
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Conclusion
You have taken a lifeless model and added textures with specific texture projections, created
detailed textures, and added a displacement map. Finally you added a background scene to put
the finished model into context.
Using the Render toolbar and the render tree, you are able to “finish” a model and begin to
render. The render region and the interactive property editors streamline your workflow so that
there is no guesswork to your edits—you can immediately see the changes you are making.
From here, the next step is to create render passes to control how certain areas of your scene will
be rendered.
For more information, see the Shaders, Lights & Cameras and Rendering guides.
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Tutorial 17: Creating Render Passes
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Overview
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Tutorial 17: Creating Render Passes
2. Choose Pass > Edit > New Pass > Highlights from the Render toolbar to create the
highlight pass for every object in the scene. The highlight pass is set as the current pass and
the highlight pass property editor opens.
3. If you wish, enter an new Name for the pass in the property editor.
4. Click the Render Options tab to open the render options property page for the highlight
pass. Set the options as desired and close the editor.
5. Draw a render region (press q and drag) in the camera viewport.
6. Set the region to show RGB only by choosing Render > Region > Show RGB from the
Render toolbar.
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Everything you create a new pass it becomes the current pass. You can specify the
current pass by choosing it from the Pass pull-down menu on the Render toolbar.
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Tutorial 17: Creating Render Passes
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16. Turn off 1:10 and turn on 1:100. This sets the Density scale to one to a hundred. The scaling
determines the depth used (in SOFTIMAGE units) to display the defined density. Use 1:100
to create a detailed depth pass of a scene that extends far from the camera, and 1:1 for a
scene that is relatively flat.
17. From the Render toolbar, choose Render > Region > Show RGB for a clear view of what the
depth pass will render.
Conclusion
You have created three of the most basic render passes a scene will use. In addition, you can
create and edit a matte pass, a flare pass, a diffuse and ambient pass, and so on. Each pass gives
you the ability to change how certain areas, effects, or properties will be rendered and to what
extent they will contribute to the final look of your scene.
For more information, see the Shaders, Lights & Cameras and Rendering guides.
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Tutorial 18: Editing Shaders in the Render Tree
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Section 5 • Rendering
Overview
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Tutorial 18: Editing Shaders in the Render Tree
4. Draw a render region in the Camera view around the wine glass (pressing q and drag).
5. Double-click the Phong shader node to open its property editor and change these settings:
Illumination > Specular decay: 200
Illumination > Ambient: 0,0,0
Transparency/Reflection > Index of Refraction (IOR): 1.4
To keep the refresh fast, do not change the other values right now.
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Don’t forget to press p again when you’re finished previewing. Staying in Preview
mode updates the render region with every selection.
To continue seeing the surface effects while using the Preview tool, lock the Incidence
property page and select the Color2Scalar conversion shader so that its output is
visible when connected to the surface of the Material node.
Fine-tuning an Effect
Now adjust the edge intensity of the glass by using the ever-useful Color-correction tool shader.
12. From the Nodes menu, select the Image Processing > Color_correction shader. The red dot
from which connections are “dragged” signifies that this shader’s output is a color value.
13. Connect the output of the Scalar2color shader into the input of the Color_correction shader.
14. Select the Color_correction shader and press p to preview. Your render tree should look like
this (while in Preview mode):
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Tutorial 18: Editing Shaders in the Render Tree
15. Double-click on the Color_correction shader node and input the following values in its
property editor:
Gamma: 1.7
Contrast: 0.9
Hue: 0
Saturation: 0
Level: 0.01
16. From the Nodes menu, select the Image Processing > Invert shader so it appears in the
render tree work area.
17. Connect the output of Color_correction to the Invert shader, and the output of the Invert
shader to the Phong surface shader’s diffuse input.
Apply a finish
18. Connect the output of Color_correction to the transparency input of the Phong
surface shader.
19. Connect the output of the Phong shader to the Surface input of the Material node. Your
glass effect is now visible.
If your glass is not transparent, check the default ray depth of the render region. A
setting of 1 will not show any transparency. Select View > Setup > Properties and click
on the Optimization tab. Change the Ray Depth values to:
Reflection: 4
Refraction: 4
Maximum Ray Depth: 4
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20. To accentuate the realism and glass imperfections, add some glossy reflections and
transparency frostiness. Double-click the Phong shader and play with the following
parameters:
Transparency > Frost
Transparency > Samples
Transparency > Index of Refraction
Reflection > Color
Reflection > Gloss
Reflection > Samples
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30. On the Image shader property page, select New > New From File to define an image clip.
Navigate to the SOFTIMAGE|XSI content database and select the hemerocalis_branche.pic
image.
31. From the Texture Space drop-down menu, click New and select a UV texture space.
32. Open the Front/Back shader property page again (click Prev. at the top of the present
property page to cycle through previously opened property pages).
33. Click on the connection icon and repeat step 30 to select the hemerocalis.pic image.
34. Select UV as the Texture Space in the drop-down menu of the Image property page.
35. Orbit in the viewport (press o) to admire both sides of the petals!
36. You may now stop admiring and press Ctrl+n to clean the workspace, or Shift+Delete to
delete all.
Conclusion
You have now used the render tree to achieve a highly customized affect by using specific
shaders and shader tools to control a texture’s parameters. Using the render tree, fine-tuning
texture effects can be done at the shader level with unprecedented control and detail.
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198 • SOFTIMAGE|XSI
Index
Tutorials • 199
Index
slopes 114 K M P
viewing 113 key points, selection 114 manipulators in viewport 161, 163 painting
See also animation editor, keyboard shortcuts 22 marked parameters brush properties 70
keyframing keyframes setting 84 deformation weights 69
function-curve editor creating animation with 84 storing actions 127 envelope weights 74
See animation editor from a property page 84 markers, in animation mixer 131 palettes, toolbar 168
setting 84 material panning 22
G
keys, access 23 applying to a group 177, 196 See tracking
Get > Primitive > Surface 156 local 158
kinematics, inverse 106 Parameter > New Custom
grids, in viewports 49 shader 155, 193 Parameter 141
groups L shared 157 Parameter > New Custom
creating 167 layers 97 Material Editor in Parameter Set 140
creating for material 177, 196 creating 63 SOFTIMAGE|3D 155 parameters
setting visibility 64 merging custom 140
H layouts, SOFTIMAGE|XSI background scenes 183 linked 88
hidden objects 160 lights surfaces 53 marked 84
hierarchies, creating 32 angle 162 mix weights 138 parenting 103
highlight passes 187 creating 160 actions 131 particles
default 160 controlling with custom animating 86
I parameters 140
falloff 161, 162 defining emission of 86
IK assembly See skeletons expressions on 139 editing 87
infinite 160
IK See inverse kinematics interest 164 keying 139 passes
image clips 176 manipulators in viewport 161, shape animation 137 depth 189
image shader 169 163 modeling relations 55 highlight 187
image sources 176 moving 163 Move Point tool 56 rendering all 190
creating clip from 180 orientation 164 muting setting current 188
shadows 161 deformations 72 shadow 188
viewing from Flipbook 176
soft light 160 operators 38 paths
images, connecting to
parameter 169 spotlight 160 O animation 82
infinite light 160 spread angle 161, 162 objects assigning objects to 82
interface, SOFTIMAGE|XSI umbra 161 duplicating 35 constraining objects to 82
interpolation 114 linked parameters 88 selecting by name 23 editing 82
inverse kinematics 106 creating 90 operator stack, freezing 56 picking 83
setting relative values 91 operators, muting 38 Phong shader 158
rotation limits 108
loading, scenes 20 orbiting 22 points
J local material 158 orbiting the camera 50 moving 56
joints, rotation limits 108 lofting 56 overrides, property 144 selecting 68
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Index
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Index
U W
up vectors, constraining 117 weight maps 66
UV swap in textures 178 applying 68
deformation by curve 70
V
deformation by spine 72
viewing
displaying 68
animation editor 113
painting 69
command history 42
push deformation 68
function curves 113
weight mixer panel 131, 138
rotation limits 109
weights See envelopes, spine
viewports deformation, weight maps
dollying 50 wildcard in object selection 167
framing 55 workspace See interface
orbiting 50
tracking camera 49 Z
zooming 49 zooming 22
visibility, of layers 64 zooming with camera 49
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