Planet Softimage, 18 Apr 2014 15:41:02 UTCThanks for all your brilliance!!Mark Schoennagel<p>Hello fellow Softies,&nbsp;</p> <p>Well I&rsquo;m sure you all read the news yesterday that our beloved Softimage is officially being retired by Autodesk. &nbsp; Since tomorrow will also be my last day on the job, &nbsp;I thought I would write you all a little note thanking you for almost 30 years of brilliant work and dedication to Softimage! &nbsp; From the &ldquo;Pseudopod &ldquo;in the Abyss back in 89&rsquo; which happened to be the first ever 3D character to grace the silver screen, &nbsp;all the way to the wickedly cool work Animal Logic just finished up for the new Lego Movie, Softimage has truly been a revolutionary tool in our industry.&nbsp;</p> <p>Well I guess for most of us it&rsquo;s not really a tool now is it? &nbsp;It&rsquo;s more like a religion whose brand get tattooed on your sleeve&hellip; it&rsquo;s &nbsp;the oil to someone else&rsquo;s watercolor, hell it&rsquo;s the reason many of us get out of bed in the morning!... There is really nothing quite like our industry and our vastly different, but oh-so similar softwares , er- &nbsp;I mean religions now is there?? &nbsp; I guess that&rsquo;s why I have been so proud to be your Softimage evangelist these past 20 years because what I&rsquo;ve witnessed has been truly humbling and pretty damn mind-blowing all the same!!</p> <p>Thinking about the past, &nbsp;it&rsquo;s quite funny looking back at just how far we&rsquo;ve come&hellip; When I first joined Softimage in 1994 Microsoft was our proud new owner, Inverse Kinematics was still rather new, Mental Ray for Soft was wowing us with volumetric lights (well sorta), &nbsp;and the environment variable to exceed 30,000 polygons in a scene was introduced! &nbsp; Reflecting on all that I&rsquo;m not even sure how to put those years of product and technology development into perspective. &nbsp;Last year I saw Whiskey Tree in San Rafael using Softimage to create single scenes for the film Elysium with over 3,000,000,000,000 polygons!!! (that&rsquo;s Trillllllion, not billion, not million but T-Trrillllionnn) &nbsp;Or how about The Mill&rsquo;s PETA advertisement with those amazing apes?!?&hellip; you just can&rsquo;t help but be left in awe at how far we have come. &nbsp;So to all of you Softimage artists and TD&rsquo;s out there who pushed, and to those who will continue to push the envelope congrats and THANK YOU!</p> <p>So with that how about instead of turning this post into a bunch of negativity and complaining how about we raise a glass and give praise to the best damn 3D animation software ever created!!! Softimage!! &nbsp;Long Live Soft!!!</p> <p></p> <p></p> <p>PS, I mentioned a few projects, &nbsp;if you&rsquo;re curious, here are some great links:</p> <p><span style="line-height: 1.5em;"><br /></span></p> <p><span style="line-height: 1.5em;">The technology pipleline that Whiskey Tree used for their work in Elysian. &nbsp;This is obviously not from the film but gives you an idea! &nbsp;How friggin awesome is that!??! &nbsp;&nbsp;</span></p> <p></p> <p></p> <p>I hope you the crew at Animal Logic wins an Oscar for this one too like they did for Happy Feet!!</p> <p></p> <p></p> <p></p> <p>The Mill&rsquo;s 98% Human. &nbsp;Brilliant!!</p> <p><span style="line-height: 1.5em;"></span></p> <p></p> <p></p> <p>Lastly, &nbsp;I was in New York this past December presenting some ICE goodness at the Max and Maya User Groups and thought I&rsquo;d share my last ever Soft demo with you all. &nbsp; It&rsquo;s a pretty cool comprehensive ICE demo of a shot reconstruction inspired by the genius work at La Fourmi in Germany. &nbsp;They did a spot for a Subaru that aired a couple years back that is just full of wicked ICE effects. &nbsp; I didn&rsquo;t quite to it justice, but here&rsquo;s my attempt.&nbsp;</p> <p></p> <p></p> <p>&hellip;and so as Ozzy would say, Thank you, good night, I love you allllllll!!!!</p> <p>man I've always wanted to say that!!</p> <p>mark</p>Wed, 05 Mar 2014 21:32:14 UTC country in a vintage Volkswagen BusMark Schoennagel<p>I wasnt going to post this here initially but after having a rock shatter the front window directly in my face, AND have the rear wheel fly off, the bus trip is starting to become a pretty epic adventure. &nbsp;I've spent the last 6 years restoring an old 1966 VW Bus, the 21 window sunroof edition to be exact. &nbsp;After finally finishing it Im now driving it cross country on an epic 3.5 week adventure with my best buddy whos also named Mark. &nbsp;I started a blog which I thought I'd share with all my Softimage friends. &nbsp;Seems everywhere I go someone has a story to tell about a Volkswagen, so here's mine!!</p> <p>Check it out at <a href="" title="" target="_blank"></a></p> <p>mark</p> <p></p> <p><a href="" title="DSC_7323-1600 by split66bus, on Flickr"><img src="" width="800" height="531" alt="DSC_7323-1600" /></a> <a href="" title="DSC_2908 by split66bus, on Flickr"><img src="" width="800" height="531" alt="DSC_2908" /></a></p>Sat, 06 Oct 2012 01:15:17 UTC Akita&#039;s ICE: Design Tools document!Mark Schoennagel<p>Well here it is guys, Todd Akita&rsquo;s awesome "ICE: Design Tools" pdf from his presentation at Autodesk University!! For anyone who&rsquo;s getting their feet wet using Softimage ICE you definitely want to read this. &nbsp; In the document, &nbsp;Todd masterfully explains many of the math fundamentals &nbsp;required to really excel at programming ICE. &nbsp;I read it once, then read it again and learned even more&hellip; I even did the very rare thing and printed it out!</p> <p>For those of you that <a href="" title="don't know Todd" target="_blank">don&rsquo;t know Todd</a>, &nbsp;he&rsquo;s the lead TD at <a href="" title="Psyop" target="_blank">Psyop</a>, one of my all-time favorite studios in the world. &nbsp;Located in New York City, they consistently produce some of the most beautiful, innovated and creative spots that you&rsquo;ll ever see. &nbsp;Constantly pushing the envelope, a trip to Psyop is always one the highlights of my New York visits. &nbsp;Check out their website and take a look and some of their projects, amazing!</p> <p>If you didn&rsquo;t know, Todd is going to be presenting again this November at Autodesk University in Las Vegas. &nbsp;AU is a crazy cool educational event covering all of the Autodesk products that pretty much takes over Mandalay bay and surrounding hotels! &nbsp;Of all the Autodesk events I have been to AU was by far the best&hellip; extremely informative, inspiring and actually a little overwhelming to be honest. &nbsp;</p> <p>So with that, here it is,&nbsp;<a href="/userdata/blogs/marks/ToddAkita_ICE_Design_Tools.pdf" mce_href="/userdata/blogs/marks/ToddAkita_ICE_Design_Tools.pdf">Todd&rsquo;s document</a>. &nbsp;Thanks Todd, you rule!!!</p> <p>One more thing real quick, <a href="" title="The Softimage International User Group" target="_blank">The Softimage International User Group</a> meeting will be taking place Sept. 28th in Siegen Germany. &nbsp;Really wish I could attend that one, I could use a nice Bratwurst!! (and a beer of course) &nbsp;</p> <p>mark</p>Fri, 21 Sep 2012 18:43:31 UTC sorts of good stuff...Mark Schoennagel<p class="MsoNormal">Hi everyone,</p> <p class="MsoNormal">I had a few cool things to report so I figure before I left on my crazy, epic vacation across America I would write up a little blog post. &nbsp;:) &nbsp;Siggraph came and went as well as IBC in Europe so finally the tradeshow season is over. &nbsp;Siggraph was fun for yours truly, I had a prime slot in the Autodesk theater as well as some fun presentations in some other booths like Intel and Nvidia. &nbsp;I showed mostly crowds in the main Autodesk theater but was able to mix it up a bit in the &ldquo;Autodesk University Theater.&rdquo; &nbsp;There I showed some great customer work by my friends Todd, Dave and Jonah from <a href="" title="Psyop" target="_blank">Psyop</a> as well as look at an awesome ICE effect from <a href="" title="Nick Hatzichristos" target="_blank">Nick Hatzichristos</a>. &nbsp;Big thanks to all those guys! &nbsp;Also big thanks to Intel who built me this crazzzzy machine that unfortunately never made it to the show. &nbsp;It did make it to my living room though, four 8 core Xeons, 128 gigs of RAM and two raided 500 gig SSD drives!! &nbsp; Nvidia hooked me up with an equally crazy Quadro 6000 paired with a Tesla, lol Good grief, what a screamer!! Of course I also met with a bunch of great customers and friends as usual... &nbsp;Another fun Siggraph under the ever increasing belt-line.</p> <p class="MsoNormal">Someone else I need to mention for helping me out with Siggraph is our new product lead for Softimage, Stefan Rueffer. &nbsp;He&rsquo;s a talented engineer/artist from Germany who now leads the Softimage development team in Singapore. &nbsp; Stefan brings some great production skillz with Soft and is doing a fantastic job already with the team. &nbsp;I know there was moaning and groaning recently about moving the previous dev team to other technologies but I can tell you the team in Singapore is very talented and hungry to prove themselves. &nbsp;I think you&rsquo;ll be pleasantly surprised with the next release of Soft they are working on&hellip; in fact its almost in beta!&nbsp;</p> <p class="MsoNormal">There was also another positive change recently that I need to mention. &nbsp;Cory Mogk has taken over Product Management duties for Softimage from my good friend Jason-Brynford Jones aka Chinny. &nbsp;While Chinny is of course irriplaceable I think they made a wise choise in selecting Cory for the job. &nbsp;He's an all-around good dude and has already impressed me with his dedication to Softimage. &nbsp;As soon as he took over as PM he called me up to go over the roadmap and get my feedback on a variety of topics. &nbsp;Since then he has continued to do an impressive job gathering feedback and developing a plan for our product. &nbsp;Heck just yesterday he asked if I could find him a customer near LAX while he had a 4 hour layover! ...I think sometimes change can be good and I am confident all this new blood will inject some fresh ideas into Soft!</p> <p class="MsoNormal">By the way, Cory has his own blog here on The Area and made this post announcing his new position. &nbsp;<a href="/blogs/cory/re-introducing-myself" title="" target="_blank"></a> &nbsp; He&rsquo;s also made a post explaining what the CIP data in Softimage is used for. &nbsp;After finding out myself all that we can learn from the CIP data I realllly encourage all of you to turn it on. &nbsp;Its not a big-brother thing at all, we really look closely at the data and made a lot of decisions to product based on it. &nbsp;We know what tools are being used, where things might be failing, what type of hardware we need to be supporting, etc. &nbsp;It&rsquo;s massively helpful AND&hellip; ANNNDDDDD if you&rsquo;re running a suite license it lets us know you are using Softimage. ;) &nbsp;The more people use Softimage in the suites the more love Softimage gets so please turn it on! Here&rsquo;s Cory&rsquo;s video on CIP in Softimage. &nbsp;<a href="/blogs/cory/enabling-cip-in-softimage" title="" target="_blank"></a></p> <p class="MsoNormal">I have user group to announce as well as Todd Akita's awesome "ICE: Design Tools" document to share but Ill do that on a dedicated post. &nbsp;If you're into ICE at all this is a must read!! &nbsp;Look for that tomorrow here on the blog.</p> <p class="MsoNormal">Thanks my friends!</p> <p class="MsoNormal">mark</p> <p class="MsoNormal">&nbsp;</p> <p class="MsoNormal">&nbsp;</p> <p class="MsoNormal">&nbsp;</p>Thu, 20 Sep 2012 23:28:27 UTC 2012 - Calling all Crowds!Mark Schoennagel<p class="MsoNormal">Greetings everyone!<o:p></o:p></p> <p class="MsoNormal">Thought I&rsquo;d write a quick little post as hopefully you all are getting as psyched about Siggraph as I am!&nbsp; Burning the midnight oil as usual around this time of year getting demos polished up and hardware situated.&nbsp; Hopefully all the Softimage users out there have upgraded to Softimage 2013 SP1 which fixes a good number of bugs and workflow issues that have been annoying us. <o:p></o:p></p> <p class="MsoNormal">As for Siggraph, I&rsquo;ll have a daily, 30 minute presentation in the main Autodesk theater showing off CrowdFX, and two more hours in the &ldquo;Autodesk University&rdquo; theater, also in the main Autodesk booth.&nbsp; The theater demo is going to focus as I mentioned on CrowdFX, but the AU Theater is much more free form so feel free to stop by and ask questions.&nbsp; I have some great material from my friends at Psyop and some other customers to show you as well as some other cool ICE tricks so make sure to stop by.&nbsp; If for some reason you miss me there, I&rsquo;ll be spending the rest of the show in the Intel booth playing on some pretty wicked hardware over there. By the way, I&rsquo;m pretty sure in my theater demo at the Autodesk booth I&rsquo;ll have some Intel Solid State drives to give away so make sure you pay attention as a triva question is going to win the prize!&nbsp; I can tell you this, the Intel SSD&rsquo;s are sick sick sick when it comes HD performance.&nbsp; Scrubbing a cache file with a bunch of CrowdFX characters is wayyyy faster than on a regular hard drive that&rsquo;s for sure!</p> <p class="MsoNormal">All also be at the Autodesk Studen Experience event at the JW Marriott on Monday showing a little Mudbox of all things. &nbsp;I had the opportunity to learn Mudbox a few weeks ago so I could man the Wacom booth at Comicon. &nbsp;First, Comicon is nuts, thats all I'll say about that! &nbsp;Second, Mudbox is awesome! I had no idea it was so easy! &nbsp;Jen Goldfinch heard I picked it up in a weeks time and asked if I would share my experience with the students which of course I was happy to do. &nbsp;I did meet the guys from Makerbot at Comicon who hooked me up with one of the their ammmaazzzzinggg 3D printers, wow! &nbsp; You take a highly detailed Mudbox model, convert it to .STL and print it! &nbsp;Its crazy cool!. &nbsp;I'll hopefully have the Makerbot in our booth printing away for you to check out too.</p> <p class="MsoNormal">By the way... If anyone has some cool scenes they created with CrowdFX and want me to show it send me an email!&nbsp; I have some good examples but could always use a few more! &nbsp;Renderings are fine too, just point me in the right direction. &nbsp;&nbsp;Also, any other cool ICE scenes you have I&rsquo;ll also put to good use too so let me know!&nbsp; Just drop me an email at Mark.Schoennagel @ in the next couple days.<o:p></o:p></p> <p class="MsoNormal">Other than that things are really good.&nbsp; The team in Singapore are already doing some amazing work on the next release.&nbsp; I think you&rsquo;ll all be pleasantly surprised by what the team is going to deliver in 2014 so stay tuned and hope to see you at the show!!</p> <p class="MsoNormal"></p> <p class="MsoNormal">Ok back to RedBull and Sofitmage. :)</p>Thu, 02 Aug 2012 19:21:24 UTC York Softimage User Group - TOMORROW NIGHT!!Mark Schoennagel<p>Greetings everyone!</p> <p>I wanted to write you all a quick note while bouncing up and down on a New York subway about an impromptu Softimage user group meeting tomorrow night in Manhattan! &nbsp;I know there has been a lot of &ldquo;rumors&rdquo; floating around various forums so I thought it might be good to call a meeting while Im in town and hopefully pass along some positive Softimage energy. &nbsp; So my plan is to talk for a bit about the future and dispel some of those rumors and also show a little bit of the new crowd stuff in 2013 for those who havent seen it yet. &nbsp;We also have a couple special guests! &nbsp; Chris Covelli from Exocortex will be giving us a nice in-depth look at some of the awesome work he&rsquo;s done on their character creation product, Species. &nbsp;If your creating any type of characters you&rsquo;ll definitely want to check this out! &nbsp;Also Softimage master Todd Akita from Psyop will join us and as always wow us with something cool. &nbsp;He just finished putting together a pdf explaining the fundamentals of ICE mathematics which I must say is probably the most informative ICE document I&rsquo;ve ever read. &nbsp;Really REALLY good stuff! &nbsp;I&rsquo;ll post a link to the doc here on the blog in the near future but for those who want a sneak peak come to the event.&nbsp;</p> <p>Afterwards we&rsquo;re going to hit up a pub where I&rsquo;ll pick up a few rounds of your favorite beverage. :)</p> <p>The user group meeting will be tomorrow, Wednesday June 5th at 7pm the Autodesk Media and Entertainment offices, 38 West 21st Street, 9th floor.</p> <p>Special thanks as always to Phill Avanzato for setting all this up on short notice!!</p> <p>Hope to see you there!!</p> <p></p> <p>mark</p>Tue, 05 Jun 2012 21:18:50 UTC the crowd goes wild! - Softimage 2013 new features and videosMark Schoennagel<p>Here we are again, and once more the team has done a bang-up job. They managed to cover quite a bit of ground with a number of small changes and additions.&nbsp; But the big things are...well...big.&nbsp; The High Quality Viewport will get the most out of your graphics card for sure.&nbsp; And the CrowdFX is so much fun to use.&nbsp; Not having to deal with 1000s of individual actors, instead just source actors makes so much sense.&nbsp; And the fact that the animation, deformation, mesh creation and simulation is all done in ICE means it is crazy fast on multi-core machines.</p> <p>Sit back, relax and listen to Chinny giving the low-down.</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>CrowdFX Introduction</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_CrowdFX_Part1_Intro.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_CrowdFX_Part1_Intro.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>CrowdFX Stadiums</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_CrowdFX_Part2_Stadium.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_CrowdFX_Part2_Stadium.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>High Quality Viewport</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_High_Quality_Viewport.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_High_Quality_Viewport.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>A few new general features</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_General.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_General.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Animation update</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_Animation.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_Animation.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Some rendering additions</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_Rendering.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_Rendering.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>ICE Tree tweaks</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_ICETree.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2013_ICETree.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p><br /> Here is a bullet list of the new features and changes, If there are some things missing they will be small items only.</p> <p><strong><u>General </u></strong></p> <ul> <li>Default Camera now 1920x1080 (16x9) @ 30fps</li> <li>New Scene now starts with the B viewport maximized &ndash; controlled through Preferences&gt;Display</li> <li>New Texture Editor Preferences (Preferences&gt;Editors&gt;Texture Editor) also includes new prefs for Snap</li> <li>Viewport&gt;Display Options&gt;Performance&gt;Two Sided Lighting</li> <li>Explorer - Application&gt;Data&gt;Capture Options&gt;Return to Current Frame When Done</li> <li>Drag and drop tabs to reorder in toolbars/shelves</li> <li>New toolbar spacer widget for height and width</li> <li>Hide status icon added to groups and partitions</li> <li>Expose pivot editing commands in the transform (SRT) tool RMB context menu</li> </ul> <p><u><strong>Rigging and Animation</strong></u></p> <ul> <li>Animation Mixer <ul> <li>Moving the time cursor in the Mixer or DopeSheet will no longer change the global start/end frame</li> <li>New ability to load multiple preset files at the same time</li> <li>New ability for compounds and source clips to have a custom color</li> <li>Reorder tracks by drag and drop</li> <li>Ability to select multiple clips using rectangular select tool</li> <li>Import FBX animation as source clip (see Crosswalk)</li> </ul> </li> <li>FCurve Editing <ul> <li>F-Curve retiming manipulator</li> <li>New SDK menu anchor points and Enums (see SDK)</li> <li>The Fcurve editor has experienced some menu command name changes to make it more compatible with the fcurve editors in the other Autodesk applications</li> </ul> </li> <li>GATOR<br /> <ul> <li>You can now select objects, points, edges, polygons, or clusters as the target.</li> <li>You can now use multiple GATOR operators to transfer envelopes from multiple objects.</li> <li>There is a new Envelope checkbox to disable the transfer of envelopes when the Transfer button is pressed.</li> </ul> </li> <li>Chain Bones<br /> <ul> <li>Animate&gt;Skeleton&gt;Draw Bones. The bone primitive can now be used to create a chain</li> <li>Works with selection filters, duplication, move joint tool, snapping</li> </ul> </li> <li>Synoptic View<br /> <ul> <li>Python Support</li> <li>Support for Japanese characters</li> </ul> </li> </ul> <p><u><strong>High Quality Viewport</strong></u></p> <ul> <li>A new High-Quality Viewport reduces the need to frequently preview using a software renderer. With the ability to evaluate work interactively in an environment that closely mimics the rendered output.</li> <li>All standard render tree nodes have been converted to support High Quality output &ndash; Examples include: <ul> <li>Shadow Pass, Architectural, Environment, Vertex_Color, Incidence</li> </ul> </li> <li>Preferences&gt;Display&gt; New High Quality Viewport Options and Defaults</li> <li>New High Quality tab in Viewport&gt;Display Options controls <ul> <li>Enabling High Quality Viewport</li> <li>Anti-aliasing</li> <li>Dithering</li> <li>Shadows</li> <li>Ambient Occlusion</li> <li>Depth of Field</li> </ul> </li> <li>Supports: <ul> <li>Multiple blended textures</li> <li>Contributions from multiple lights at the same time (no predetermined limit)</li> <li>Depth of Field (viewport only)</li> <li>Environment Maps (pass and local)</li> <li>Procedural shaders</li> <li>Normal maps</li> <li>Antialiasing</li> <li>Bumps maps</li> <li>Weight maps</li> <li>Vertex Color Maps</li> <li>Texture layers</li> <li>Screen Space Ambient Occlusion</li> </ul> </li> <li>Lights (Point, Spot, Infinite) <ul> <li>Attenuation</li> <li>Shadows</li> <li>Shadow maps</li> <li>Shadow Softness (Shadow Maps Only)</li> <li>Flat Light</li> </ul> </li> <li>Custom shaders and HQ shading can be seen at the same time</li> <li>Hardware Renderer supports the High Quality option</li> <li>HQV uses CGFX as an output and is therefore is graphic card dependent. There are environment variables set in the setenv.bat controlling the samples. Too many samples inside Softimage can crash your card &ndash; hence they are limited. Specifying higher values in Softimage, than those in the setenv will be ignored. <ul> <li>set XSI_HIGH_QUALITY_VIEWPORT_MAX_DOF_SAMPLES=8</li> <li>set XSI_HIGH_QUALITY_VIEWPORT_MAX_AO_SAMPLES=8</li> <li>set XSI_HIGH_QUALITY_VIEWPORT_MAX_REFLECT_SAMPLES=1</li> <li>set XSI_HIGH_QUALITY_VIEWPORT_MAX_SHADOW_SAMPLES=8</li> </ul> </li> <li>A few items which are not supported: <ul> <li>Area Lights</li> <li>Raytraced Soft Shadows</li> <li>Photons</li> <li>Car Paint Shader</li> </ul> </li> </ul> <p><u><strong>Rendering</strong></u></p> <ul> <li>There is a new option Automatically Delete Unused Nodes on Refresh in the Render Tree</li> <li>New support for specifying partial frame rendering using Frame Set option &ndash; IE &quot;1.1, 1.2, 1.3&quot;</li> <li>Render Region Context Menu: New refresh mode <ul> <li>Interactive. Camera, Time and Region State. Manual</li> </ul> </li> <li>Preferences&gt;Rendering. New Region Tab to control various elements</li> <li>You can now use irradiance particles together with final gathering. (FG has precedence)</li> <li>Local rendering options now show the label &quot;Local&quot; as well as appearing in Roman typeface in the explorer.</li> <li>Color Clipping: mental ray - premultiply with Alpha turned off the RGB values no longer get clamped to 1.0 for floating-point images.</li> <li>Softimage 2013 uses version of the mental ray.</li> </ul> <p><strong><u>Modeling</u></strong></p> <ul> <li>Merging or Blending Polygon Meshes</li> <li>When merging or blending polygon meshes, you can now transfer all clusters even if they don't have any properties (like local materials, weight maps, vertex colors, etc.).</li> <li>The Split Edge tool has been improved to make it easier to split edges close to existing vertices. If you still have difficulty, try zooming the view.</li> </ul> <p><u><strong>ICE - General</strong></u></p> <ul> <li>Remember view position when navigating compounds</li> <li>Hotkeys for entering exiting compounds (i=in u=up)</li> <li>MMB to pan when not on a node (also for Render Tree)</li> <li>MMB on a connection line now will show values on/off</li> <li>ICE Tree&gt;Show&gt;Hide Port Values</li> <li>Show Value PPG now bigger</li> <li>Performance of topology merging and cloning improved</li> <li>The Build Linearly Interpolated Array compound has a new Valid output port</li> <li>Group Comment nodes can be copied and pasted.</li> <li>ICE Tree User Tools &gt; Add Operator To Menu has been updated</li> <li>StringFilePathSequenceNode <ul> <li>Now updates resolved path when you copy-paste into the ICE tree of a different object</li> <li>Has a file browser button to the string file path sequence node</li> </ul> </li> <li>Renaming objects with a space character in the name is now supported</li> <li>Performance of Cap Hole and other ICE modeling nodes has been improved</li> </ul> <p><strong><u>CrowdFX</u></strong></p> <ul> <li>A dedicated environment for building sophisticated crowd simulations. Built on ICE to help create massively complex effects with huge numbers of characters that react intelligently to their environment and each other.</li> <li>ICE Module&gt;CrowdFX (A jump start to building the crowd)</li> <li>Supports non-bipedal characters</li> <li>Export using FBX</li> <li>Pedestrian Model C:\Program Files\Autodesk\Softimage 2013\Addons\CrowdFX\Data\Models</li> <li>Sample Scenes</li> </ul> <p><u><strong>ICE Nodes and Compounds</strong></u></p> <ul> <li>Improved &ldquo;Build Array from Set&rdquo; node. <ul> <li>Now supports arrays of type Topology and Location and it is much faster.</li> </ul> </li> <li>Topology&gt; Clone Topo</li> <li>Data Access&gt;Get Action Source at Frame</li> <li>CrowdFX &ndash; Task&gt;Crowds: <ul> <li>Animation <ul> <li>Set Actor Global Transform</li> <li>Set Actor Shape Key Weights</li> <li>Set Horizontal Speeds</li> <li>Animation Cycle</li> <li>Set Actor Global Transform From Cycle</li> <li>Set Locomotion</li> <li>Set Stadium Animation</li> </ul> </li> <li>Constraints <ul> <li>Crowd Legs on Ground Constraint</li> <li>Crowd Lock Feet Constraint</li> <li>Crowd Look At Constraint</li> <li>Crowd Look At Goal</li> <li>Crowd Orientation Constraint</li> <li>Crowd Pose Constraint</li> <li>Crowd Scaling Constraint</li> <li>Crowd Stride Control</li> </ul> </li> <li>Debugging <ul> <li>Get Actor Pose</li> <li>Get Current Frame in Cycle</li> <li>Show Deformers Transform</li> </ul> </li> <li>Emitters <ul> <li>Emit Evenly from Geometry</li> <li>Emit From Horizontal Polygons</li> </ul> </li> <li>Getters <ul> <li>Get Actor ID</li> <li>Get Actor Transforms</li> <li>Get Crowd Emitter ID</li> <li>Get Current Goal</li> <li>Get Deformer Hierarchy Indices</li> <li>Get Goal Group Index</li> <li>Get Pose State ID</li> <li>Get Previous Pose State ID</li> <li>Get Transforms at Frame</li> </ul> </li> <li>Goals <ul> <li>Closest Goal</li> <li>Follow Curve</li> <li>Get Current Goal</li> <li>Get Goal Group Index</li> <li>Get Sequencer</li> </ul> </li> <li>Initialize <ul> <li>Initialize Collision Avoidance</li> <li>Initialize Locomotion Data</li> <li>Initialize Stadium Data</li> <li>Load Actor Cycles</li> <li>Randomize Actor ID</li> <li>Randomize Initial Frame</li> <li>Set All Actors Cycles</li> </ul> </li> <li>Setters <ul> <li>Ignore Neighbors in Same Social Group</li> <li>Set Actor Global Transform</li> <li>Set Actor Shape Key Weights</li> <li>Set Emitter Data</li> <li>Set Horizontal Speeds</li> <li>Set Wall Data</li> </ul> </li> <li>Simulation <ul> <li>Ignore Neighbors in Same Social Group</li> <li>Simulate Collision Avoidance</li> </ul> </li> <li>Skinning <ul> <li>Set Shape Instance Bones</li> <li>Shape Instance Skinning</li> </ul> </li> <li>States <ul> <li>Action State</li> <li>Action State Transition Weight</li> <li>Get Pose State ID</li> <li>Pose State</li> <li>Save Previous Pose State ID</li> <li>Set Action State</li> <li>Set Pose State ID</li> <li>Set Pose State ID from Speed</li> </ul> </li> </ul> </li> <li>CrowdFX &ndash; Tools&gt;Crowds: <ul> <li>Collision Avoidance</li> <li>Crowd Skinning</li> <li>Set Crowd PointPosition</li> </ul> </li> </ul> <p><u><strong>3ds Max interaction Mode</strong></u></p> <ul> <li>A new interaction mode (File&gt;Interaction Mode)is now available for 3ds Max users.</li> <li>Changing to this mode will affect: <ul> <li>Translate and scale manipulators will visually match those in 3ds Max</li> <li>3ds Max keymap</li> <li>Middle Mouse Button navigation is supported in all 3D and 2D views for 3ds Max mode</li> </ul> </li> </ul> <p><u><strong>Suites</strong></u></p> <ul> <li>New suites interaction mode</li> <li>New keys for Maya interaction mode</li> </ul> <p><u><strong>Licensing</strong></u></p> <ul> <li>Preferences&gt;General. New Licensing&gt;Check Interval timeout option</li> </ul> <p><u><strong>Japanese language support in Softimage</strong></u></p> <ul> <li>Support 2 byte characters in the Main Shelf.</li> <li>Support for Japanese characters in the Synoptic View and Relational View</li> <li>Support for Japanese characters in scripting</li> <li>Softimage now uses the same font as Maya for the Japanese UI.</li> <li>The following file types are now saved as Unicode (UTF-8) - This means that they support multi-byte characters, including Japanese and other languages: <ul> <li>Layouts (.xsily)</li> <li>Relational views (.xsivw)</li> <li>Toolbars (.xsitb)</li> <li>Synoptic views (.htm)</li> <li>Preferences (.xsipref)</li> </ul> </li> </ul> <p><u><strong>Workgroups</strong></u></p> <ul> <li>Improved control for workgroups using the custom .wkg file in User/Data Folder to connect to any workgroup.</li> <li>You no longer need to restart Softimage after connecting to a workgroup to use any layouts installed in it.</li> </ul> <p><u><strong> SDK Additions and Enhancements</strong></u></p> <ul> <li>Highlights include a large number of additions: new view attributes, anchor points, python methods, and workgroup management features.</li> <li>Python support in the synoptic editor</li> <li>New additions for View.GetAttributeValue and SetAttributeValue (see docs for full list) <ul> <li>MaterialManager</li> <li>WeightEditor</li> <li>DopeSheet (loads)</li> <li>AnimationMixer</li> <li>CustomDisplayHost</li> <li>ObjectView</li> <li>TextureEditor (loads)</li> <li>WeightPaintPanel</li> <li>AnimationEditor (loads and loads)</li> </ul> </li> <li>You can now add a custom name for your Property Panel title bar</li> <li>Added a script command for the Texture Editor's &quot;Checkerboard&quot; mode</li> <li>fcurve.PutFCurveType has been updated</li> <li>User menu item now support checkmarks</li> <li>Script access for Delta StoredExpressions value</li> <li>The child views in Material Manager are now exposed</li> <li>New Anchor points: <ul> <li>siMenuTbICECrowdFXActorsID</li> <li>siMenuTbICECrowdFXSimulationID</li> <li>siMenuTbICECrowdFXCrowdID</li> <li>siMenuFCurveEditorTopLevelID</li> <li>siMenuFCurveEditorFileID</li> <li>siMenuFCurveEditorEditID</li> <li>siMenuFCurveEditorViewID</li> <li>siMenuFCurveEditorKeysID</li> <li>siMenuFCurveEditorCurvesID</li> <li>siMenuFCurveEditorSelectID</li> <li>siMenuSchematicViewTopLevelID</li> <li>siMenuMaterialManagerTopLevelID</li> <li>siMenuAnimMixeraEditID</li> <li>siMenuAnimMixerViewID</li> <li>siMenuAnimMixerTrackID</li> <li>siMenuAnimMixerClipID</li> <li>siMenuAnimMixerMixID</li> <li>siMenuAnimMixerEffectID</li> <li>siMenuShaderCodeEditContextID</li> </ul> </li> <li>Events <ul> <li>siOnPreParseShaderDef</li> <li>siOnPreDefineShaderDef</li> <li>siOnBeginScrubbing (PPG slider control)</li> <li>siOnEndScrubbing</li> </ul> </li> <li>Scripting support for Capture Options codec parameters</li> <li>New option to prevent getting back to initial frame after a screen capture</li> <li>New C++ Methods (see docs for full list)</li> <li>New OM Methods (see docs for full list)</li> <li>New Commands (see docs for full list)</li> <li>Enums: <ul> <li>siHLEOperationAbsoluteOffset (for when the HLE tool is enabled)</li> <li>siHLEOperationRelativeOffset</li> <li>siHLEOperationAbsoluteScaling</li> <li>siRenderRegionRefreshMode</li> </ul> </li> </ul> <p><u><strong>Crosswalk </strong></u></p> <ul> <li>It uses version 2013 of the FBXSDK.</li> <li>There are a number of performance improvements.</li> <li>Choose your FBX format via crosswalk plugin</li> <li>Option to skip materials on FBX import</li> <li>The way that user normals are imported has changed to be more consistent with other Autodesk software: <ul> <li>If there is shape animation, and no hard edges or smoothing groups, then user normals are converted to hard edges.</li> <li>If there are both shape animation and hard edges or smoothing groups, then user normals are discarded.</li> </ul> </li> <li>User normals are properly supported when the topology changes.</li> <li>FBX files with objects in multiple namespaces are supported.</li> <li>Import FBX animation as source clip</li> <li>On export, ICE-based materials, including Materials, MaterialID, and attributes used as texture projections, are converted to cluster-based materials with explicit UVs.</li> </ul> <p><u><strong>Sample Scenes and Models</strong></u></p> <ul> <li>Softimage 2013\Addons\CrowdFX\Data\Models\Pedestrian.emdl</li> <li>Softimage 2013\Data\XSI_SAMPLES\Scenes\ICE <ul> <li>CrowdFX_Killer Maze</li> <li>CrowdFX_LockFeet_LookatGround_and_Duck</li> <li>CrowdFX_MilitaryParade</li> <li>CrowdFX_SnowStorm</li> <li>CrowdFX_Stadium_Waving</li> <li>CrowdFX_Three_Packs_Walking_Towards_Each_Other`</li> <li>CrowdFX_Walk_Along_Paths</li> </ul> </li> <li>Softimage 2013\Data\XSI_SAMPLES\Scenes\HQV <ul> <li>Garage</li> </ul> </li> <li>Softimage 2013\Data\XSI_SAMPLES\Scenes\Rendering <ul> <li>Rendertree_Architectural_Glass_Vase</li> <li>Rendertree_Environment_Procedural_Sunset</li> <li>Rendertree_Material_Black_and_White_Leather</li> <li>Rendertree_Material_Chameleon_Skin</li> <li>Rendertree_Material_Diamond</li> <li>Rendertree_Metals_Teapots</li> <li>Rendertree_Rusty_Metal</li> <li>Rendertree_TextureGenerators_Grid_Warp</li> <li>Rendertree_Environment_Procedural_Sunset (updated)</li> <li>Rendertree_Bump_Fabric (updated)</li> <li>Rendertree_Bump_Tiles (updated)</li> <li>Rendertree_Displacement_Rope (updated)</li> </ul> </li> <li>Softimage 2013\Data\XSI_SAMPLES\Scenes\Lighting <ul> <li>Photons_Diamond_Caustics</li> <li>Final Gathering (updated)</li> </ul> </li> </ul> <p><u><strong>Data Management</strong></u></p> <ul> <li>There have been a variety of fixes for referenced models. In particular when using expressions, linked parameters, and constraints &ndash; highlights: <ul> <li>Expressions now update and rename properly in Ref models on scene merge and model import</li> <li>Renaming Offloaded RefModel now maintains constraints and expressions</li> </ul> </li> </ul> <p><u><strong>Fixes</strong></u></p> <ul> <li>Fixes, Issues and known problems and limitations will be available at the time of release</li> </ul> <p>&nbsp;</p>Sun, 25 Mar 2012 17:00:00 UTC New Year! Just some new ramblings in the world of Softimage.Mark Schoennagel<p>&nbsp;Hi everyone,</p> <p><br /> Just thought I'd start the new year out with an overdue blog post. I hope you all had a great holiday season, I spent some time with the family of course and made some great headway on&nbsp;my VW bus project- its finally painted!!&nbsp; In between that I also spent quite a bit of time playing around with the latest Alpha builds of the next release of Softimage! It's looking like a pretty massive release- I cant wait to spill all the beans in just a couple short months!!</p> <p><br /> In the meantime, there's plenty of exciting news I can talk about! First I wanted to congratulate <a href="">Helge Mathee</a> for becoming the latest Autodesk Softimage Master! He was awarded this prestigious title at this years <a href="">3December</a> event which took place in Montreal. Softimage had a great showing there so click the <a href="">link</a> to learn more about it! &nbsp;If you dont know Helge, he's been pushing Softimage to the limits for quite some time now, but since the introduction of ICE in Softimage V7.0 his work has been off-the-hook!&nbsp; <a href="">Exocortex's Momentum</a> plugin which Helgee wrote has actually just been updated to version 3.0 so be sure to check it out and support his fantastic work.</p> <p><br /> I was checking out Wired's website the other day and read a neato little blurb on Blur Studio's work on <a href="">David Fincher's Girl With the Dragon Tattoo</a>. Blur used Max, Softimage (of course) and Real Flow to do the title sequences for Fincher which I have to say looks just awesome!&nbsp;&nbsp;It sounds awesome too if you like the idea of Zeppelin meets NIN. Do yourself a favor and click the link to see the final sequence, a second making-of video and to read a little more about it. I got a good chuckle out of the always hilarious Tim Miller&nbsp;from Blur, he coined a great new term for Nit-Picking... </p> <p><br /> <br /> So I've been getting some emails lately&nbsp;regarding training resources&nbsp;so I thought I'd mention a few places you can go for some good info. On Youtube you can find the <a href="">Softimage Learning Channel</a>. This is an officially supported site by Autodesk so there's definitely some good content there. The latest video focuses on Face Robot but there's plenty more. &nbsp;Vimeo also has plenty of Softimage material. <a href="">There is a dedicated group</a> of course, &nbsp;but also if you just search Vimeo for Softimage you'll see plenty of additional stuff. Finally, <a href=";t=1474">here is a great link</a> with LOTS of tutorials to check out. &nbsp;The headline says version 7 but there are many newer videos to look at.&nbsp;</p> <p>Speaking of Vimeo, my buddy / coworker Sidd down in our Singapore offices shared a great link to some motion graphics tools that Gustavo Boehs wiped up.&nbsp; Its still labled as a WIP&nbsp;but for those doing&nbsp;motion graphics&nbsp;or are familliar with Cinema&nbsp;4D's&nbsp;moGraph Cloners&nbsp;check it out, <a href=""></a>&nbsp; Great work Gustavo!&nbsp; Theres a <a href=";t=1898">good thread to follow here</a> on the si-community boards if youre interested as well.</p> <p>Alright well thats it for now, Hope you're all rockin in the new year and having some fun with Softimage!</p> <p>mark</p>Fri, 06 Jan 2012 16:00:00 UTC grief, has it been a year already? Softimage 2012.5 is here!!Mark Schoennagel<p>Here we are again - man how time flies.&nbsp; Anyway, the team have been busy and have updated the modeling tools in this release (a bit overdue I&nbsp;know).&nbsp; What is cool is that they built a bunch of them using ICE modeling, which was introduced in 2012.&nbsp; The Add Smooth Edge Loop Tool was built using the Tool SDK introduced in 2012 as well - &nbsp; talk about eating one's own dogfood.&nbsp; With ICE exposed in so many areas of the software it is great to see it now being seamlessly integrated.</p> <p>New selection tools, modeling, Bullet rigid bodies and a whole lot more.&nbsp; The feature list is at the bottom after all the vids.</p> <p>This release should be available towards the end of September.</p> <p>Thanks to Chinny for the videos</p> <p>Sweet!</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Selection Tools</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Selection_Tools.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Selection_Tools.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Add Smooth Edge Loop Tool</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Add_Smooth_Edge_Loop.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Add_Smooth_Edge_Loop.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Cap Hole</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Cap_Hole.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Cap_Hole.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Extrude Along Normal</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Extrude_Along_Normal.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Extrude_Along_Normal.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Thickness</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Thickness.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Thickness.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Slice Between Two Vertices</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Slice_Between_Two_Vertices.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Slice_Between_Two_Vertices.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Spin Edges</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Spin_Edges.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Spin_Edges.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Model Meshes</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Model_Meshes.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Model_Meshes.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>ICE - Bullet Rigid Body Dynamics</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Bullet_RBDs.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Bullet_RBDs.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>ICE - Sample Scenes</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Sample_Scenes.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Sample_Scenes.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Annotation Object</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Annotation.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Annotation.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;Zoom on Cursor</p> <p><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Zoom_On_Cursor.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_5_Zoom_On_Cursor.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Bullet list of features as of Siggraph</p> <p>I&nbsp;think this is the full list for the release.&nbsp; There might be some minor tweaks or additions, but if it is not listed here it is not in the release.</p> <p>&nbsp;</p> <p><strong>Selection</strong></p> <ul> <li>Quick Loop &ndash; double-click or shift+double-click on an edge, point, or polygon to define a loop or range.</li> <li>Double-click on a polygon to select the polygon island</li> <li>Polygon Selection to Outline - converts the selection to edges surrounding the polygons</li> <li>Loops from Selection &ndash; creates loops (not rings) from existing selection</li> <li>Loop from Selection (around corners) - this can be used to easily select Border Edges for example</li> <li>Grow Loops</li> <li>Shrink Loops</li> <li>Island from Selection &ndash; selects all the components in the island</li> <li>Selection Preferences now exposed in the MCP&gt;Selection menu</li> </ul> <p><br /> <strong>Modeling</strong></p> <ul> <li>Apply Thickness <ul> <li>With bevel options</li> </ul> </li> <li>Cap Hole</li> <li>Extrude Along Normal</li> <li>Add Smooth Edge Loop Tool (uses the tool SDK) <ul> <li>This interactive tool adds edges while continuing the contoured shape of the object</li> <li>Move edges while adding</li> <li>Use MMB for 50% insertion</li> </ul> </li> <li>Spin Edges</li> <li>Apply Slice Between Two Vertices</li> </ul> <p><br /> <strong>Navigation</strong></p> <ul> <li>Zoom on cursor (Prefs&gt;Tools&gt;Camera) <ul> <li>For all 3D and 2D views</li> <li>Includes Scroll Wheel preference</li> </ul> </li> </ul> <p><br /> <strong>ICE</strong></p> <ul> <li>Bullet Physics <ul> <li>New &ldquo;Simulate Bullet Rigid Bodies&rdquo; node (now the default in the ICE module)</li> <li>Same options as Simulate Rigid Bodies Node with added option to collide using exact shape of obstacle.</li> <li>Support for &ldquo;cone&rdquo; native shape</li> <li>Instance Shape node now support Convex Hull (Bullet only)</li> </ul> </li> <li>Rigid Bodies <ul> <li>Supports sub-frame sampling (PhysX and Bullet)</li> <li>Faster simulation when using constant reference shapes</li> </ul> </li> <li>PPG logic <ul> <li>RMB&gt;Compound Properties&gt;PPG Logic</li> <li>OnInit and value changes can be trapped inside compounds with PPG logic script</li> <li>Only available for non-private compounds</li> </ul> </li> <li>Add Group section <ul> <li>Inside compound - RMB on exposed input port name&gt;properties. You can specify a group name instead of adding in XML file</li> </ul> </li> <li>Compounds <ul> <li>Create Extrusion Along Strands.2.0</li> <li>Deform Strand Extrsuion (together these can make for fast simulated hairs)</li> <li>Cap Hole</li> <li>Apply Thickness</li> <li>Apply Slice Between Two Vertices</li> </ul> </li> </ul> <p>&nbsp;</p> <p><strong>Model Meshes</strong></p> <ul> <li>Human male, car, T. rex, bull, fish, lizard, horse <ul> <li>These come we predefined UVs</li> </ul> </li> </ul> <p>&nbsp;</p> <p><strong>ICE Modeling Sample Scenes</strong></p> <ul> <li>Modeling Building Grids</li> <li>Modeling Cylinder</li> <li>Modeling Materials</li> <li>Modeling Simple Copy Merge</li> <li>Modeling Texture Projection</li> </ul> <p><br /> <strong>Animation</strong></p> <ul> <li>Viewport Autokey Border <ul> <li>When turning on Autokey there is now more visible feedback. The active viewport shows a color &ndash; which can be changed in</li> <li>Prefs&gt;Animation to turn on/off or change color</li> </ul> </li> <li>Ability to include animation layers when creating mixer clips</li> <li>New option for non-normalized weight painting</li> </ul> <p><br /> <strong>Scene Management</strong></p> <ul> <li>Annotation objects <ul> <li>Get&gt;Annotation creates a null like object which shows a speech bubble in the viewport</li> </ul> </li> <li>Get/Set memo cams access in the SDK</li> </ul> <p><br /> <strong>Rendering</strong></p> <ul> <li>RTS - Added support for automatic RTS shader updates</li> </ul> <p><br /> <strong>Snapping</strong></p> <ul> <li>Prefs&gt;Tools&gt;Snapping - New preference to control display of snap targets</li> </ul> <p><br /> <strong>FBX:</strong></p> <ul> <li>Integrated new drop of FBX SDK</li> </ul> <p><br /> <strong>Changes:</strong></p> <ul> <li>Selection: <ul> <li>Rectangle raycast respects XRay settings etc.</li> <li>Raycast backfacing enabled by default (fixed issues with accidentally selecting backfaces on silhouette edges)</li> </ul> </li> <li>ICE: <ul> <li>Default value for GetTopology changed to &quot;No Transform&quot;</li> </ul> </li> </ul> <p>&nbsp;</p>Mon, 08 Aug 2011 17:00:00 UTC ready for Siggraph 2011!Mark Schoennagel<p>Hi everyone,</p> <p><br /> Well, It's the middle of summer again which can only mean one thing, Siggraph! (at least for me it only means one thing!) Yup, Siggraph is just around the corner and this year of course it all takes place in the beautiful city of Vancouver. It's hard to believe but this will be my 20th consecutive year going to the show, thinking back it's just incredible to think what has all happened in those years. I still remember oogling at Lasseter's Luxo Jr., watching in disbelief as a terminator melted into liquid metal in our booth and of course how could I forget raging to Vanilla Ice just a few short years ago?!?- Ok, some photos helped my memory on that last one! LOL!!</p> <p><br /> In order to get ready for the big show there's always a trip to Softimage headquarters in Montreal, this year is no different and in fact I'm here now writing this. I must admit, it is pretty funny at this very moment. I'm sitting in the &quot;WAR&quot; conference room in the Autodesk office with the Max and Maya guys planning on what to show. I used to chuck eggs at these guys back in the day, now we're all good buddies... but we all still try to show each others respective software up... Soft usually wins. ;)</p> <p><br /> So anyway, I'm chugging away on some great customer material this year. <a href=""> La Fourmi</a> has graciously given me gigs and gigs of data from a spot they did for Subaru using Softimage and ICE, <a href="">Psyop</a> as always hooked me up with an incredible bird feather rig and <a href="">Janimation</a> is going to let me show off their sweeeeet facial animation technology which features Face Robot and ICE. On top of the great customer material I also have a boat load of new features from the mid year subscription release I can show. If you do make it out you'll be able to find me all over the show floor. I have a slot in the main Autodesk theater each day and a couple hours in &quot;The-Area community theater.&quot; The-Area theater is new this year and will feature all the bloggers here at Autodesk. Finally I have several spots at our partners Nvidia and Intel too. I cant wait to see what ICE will do on Intel's new ten core Xeon 20 cores in one box.. really??</p> <p><br /> I'd also like to hopefully figure out an evening to meet up with everyone for some drinks. I think a few plans are in the works but I figure I would open it up for discussion. What do you guys think, does anyone want to plan a Softimage Siggraph evening?</p> <p><br /> Oh, one last thing, don't forget to get your passport up to date if you're not from Canada. You'll need one to get into the country now, birth certificate and drivers license don't cut it anymore.</p> <p>&nbsp;</p>Mon, 18 Jul 2011 17:00:00 UTC 2.0 SP Ships. More cool ways to blow stuff up!!Mark Schoennagel<p>Hey fellow Softies!<br /> I&rsquo;m just getting caught up after a week of NAB in Vegas, a little vacation to catch my breath, and then I crammed last week for the webinar and finally had time to tell you about a cool plugin from my friends at Exocortex, Momentum 2.0 SP1!! If you didn&rsquo;t know, Momentum 2.0 is an awesome multiphysics simulator based on the Bullet real-time game physics library. Helge Mathee whom hopefully all of you know was responsible for the integration so you know it&rsquo;s tigggght!! Having been blown away by Helge&rsquo;s work for years it&rsquo;s always a treat to see what he&rsquo;s been working on and this doesn&rsquo;t disappoint. I had a chance to run through the included tutorial scenes and was mighty impressed right from the start. Momentum relies heavily on the Softimage ICE framework so it&rsquo;s wicked fast, and of course fully multi-threaded. Momentum 2.0 is as I mentioned is built on ICE but they also created an easy to use tool bar if you don&rsquo;t want to get your hands that dirty. Personally I got mine quite filthy using Momentum, you should too! Check it out!</p> <p><br /> <a href=""></a></p> <p><br /> It looks like a studio in Germany, got their hands dirty with Momentum too, watch this awesome advertisement for the new Lamborghini Aventador.&nbsp; <a href=""> </a>I traded a few emails with Felix Geremus from Sehsucht who gave me a few details on the spot. I tried to summarize what he wrote but it didn&rsquo;t make much sense so here is exactly what Felix told me! :) &rdquo;Softimage and Momentum was used on all of the Monolith sequences. We shattered and then sub-shattered the ground with a slightly customized version of Kratos and a few custom scripts. The ground for each Monolith consists of about 15000 pieces. Actually the bottleneck was to shatter and freeze those pieces with some custom ICE attributes for each. But once we had this, the Simulation with Momentum was quite fast (I think about 15min per Monolith) and left some time to experiment with the settings.<br /> Through ICE we could control the simulation so that larger chunks would stay together and break into smaller pieces based on impact or velocity. We simulated all the pieces as instances, and then copied their animation through ICE to a merged object for faster interaction. Finally the smaller sand particles were normal ICE particles emitted from parts of the pieces. Rendering was done via Arnold with Displacement, GI and Motion Blur turned on (yeha!)&rdquo;</p> <p>Helge has also made a great 20 minute video going through all the features of Momentum as well. All the demo scenes are included so you can go through them too. Momentum 2.0 supports rigid and soft bodies, cloth with volume, constraints, all sorts of stuff, even ropes&hellip; and all in combination with one another! Watch Helge show you here.<br /> <a href=""></a></p> <p>So that&rsquo;s it, get yourself a trial copy of Momentum and see what you think! <br /> <a href=""></a></p> <p>Other than that, I&rsquo;ll be hitting the road for events in Montreal, Toronto and Vancouver this week and next for our Canadian reseller 3vis. Check here for dates and times:&nbsp; <a href=""></a>&nbsp; Hope to see you there!</p> <p>Oh, I'll do a proper blog post on this later in the week but in case you missed the webinar on ICE I&nbsp;just posted it to youtube in full 1080p.&nbsp; <a href=""><br /> </a></p> <p>Mark<br /> &nbsp;</p>Sun, 15 May 2011 17:00:00 UTC Softimage 2012 with ICE ModelingMark Schoennagel<p>Wow time flies.&nbsp; It was just back in October when we shipped 2011.5 and already we are announcing Softimage 2012.&nbsp; It should only be a few more weeks until we actually ship this too.</p> <p>Until then here are a few videos made by Chinny and a big list of the features in the release.</p> <p>Updating the modeling tools has been a pretty common request in the last couple of years.&nbsp; So rather than Softimage building a few new ones, we built the architecture for others to do it in ICE instead.&nbsp; This means while we can build new modeling tools using ICE, so can the community without waiting for us.&nbsp; ICE modeling can be fully procedural, including the ability to create topology from basically nothing... which was not possible before.</p> <p>Also, for you TDs out there check out what's new in the SDK.&nbsp; Really sweet stuff like being able to create your own custom manipulators, the OnCommand event and being able to create an undo complex.</p> <p>Anyway here is the eye candy - enjoy!</p> <p>&nbsp;</p> <p><br /> ICE Modeling - Basics</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Basics.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Basics.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>ICE Modeling - Copy and Merge</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Copy_Merge.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Copy_Merge.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>ICE Modeling - Strands</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Strands.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Strands.flv" name="movie" /></object></p> <p>&nbsp;&nbsp;</p> <p>&nbsp;&nbsp;</p> <p>ICE Modeling - Track Bulding</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Track_Building.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Track_Building.flv" name="movie" /></object>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>ICE Modeling - Fracturing</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Fracturing.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Fracturing.flv" name="movie" /></object>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>ICE Modeling - Primitives</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Primitives.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Modeling_Primitives.flv" name="movie" /></object>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Syflex on ICE</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_Syflex_ICE.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_Syflex_ICE.flv" name="movie" /></object>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;&nbsp;</p> <p>ICE Subframe Sampling</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Subframe_Sampling.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_ICE_Subframe_Sampling.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Everyday Workflow Improvements</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_Everyday_Workflow.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_Everyday_Workflow.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;&nbsp;</p> <p>UV Pinning, Relaxing and Regularize</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_Pin_Relax_Regularize.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_Pin_Relax_Regularize.flv" name="movie" /></object>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Vector Displacement Maps</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_VDM.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage_2012_VDM.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;A list of the features in bullet form: &nbsp;</p> <p><span style="font-size: larger;"><strong>General</strong></span></p> <p style="margin-left: 40px;"><strong>Scene Layer Manager - changes and highlights</strong></p> <ul> <li>Child layer now supported (can now parent in the Explorer as well)</li> <li>Ability to create layers as children (or as separate layer)</li> <li>New icon to quickly create a new layer</li> </ul> <p style="margin-left: 40px;"><strong>File Menu -Recent Scenes now respects non-project paths</strong></p> <ul> <li>A file D&amp;D from say C:\Temp will now show C:\Temp in the recent scenes menu (instaed of the current project)</li> </ul> <p style="margin-left: 40px;">&nbsp;<strong>Explorer</strong></p> <ul> <li>Scene Layers can now be parented</li> </ul> <p style="margin-left: 40px;"><strong>Schematic</strong></p> <ul> <li>Expression in Resolution Plane of Chain now supported</li> <li>New indicator for CustomOP and ScriptedOP</li> <li>New Hotkey options for commands</li> <li>Maya interaction mode can use &quot;P&quot; key and drag to parent</li> </ul> <p><span style="font-size: larger;"><strong>Texturing</strong></span></p> <p style="margin-left: 40px;"><strong>Texture Editor</strong></p> <ul> <li>New ability to &quot;Pin&quot; the selection in the texture editor for use with texture editor operators. <ul> <li>The pinned selection will not move when applying texture editor operators or commands</li> </ul> </li> <li>New icon to allow selection the pinned components</li> <li>New Relax operator by Polygonal Design</li> <li>New Regularize operator by Polygonal Design</li> </ul> <p><br /> <span style="font-size: larger;"><strong>Animation</strong></span></p> <p style="margin-left: 40px;"><strong>Play Control</strong></p> <ul> <li>&nbsp; New 'Stop' icon in the Play Control</li> <li>&nbsp; For heavy scene this will not speed up exiting the evaluation - but it will stop any toggling of the play button</li> </ul> <p style="margin-left: 40px;"><strong>Consistent FCurve Editor</strong></p> <ul> <li>&nbsp; Common Icons across Softimage, Maya, 3ds Max, MotionBuilder</li> <li>&nbsp; Isolate Selection</li> <li>&nbsp; Suites mode and Classic Mode</li> </ul> <p><br /> <span style="font-size: larger;"><strong>ICE</strong></span></p> <p style="margin-left: 40px;"><strong>ICE modeling</strong></p> <p style="margin-left: 40px;"><strong>Cloth</strong></p> <ul> <li>Syflex Cloth now uses ICE</li> <li>The Syflex legacy toolbar remains for backwards compatitibilty</li> </ul> <p style="margin-left: 40px;"><br /> <strong>SubFrame Sampling</strong></p> <ul> <li>When creating new simulations a new &quot;Simulation Settings&quot; property is created. Used for more accurate collisions and fast moving emitters.</li> </ul> <p style="margin-left: 40px;"><strong>New compounds</strong></p> <ul> <li>Tool&gt;String <ul> <li>String to Array</li> </ul> </li> <li>Tool&gt;Conversion<br /> <ul> <li>Reference to String</li> </ul> </li> <li>Task&gt;Particles&gt;Strands <ul> <li>Create Strand from Curves</li> </ul> </li> <li>Tool&gt;Array <ul> <li>Build Array from Set</li> </ul> </li> <li>Tool&gt;Vector&gt;Math <ul> <li>Get Plane</li> </ul> </li> <li>Tool&gt;Topology <ul> <li>Add Edge</li> <li>Add Polygon</li> <li>Add Vertex</li> <li>Collapse Edge</li> <li>Create Topo</li> <li>Delete Polygon</li> <li>Delete Vertex</li> <li>Disconnect Component</li> <li>Extrude Polygon Island</li> <li>Invert Polygon</li> <li>Merge Vertices</li> <li>Merge Polygon ISland</li> <li>Merge Topo Array</li> <li>Merge Topo</li> <li>Primitive Mesh</li> <li>Slice Polygon</li> <li>Split Edge</li> <li>Subdivide Locally</li> <li>Transform Topo</li> <li>Triangulate Polygons</li> <li>Get Topology</li> <li>Set Topology</li> </ul> </li> <li>Task&gt;Topology&gt;Conditionals <ul> <li>Test Edge Index</li> <li>Test Index is Valid</li> <li>Test Polygon Index</li> <li>Test Polynode Index</li> <li>Test Vertex Index</li> </ul> </li> <li>Task&gt;Topology&gt;Copy and Merge <ul> <li>Clone Polygon Mesh</li> <li>Copy Edge Data From Source</li> <li>Copy Material Attributes</li> <li>Copy Polygon Data from Source</li> <li>Copy Polynode Data from Source</li> <li>Copy Texture Projection from Source</li> <li>Copy Vertex Data from Source</li> <li>Create Copies from Polygon Mesh</li> <li>Merge Edge Data</li> <li>Merge Material ID</li> <li>Merge Polygon Data</li> <li>Merge Polygon Meshes</li> <li>Merge Polynode Data</li> <li>Merge Texture Projections</li> <li>Merge Vertex Data</li> <li>Random Material ID per Copy</li> <li>Transform per Copy</li> </ul> </li> <li>Task&gt;Topology&gt;Generators <ul> <li>Create Extrusion Along Strands</li> </ul> </li> <li>Task&gt;Topology&gt;Getters <ul> <li>Get Closest Edge Index from Null</li> <li>Get Copy Nodes</li> <li>Get Edge Index</li> <li>Get Edge Index from Test</li> <li>Get Edge is on Edge Loop</li> <li>Get Edge Loop</li> <li>Get Invalid Index</li> <li>Get Material ID</li> <li>Get Materials</li> <li>Get Polygon Index</li> <li>Get Polygon Index from Test</li> <li>Get Polygon is on Edge Loop</li> <li>Get Polynode Index</li> <li>Get Polynode Index from Test</li> <li>Get Vertex Index</li> <li>Get Vertex Index from Test</li> <li>Get Vertex is on Edge Loop</li> <li>Get Vertices Index from Edge</li> </ul> </li> <li>Task&gt;Topology&gt;Setters <ul> <li>Set Material ID</li> <li>Set Material ID from Cluster</li> <li>Set Material ID from Libray</li> <li>Set Materials from Strings</li> <li>Set Texture Projection Camera</li> <li>Set Texture Projection Planar</li> <li>Set Texture Projection Spatial</li> <li>Set Vertex Position on Edge Loop</li> </ul> </li> <li>Task&gt;Topology&gt;Modifiers <ul> <li>Apply Collapse Edge</li> <li>Apply Delete Polygon</li> <li>Apply Delete Vertex</li> <li>Apply Disconnect Component</li> <li>Apply Extrude Polygon Along Axis</li> <li>Apply Invert Polygon</li> <li>Apply Merge Polygon</li> <li>Apply Merge Vertices</li> <li>Apply Slice Polymesh</li> <li>Apply Split Edge</li> <li>Apply Subdivide Locally</li> <li>Apply Triangulate Polygon</li> </ul> </li> <li>Task&gt;Topology&gt;Shattering <ul> <li>Build Slice Planes</li> <li>Create Basic Shatter from Point Cloud</li> <li>Set Data from Chunk</li> </ul> </li> <li>Tool&gt;Syflex&gt;Simul <ul> <li>syflexISimul</li> </ul> </li> <li>Tool&gt;Syflex&gt;Force <ul> <li>syflexIGravity</li> <li>syflexIDamp</li> <li>syflexIDampAir</li> <li>syflexIWind</li> <li>syflexIVolume</li> <li>syflexISpring</li> <li>syflexISpringGeo</li> <li>syflexISpringBorder</li> </ul> </li> <li>Tool&gt;Syflex&gt;Collision <ul> <li>syflexICollideSphere</li> <li>syflexICollidePlane</li> <li>syflexICollideCapsule</li> <li>syflexICollideMesh</li> <li>syflexICollideSelf</li> </ul> </li> <li>Tool&gt;Syflex&gt;Constraint <ul> <li>syflexINail</li> <li>syflexIPin</li> <li>syflexIMimic</li> </ul> </li> <li>Task&gt;Syflex&gt;Basic <ul> <li>Syflex Cloth</li> <li>Syflex Curve</li> </ul> </li> <li>Task&gt;Syflex&gt;Collisions <ul> <li>Syflex Collide Capsule</li> <li>Syflex Collide Mesh</li> <li>Syflex Collide Plane</li> <li>Syflex Collide Self</li> <li>Syflex Collide Sphere</li> </ul> </li> <li>Task&gt;Syflex&gt;Constraints <ul> <li>Syflex Mimic</li> <li>Syflex Mimic Null</li> <li>Syflex Nail</li> <li>Syflex Nail Null</li> <li>Syflex Pin</li> <li>Syflex Pin Null</li> </ul> </li> <li>Task&gt;Syflex&gt;Forces <ul> <li>Syflex Cloth Springs</li> <li>Syflex Curve Springs</li> <li>Syflex Damp</li> <li>Syflex Damp Air</li> <li>Syflex Gravity</li> <li>Syflex Spring 2pt</li> <li>Syflex Volume</li> <li>Syflex Wind</li> <li>Syflex Zipper</li> </ul> </li> </ul> <p><span style="font-size: larger;"><strong><br /> SDK</strong></span></p> <p style="margin-left: 40px;">Just a HUGE update to the SDK - especially the Interactive Tool SDK</p> <ul> <li>PPGLayout.SetViewSize , SetViewPosition, ViewSize, GetViewPosition New API for OM and C++</li> <li>Allows setting and getting the size of a Modal Property Inspector</li> <li>New Image Clip Control to PPGLayout (siControlImageClip) <ul> <li>A control that shows an Image Clip. A string parameter sets the Image Clip full name. Supported attribute is siUIShowClip Set to True to show the thumbnail of the Image Clip control. The control toolbar is always displayed, regardless of this attribute value. For example, see PSetUIDemo in the SDK Workgroup</li> </ul> </li> <li>Static Bitmap control (siControlBitmap) <ul> <li>siUIFilePath to set the bitmap to show. For example, see PSetUIDemo in the SDK Workgroup</li> </ul> </li> <li>CreateView now displays name in titlebar of created view</li> <li>siBegin/EndFileExport and siBegin/EndFileImport events now support Action and Shape actions.</li> <li>RenderAbort Event</li> <li>Added OM shortcuts to for python (see Docs)</li> <li>New commands <ul> <li>FBXGetPluginVersion</li> <li>FBXGetSDKVersion</li> <li>CreateLayerGroup</li> </ul> </li> <li>New C++/OM API for manipulating schematic view and schematic nodes.</li> <li>New example added to the sdk workgroup: SchematicDemo</li> <li>New Anchor points (View, View Context, Node Context)</li> <li>Menu anchor points for the scene layer manager</li> <li>Get/PutChecked methods to MenuItem object to support checkmarks</li> <li>An C++/OM API for UV elements pinning</li> <li>New Events <ul> <li>siOnBeginCommand: Fired when a command is about to be executed. The event can be used to abort the command execution, modify the command argument values or launch other commands.</li> <li>siOnEndCommand: Fired when a command has been executed. The event can be used to access the command return value or output argument values. Contrary to other event types, this event is always fired when the current command has been aborted by a previous event.</li> <li>Added ActionSource support (siFileTypeAction) to siOnBeginFileImport/siOnEndFileImport events.</li> </ul> </li> <li>Application.OpenUndo: Open undo complex.</li> <li>Application.EndUndo: Close undo complex.</li> <li>Application.IsUndoing: Returns true if some command is undoing or redoing.</li> </ul> <p style="margin-left: 40px;"><strong>Interactive Tool SDK</strong></p> <ul> <li>C++ API for building plugin tools that can be used in 3D views</li> <li>plugin tool examples in examples workgroup</li> <li>Tool Wizard in the Plugin Manager</li> <li>New Math classes CLine and CPlane (used by the Tool SDK)</li> </ul> <p><br /> <strong><span style="font-size: larger;">Data Management</span></strong></p> <p style="margin-left: 40px;"><strong>Reference models and Delta</strong></p> <ul> <li>Dynamic Custom Operators are now supported by Delta</li> <li>Hair on objects (ApplyHairOp) now supported inside RefModels.</li> <li>Align Root to First Bone and Move Joint now supported for update of ref model</li> <li>Link Deform With Orientation now supported on an object inside a ref model.</li> <li>Texture projection of material is now supported by Delta</li> </ul> <p style="margin-left: 40px;"><br /> <strong>Caching</strong></p> <ul> <li>Button to dump icecache header and attributes description in xml format.</li> <li>Option to reset all transform before applying caches to objects (useful when cache in global space)</li> <li>Cache ICE sub sampling attribute (scale with the same factor when load into the mixer)</li> </ul> <p><br /> <span style="font-size: larger;"><strong>Rendering</strong></span></p> <p style="margin-left: 40px;"><strong>Render Tree</strong></p> <ul> <li>Shader Compound versioning now supported in the context menu</li> </ul> <p style="margin-left: 40px;"><strong>Mental Ray 3.9</strong></p> <ul> <li>Unified Sampling is an alternative method for aliasing</li> </ul> <p style="margin-left: 40px;"><strong>ICE Attributes on Meshes</strong></p> <ul> <li>Get ICE Attribute Shaders are now supporting meshes for the polygon/point/sample contexts.</li> <li>Texture/CAVs/WeightMap lookup shaders can use ICE attributes directly.</li> <li>User Normals</li> <li>User Motions : Gives artistic control over the render motion vectors.</li> </ul> <p style="margin-left: 40px;"><strong>Vector Displacement Maps</strong></p> <ul> <li>VDMs can represent directional displacements that do not simply follow the polygon normal</li> <li>Support for render VDMs in mental ray</li> <li>New Vector Displacement Map shader node</li> </ul> <p><br /> <strong><span style="font-size: larger;">Crosswalk</span></strong></p> <p style="margin-left: 40px;"><strong>FBX</strong></p> <ul> <li>Stereo camera I/O</li> <li>Importing of Vector Displacement Maps from Mudbox</li> <li>Port to FBXSDK 2012</li> <li>Add &quot;Import Fbx...&quot; under &quot;File-&gt;import&quot; menu and &quot;Export Fbx...&quot; under &quot;File-&gt;export&quot; menu</li> <li>Scripting commands to create the import/export options</li> <li>Import .3ds, *.dxf, *obj, *.dae formats</li> <li>Ability to select target .fbx version (2010 (Motion Builder compatible), 2011, 2012)</li> <li>multi UV in the FBX Importer/Exporter.</li> <li>Support importing CgFX materials</li> <li>Support for neutral poses</li> <li>Support for user normals</li> <li>FBX One-Click Mudbox <ul> <li>Materials : phong, lambert and blinn are supported.</li> <li>Textures : normal, displacement, vector displacement map, ambient, specular, shiny, incandescence, bump, reflectivity and diffuse are supported</li> </ul> </li> </ul> <p><br /> <span style="font-size: larger;"><strong>Suites and Interop</strong></span></p> <ul> <li>A new Suites mode for the FCurve Editor</li> <li>Single Step interop for Mudbox</li> <li>Single Step interop for 3ds Max</li> <li>Single Step interop for Maya - Updated <ul> <li>You can now start in Softimage</li> </ul> </li> </ul> <p>&nbsp;</p> <p><span style="font-size: larger;"><strong>Documetation</strong></span></p> <ul> <li>Moving to Web-based help</li> </ul>Tue, 01 Mar 2011 16:00:00 UTC, created with Softimage wins prestigious VES student award.Mark Schoennagel<p>Hi Everyone,</p> <p>In case you missed the <a href="">press release</a> yesterday the Visual Effects Society (VES) handed out the 3rd annual award for Outstanding Visual Effects in a Student Project Tuesday night. I'm very proud to let you all know that the award went to a group of students studying at the Film Akademie in Stuttgart Germany whose &quot;weapon of choice&quot; was of course, Softimage!! Their masterpiece is entitled LOOM and features a rather menacing spider preparing to feast on moth stuck in its web. Directed by Jan Bitzer, Ilija Brunck, Csaba Letay and produced by Regina Welker, the prestigious VES award was another accolade for the group and LOOM.</p> <p>Our own Stig Gruman and Jennifer Goldfinch were in Los Angeles along with Jan and Ilija who flew over from Germany to receive the award. Stig was honored to actually present the award to them at the show. Jen, clever as always asked a few questions for them for the blog too! So with that, how about a nice round of applause for the talented artists!</p> <p>The LOOM trailer, be sure to turn up the volume!: <a href=" "> </a></p> <p><br /> They have also started a film cooperative called Polynoid which has more information here: <a href=""></a></p> <p>&nbsp;</p> <p><br /> Q: What Autodesk software did you use to create the film? What were some of the strengths in the software that allowed you and your team to produce LOOM?</p> <p>A: For Loom we used Autodesk Softimage which is always our weapon of choice. For the production, we made heavy use of ICE to create spider webs, hair systems and deformers. The pass setup is one of the biggest strengths for us since it's very logical and still very stable and reliable with a lot of render layers. Another great feature is the non-linear workflow which let us start producing simultaneously through the different departments.</p> <p><br /> Q: How do you and your team feel about winning the award?</p> <p>A: We are really happy about this award and feel very honored that the VES has picked our film. It's simply awesome.</p> <p><br /> Q: Have you won other awards before with LOOM?</p> <p>A: Loom won several awards so far, including 'Best in Show' at this years Siggraph and 'Best Student Project' at Siggraph Asia.</p> <p>&nbsp;</p> <p>Q: How did you hear about the VES Award competition?</p> <p>A: The VES Award Competition is a big thing, so it is hard to miss.</p> <p><br /> Q: Can you tell us a bit about the background of the making of the short?</p> <p>A: Loom was our last project at Filmakademie and the production time including story development and preproduction was one year. It was fully completed in April, 2010. The initial idea was a moth being caught in a spiders web and after facing the predator, being digested and in the end becoming an integral part of its own trap. We took the time to think about this very linear story string which is basically a description of natures causal cycles to find out it's strengths and possibilities and to developing several other strings on the graphical level as well as the cinematography and scale / time. It all came out of the urge to search for the big story inside a small one. After preproduction we went into developing the look, color palette, editing rhythm and technical research on how to process all this. We used Softimage for 3D and Fusion for compositing<br /> plus several other tools. We decided not to storyboard it out, instead we<br /> set up the production pipeline on a very basic level and developed the CG-elements parallel to animation, editing and rendering techniques.<br /> Along the development on our end, Joel Corelitz, our sound designer, started very early on the first rough sketches of the audio. We had a lot of feedback rounds with him, which made it possible to also react to his sound ideas on the visual/editing side. Loom is by far our most ambitious piece yet and we are curious about the responses on it.</p> <p><img width="800" height="533" src="/userdata/fckdata/129872/image/VES1.jpg" alt="" /></p> <p>Autodesk's Stig Gruman, LOOM directors Ilija Brunck and Jan Bitzer accepting the award.</p> <p>&nbsp;</p> <p><img width="800" height="533" src="/userdata/fckdata/129872/image/VES2.jpg" alt="" /></p> <p>Ilija and Jan doing uh... uh... actually Im not sure!</p> <p>&nbsp;</p> <p>Check out the rest of the evenings photos on facebook:</p> <p><a href="http:// "> http:// </a></p>Wed, 02 Feb 2011 16:00:00 UTC kicks butt at! Mark Schoennagel<p>Hi Everyone,</p> <p><br /> I hope you all had a great holiday season and rocked in the New Year with some serious fun! ...I was on an airplane unfortunately heading to a demo at the stroke midnight.&nbsp;&nbsp;I did get a free plastic cup of champagne and a horrible 737 PA system rendition of Auld Lang Syne courteously of United Airlines so it wasn't a total bust. :)</p> <p><br /> Kicking off the new year was some seriously good news&nbsp;from;regarding&nbsp;their annual &quot;CGRetrospective!&quot; Our beloved Softimage ended up at number five on the list, narrowly beating out our cousin Maya which came in at number six... Now that I think about it, maybe red-headed stepchild instead of cousin? lol Jusssst kidding! Great news though with CG Society&nbsp;sending props to Autodesk for giving us a nice new home contrary to what a lot of the industry thought would happen to Softimage.<br /> &nbsp;</p> <p>Much sweeter then number five though is what came in at number one. Of all the events in the CG industry for 2010, the biggest accomplishment in their opinion was Thiago Costa's Lagoa! I know we've praised his work up and down and drooled at his video but what a phenomenal accomplishment by an individual. In fact, Thiago's ICE created technology beat out Toy Story 3 and Inception for the top spot. It's a pretty amazing feat when you think of the manpower used to create those films and the other technologies Lagoa beat out. Hats off again to Thiago, we can't wait to see what you're working on next!!<br /> <a href=";page=4">;page=4</a></p> <p><br /> I also just read a very favorable quick review of Softimage 2011 in Animation Magazine by Todd Sheridan Perry. While it points out that perhaps Softimage is the red-headed stepchild to Max and Maya, he explains the reasons why and writes a strong 2011 release while also reviewing Max and Maya. I don't have a link to the online version of the review but you can see it&nbsp;in print this month.</p> <p><br /> On the training side, Wednesday, January 19th There will be a Softimage / Maya Interop Webcast you can all check out.&nbsp; Lee Fraser and myself&nbsp;will be taking you through the new One-Click ICE&nbsp;Flow workflow for getting ICE effects back and forth between the two products. If your're a Maya user and are interested in getting some cool Softimage Lagoa&nbsp;simulations back into Maya you won't want to miss it! You can sign-up for the webinar here:<br /> <a href=";id=16116290">;id=16116290</a></p> <p><br /> Lastly, I'm really excited to get home in a couple weeks and record that Lagoa training video I promised. I wasn't expecting my entire January to be on the road so I got a little behind. I'll be showing a bit of the beta for the Arnold renderer that is coming for Softimage as well. It's seriously one of the most wicked things I've seen in a while! (I might even throw a little tease at the end of my Webinar) :) Look for that around the beginning of February.<br /> Alright well that's it for now. Make sure to check out the webinar next week!</p> <p><br /> Mark</p> <p>PS, Pretty awesome thumbnail work on my part eh?&nbsp; Thats&nbsp;two&nbsp;blue ribbons with bad perspective, TWO!</p> <p>&nbsp;</p> <p>&nbsp;</p>Tue, 11 Jan 2011 16:00:00 UTC up bouncy bits with Lagoa.Mark Schoennagel<p>Hi Everyone,<br /> Hope you all had a great Thanksgiving holiday for those living in the States. I took some time off to visit some friends and family in Florida which was fun except I lost my new shoes in a rental car and moved yet another belt loop in the wrong direction! Why does stuffing do just that?? Anyway, while I was there though I had 8 cores of Dell / Intel goodness cranking away back home in my garage on a cool Lagoa simulation. I also was lucky enough and got on the beta for the new Arnold renderer that Solid Angle is working on. Woooo Weeee its nice!! I'm heading out the door tonight to New York for a few days but wanted to share some quick results.&nbsp; For those that cant make it, I'm going to post sometime next week a tutorial video on how to make from scratch the stuff in these two videos.&nbsp;</p> <p><br /> <a href=""></a>&nbsp;&nbsp;&nbsp; Make sure to watch these full screen in 1080p. <br /> <a href=""></a><br /> &nbsp;</p> <p>I'm going to be showing how I did a lot of this work including a look at Arnold this week in New York at reseller sponsored user group. Sooooo ,if you're interested in how all this Lagoa stuff works, including getting it in and out of Maya stop by Oceana Digital on Thursday evening, December 9th! Lee Frasier will also be there showing Maya. Bring some eggs. :) <br /> &nbsp;</p> <p>You can find all the details here on the NY XSI User Group website.<br /> &nbsp;</p> <p><br /> &nbsp;</p>Mon, 06 Dec 2010 16:00:00 UTC Advantage Pack with Lagoa NOW AVAILABLE for download!!Mark Schoennagel<p>Wooo Hooooo!!!&nbsp;Today's the day everyone!!!! &nbsp; It just hit the web, you can now officially download Softimage 2011.5 from the Autodesk subscription center!&nbsp; This release of course has the super-ridiculously-awesome Lagoa physics solver within ICE that I'm sure you all know about.&nbsp; So go pick yourself up a pair of anaglyph stereo glasses and some red bull and prepare to pull an all nighter enjoying some sweet, sweet Lagoa!!&nbsp; ...Oh and of course lets not forget the new viewport cube! ;)&nbsp;</p> <p>Congrats to everyone on the development team in Montreal and to Thiago and crew for Lagoa, this is a game changer indeed!!,</p> <p>Those on subscription click here:&nbsp;</p> <p>Those not on subscription, call your reseller asap!! :) :)&nbsp;:)</p> <p>&nbsp;PS, if you haven't seen the videos or the full release featureset click here:&nbsp; <a href=""></a></p>Wed, 06 Oct 2010 17:00:00 UTC Softimage 2011.5 With LAGOA!!Mark Schoennagel<p>It has been just 5 months since Softimage 2011 shipped and here we are again&nbsp;with Autodesk Softimage 2011 Subscription Advantage Pack. Now that is a bit of a mouthful so from now on we will refer to it as Softimage 2011.5</p> <p>We added a few items which did not quite make it into the last release, as well as addressed some key cutomers requests.&nbsp; Notably: &quot;Stereo&quot; support and &quot;make ICE more friendly for artists to get into&quot;.&nbsp; There are of course some unexpected treats like Lagoa and Polygonizer, we could not pass the chance up to work with these guys on getting their stuff integrated.</p> <p>By now, we have all no doubt seen Thiago&rsquo;s &quot;Lagoa Multiphysics&quot; teaser video, if not there is a link below. It shows what amazing fx can be achieved using Lagoa in Softimage. All the compounds that went into building those fx have been incorporated in Softimage 2011.5. Below are a few videos (put together by Chinny) outlining the principles on how Lagoa works. They only cover particles for now, so hopefully soon I can post a few more videos on some of the other Lagoa areas: Mesh Advection, Cloth and Transform Constraints.</p> <p>Check out the feature list at the end.&nbsp; Anyway, all in all this release has been a lot of fun for me to play with - I&nbsp;hope it will be for you too.&nbsp; It should be htitting the streets in a couple of weeks or so.</p> <p>&nbsp;&nbsp;</p> <p>UI Additions</p> <p><object width="960" height="680" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20UI%20Additions%20HiRes.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20UI%20Additions%20HiRes.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Stereo</p> <p><object width="960" height="680" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Stereo%20HiRes.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Stereo%20HiRes.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Rendering</p> <p><object width="960" height="680" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Rendering%20HiRes.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Rendering%20HiRes.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>ICE Module Menus</p> <p><object width="960" height="680" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20ICE%20Module%20Menu%20HiRes.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20ICE%20Module%20Menu%20HiRes.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;And now some Lagoa...</p> <p><object width="960" height="680"> <param name="allowfullscreen" value="true" /> <param name="allowscriptaccess" value="always" /> <param name="movie" value=";;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=&amp;fullscreen=1&amp;autoplay=0&amp;loop=0" /><embed width="960" height="680" src=";;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=&amp;fullscreen=1&amp;autoplay=0&amp;loop=0" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always"></embed></object></p> <p><a href="">Lagoa Multiphysics 1.0 - Teaser</a> from <a href="">Thiago Costa</a> on <a href="">Vimeo</a>.</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Lagoa Main Material&nbsp;</p> <p><object width="960" height="680" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Main%20Material%20HiRes.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Main%20Material%20HiRes.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Lagoa Materials</p> <p><object width="960" height="680" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Materials%20HiRes.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Materials%20HiRes.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Lagoa Pressure</p> <p><object width="960" height="680" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Pressure%20HiRes.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Pressure%20HiRes.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Lagoa Collisions</p> <p><object width="960" height="680" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Collisions%20HiRes.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Collisions%20HiRes.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Lagoa Liquids</p> <p><object width="960" height="680" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Liquids%20HiRes.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Liquids%20HiRes.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Lagoa Sticky Blobs</p> <p><object width="960" height="680" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Sticky%20Blobs%20HiRes.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Sticky%20Blobs%20HiRes.flv" name="movie" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Lagoa Granular</p> <p><object width="960" height="680" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Granular%20HiRes.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/129872/flash/Softimage%202011_5%20Lagoa%20Granular%20HiRes.flv" /></object></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>Here is the list of new features and changes in 2011.5. There might be one or two small things missing, (including what&rsquo;s changed in the SDK) but this is what I have so far:</p> <p><strong>Highlights</strong><br /> ICE for Artists<br /> Lagoa Multiphysics<br /> Polygonizer meshing<br /> nCache<br /> Stereo Cameras<br /> Match Mover <br /> Composite</p> <p><strong>Scene compatibility with Softimage 2011</strong><br /> &bull; New features only found in the 2011 Subscription Advantage Pack will be removed on load in Softimage 2011</p> <p><strong>UI</strong><br /> &bull; Revamped Main Shelf<br /> &bull; Improved Panel Switcher<br /> &bull; Updated Layouts<br /> &nbsp;&nbsp; o PPG instead of MAT tab<br /> &nbsp;&nbsp; o Preset Manager added<br /> &nbsp;&nbsp; o One new Dual layout<br /> &nbsp;&nbsp; o No ICE Layout<br /> &bull; Viewcube<br /> &bull; Isolate Selection enhancements<br /> &nbsp;&nbsp; o Add or Remove objects from Selection</p> <p><strong>Cameras</strong><br /> &bull; Film Gate<br /> &nbsp;&nbsp;&nbsp; o You can now see outside scene camera frustrum<br /> &bull; Stereo Rig<br /> &nbsp;&nbsp;&nbsp; o Includes camera display options and display modes</p> <p><strong>Views</strong><br /> &bull; Object View Changes<br /> &nbsp;&nbsp;&nbsp; o New option to &quot;Hold last Selection&quot;</p> <p><strong>Modeling</strong><br /> &bull; New &quot;Polygonizer&quot; to mesh point clouds, objects, nulls, strands and curves<br /> &nbsp;&nbsp;&nbsp; o Point cloud meshing can be tweaked using Lagoa Fluid Shaper.</p> <p><strong>Rendering</strong><br /> &bull; Infinite lights now support raytraced soft shadows<br /> &bull; New Render Tree compounds<br /> &nbsp;&nbsp;&nbsp; o Age Percentage<br /> &nbsp;&nbsp;&nbsp; o Basic Fire<br /> &nbsp;&nbsp;&nbsp; o Cigarette smoke<br /> &nbsp;&nbsp;&nbsp; o ICE Sprite<br /> &bull; Material Presets<br /> &nbsp;&nbsp;&nbsp; o Basic_Fire<br /> &nbsp;&nbsp;&nbsp; o Basic_Strands<br /> &nbsp;&nbsp;&nbsp; o Bubbles<br /> &nbsp;&nbsp;&nbsp; o Cigarette_Smoke<br /> &nbsp;&nbsp;&nbsp; o Falling_Leaves<br /> &nbsp;&nbsp;&nbsp; o Growing_Strands<br /> <br /> <strong> Data Management</strong><br /> &bull; Caching<br /> &nbsp;&nbsp;&nbsp; o nCache support - Reading and writing of particle and geometry caches<br /> &nbsp;&nbsp;&nbsp; o new Baked Animation - All Transforms option on the Write tab in the Cache Manager lets you cache the object&rsquo;s point positions in global space. <br /> &nbsp;&nbsp;&nbsp; o Particles &gt; Simulation &gt; Save Cache on Simulation and Load Cache on Selection options for Lagoa simulations<br /> &bull; Reference Models<br /> &nbsp;&nbsp;&nbsp; o Share layers and partitions on model import <br /> &bull; Crosswalk<br /> &nbsp;&nbsp;&nbsp; o Updated to version 5.5<br /> &nbsp;&nbsp;&nbsp; o FBX<br /> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Plot and export point positions as a geometry cache<br /> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Import geometry cache</p> <p><strong>Match Mover </strong><br /> &bull; A high-quality professional camera tracker</p> <p><strong>Softimage Composite</strong><br /> &bull; HDR compositor with support for stereoscopic productios; Include advanced keying, color correction, tracking and 3D compositing tools</p> <p><br /> <strong>ICE</strong></p> <p><strong>ICE Module Menu</strong><br /> &bull; ICE for Artists!<br /> &nbsp;&nbsp;&nbsp; o A new ICE module menu toolbar facilitates building common ICE effects: particles, deforms and kinematics. Using the menu structure, artists can see nodes and compounds connect automatically in the ICE Tree, and create or modify Lagoa Multiphysics materials and other preset effects. <br /> &nbsp;&nbsp;&nbsp; o Create and edit Particles, Lagoa, Deformations, Strands, Kinematics. All the menu items are too long to list here.</p> <p><strong>Lagoa Multiphysics</strong><br /> &bull; New samples scenes<br /> &nbsp;&nbsp;&nbsp; o Lagoa_Basic_Emission<br /> &nbsp;&nbsp;&nbsp; o Lagoa_Emitting_Liquid<br /> &nbsp;&nbsp;&nbsp; o Lagoa_Flexible_Structure_01<br /> &nbsp;&nbsp;&nbsp; o Lagoa_Flexible_Structure_02<br /> &nbsp;&nbsp;&nbsp; o Lagoa_Inelastic_01<br /> &nbsp;&nbsp;&nbsp; o Lagoa_Inelastic_02<br /> &nbsp;&nbsp;&nbsp; o Lagoa_Mesh_Hanging<br /> &nbsp;&nbsp;&nbsp; o Lagoa_Simulate_Mesh<br /> &nbsp;&nbsp;&nbsp; o Lagoa_Soft_Body<br /> &nbsp;&nbsp;&nbsp; o Lagoa_Transform_Constraint</p> <p><strong>ICE Models</strong><br /> &bull; Found in install path \Addons\ICEFlowBuilder\Data\Models<br /> &nbsp;&nbsp;&nbsp; o Asteroid Impacts<br /> &nbsp;&nbsp;&nbsp; o BasicFire<br /> &nbsp;&nbsp;&nbsp; o Candle<br /> &nbsp;&nbsp;&nbsp; o Cigarette<br /> &nbsp;&nbsp;&nbsp; o Dynamic Hair<br /> &nbsp;&nbsp;&nbsp; o EmitFromPosition<br /> &nbsp;&nbsp;&nbsp; o EmitFromSurface<br /> &nbsp;&nbsp;&nbsp; o Lagoa Flexible Structure<br /> &nbsp;&nbsp;&nbsp; o Lagoa Inelastic<br /> &nbsp;&nbsp;&nbsp; o Lagoa Mesh Hanging<br /> &nbsp;&nbsp;&nbsp; o Lagoa Simulate Mesh<br /> &nbsp;&nbsp;&nbsp; o Layered Fumes<br /> &nbsp;&nbsp;&nbsp; o Particle Spawning Fireworks<br /> &nbsp;&nbsp;&nbsp; o Particle Strands Fish<br /> &nbsp;&nbsp;&nbsp; o Particle Strands Seaweed<br /> &nbsp;&nbsp;&nbsp; o Polymesh to Dust<br /> <br /> <strong>ICE Tree</strong><br /> &bull; New option in ICE Tree Root context menu to &quot;Insert simulation root&quot;<br /> &bull; Backwards connecting between ICE nodes and compounds now possible</p> <p><strong>ICE Basics</strong><br /> &bull; The following conversion nodes now support arrays:<br /> &nbsp;&nbsp;&nbsp; o 3D Vector to 3x3 Matrix<br /> &nbsp;&nbsp;&nbsp; o 3D Vector to 4x4 Matrix<br /> &nbsp;&nbsp;&nbsp; o 4D Vector to 4x4 Matrix<br /> &bull; Matrix Labels on the main diagonal only now display the label &ldquo;Diagonal&rdquo; <br /> &bull; Material Properties<br /> &nbsp;&nbsp;&nbsp; o ICE now properly sets various color parameters on material shaders.<br /> &bull; ICE Interoperability for Maya Users<br /> &nbsp;&nbsp;&nbsp; o The &ldquo;Send to&rdquo; commands let you transfer scene elements from Maya to Softimage, and then use ICE to create particle or deformation effects<br /> &nbsp;&nbsp;&nbsp; o You can transfer data back and forth as often as you like as you tweak the results.</p> <p><strong>ICE Kinematics</strong><br /> &bull; New ICE Toolbar Commands<br /> &bull; New Turret Constraint<br /> &bull; You can now use Particles to Transform Objects</p> <p><strong>ICE Deformations</strong><br /> &bull; New ICE-based Deformations<br /> &nbsp;&nbsp;&nbsp; o Bend<br /> &nbsp;&nbsp;&nbsp; o Deform by Curve<br /> &nbsp;&nbsp;&nbsp; o Sculpt<br /> &nbsp;&nbsp;&nbsp; o Smooth<br /> &bull; ICE Toolbar Commands<br /> &bull; Deformer Template<br /> &nbsp;&nbsp;&nbsp; o A quick and convenient starting point for creating your own ICE-based deformations.<br /> &bull; Dual Quaternion Skinning<br /> &nbsp;&nbsp;&nbsp; o A new Use Blend Input option has been added<br /> &bull; Get Cluster Attributes <br /> &nbsp;&nbsp;&nbsp; o The Get Cluster Properties compound gets various cluster properties on the self object.</p> <p><strong>ICE Compounds</strong><br /> New or Updated compounds and files</p> <p>&bull; Particle Compounds<br /> &nbsp;&nbsp;&nbsp; o A new Simulation Root compound is &ldquo;central station&rdquo; for ICE simulations, upon which the new ICE Module Menus are built<br /> &bull; Conditionals<br /> &nbsp;&nbsp;&nbsp; o Test Visibility From Camera<br /> &bull; Curl Noise<br /> &nbsp;&nbsp;&nbsp; o Add Potentials <br /> &nbsp;&nbsp;&nbsp; o Apply Curl Noise <br /> &nbsp;&nbsp;&nbsp; o Curl to Force <br /> &nbsp;&nbsp;&nbsp; o CurlNoise Framework <br /> &nbsp;&nbsp;&nbsp; o Directional Flow <br /> &nbsp;&nbsp;&nbsp; o Distance and Normal to Boundaries <br /> &nbsp;&nbsp;&nbsp; o Match Solid Boundary <br /> &nbsp;&nbsp;&nbsp; o Perlin Turbulences <br /> &nbsp;&nbsp;&nbsp; o Potential to Curl <br /> &bull; Emitters<br /> &nbsp;&nbsp;&nbsp; o Emit Blast<br /> &nbsp;&nbsp;&nbsp; o Emit from Geometry<br /> &nbsp;&nbsp;&nbsp; o Generate Points<br /> &bull; Modifiers<br /> &nbsp;&nbsp;&nbsp; o Kill Particles <br /> &nbsp;&nbsp;&nbsp; o Randomize Around Value<br /> &bull; Orientation<br /> &nbsp;&nbsp;&nbsp; o Billboard Orientation<br /> &bull; Point Cloud<br /> &nbsp;&nbsp;&nbsp; o Remove Initial State<br /> &bull; Presets<br /> &nbsp;&nbsp;&nbsp; o Basic Strands From Curve <br /> &nbsp;&nbsp;&nbsp; o Basic Strands From Geometry <br /> &nbsp;&nbsp;&nbsp; o Basic Strands From Null <br /> &nbsp;&nbsp;&nbsp; o Basic Strands From Position <br /> &nbsp;&nbsp;&nbsp; o Dynamic Strands <br /> &nbsp;&nbsp;&nbsp; o Growing Strands <br /> &nbsp;&nbsp;&nbsp; o Lagoa Setup Basic Emission from Null <br /> &nbsp;&nbsp;&nbsp; o Lagoa Setup Cloth Particle Mesh <br /> &nbsp;&nbsp;&nbsp; o Lagoa Setup Jello from Grid <br /> &nbsp;&nbsp;&nbsp; o Lagoa Setup Jello <br /> &nbsp;&nbsp;&nbsp; o Lagoa Setup Pouring Liquid from Volume <br /> &nbsp;&nbsp;&nbsp; o Lagoa Setup Sticky Paste from Volume <br /> &nbsp;&nbsp;&nbsp; o Lagoa Setup Throw Breakable Structure from Grid <br /> &nbsp;&nbsp;&nbsp; o Lagoa Setup Throw Elastic Clusters from Grid <br /> &bull; Setters<br /> &nbsp;&nbsp;&nbsp; o Set Particle RBD <br /> &nbsp;&nbsp;&nbsp; o Set Segment Size Mode <br /> &nbsp;&nbsp;&nbsp; o Set Size relative to Emitter <br /> &nbsp;&nbsp;&nbsp; o Set Strand Length <br /> &bull; Spawning<br /> &nbsp;&nbsp;&nbsp; o Spawn Particles<br /> &bull; States <br /> &nbsp;&nbsp;&nbsp; o Simple State<br /> &bull; Strands<br /> &nbsp;&nbsp;&nbsp; o Create Strands.2.0<br /> &bull; Deformation Effects<br /> &nbsp;&nbsp;&nbsp; o Bend<br /> &nbsp;&nbsp;&nbsp; o Deform by Curve<br /> &nbsp;&nbsp;&nbsp; o Deformer Template<br /> &nbsp;&nbsp;&nbsp; o Sculpt<br /> &nbsp;&nbsp;&nbsp; o Smooth<br /> &bull; Deformation Getters<br /> &nbsp;&nbsp;&nbsp; o Get Cluster Attributes<br /> &nbsp;&nbsp;&nbsp; o Get Particles Transform<br /> &nbsp;&nbsp;&nbsp; o Transform From Array<br /> &bull; Polygonizer<br /> &nbsp;&nbsp; o SubFrame Deformation From Cloud</p> <p>&nbsp;</p>Wed, 08 Sep 2010 17:00:00 UTC this week in New York!Mark Schoennagel<p>Hi Everyone!</p> <p><br /> Hope you all recovered from Siggraph and are enjoying your Summer as much as I am! While I was a little disappointed not to have Softimage in the spotlight of the main Siggraph stage this year, I none the less had a great show. This year was a little different though I must say... After a lot of preparation, we were kind-of thrown a curve ball with some last minute change of plans so most of my time ended up spent in the private demo suites. I wasn't supposed to be in the private rooms the entire show but after Thiago Costa's Lagoa Physics video hit the web that's pretty much what everyone wanted to see. Initially Softimage had plenty of theater time alongside Max and Maya for the new Production Suite demos but that changed quickly. With the excitement Lagoa was generating we suddenly were flooded with requests to see it up close and personal. The easy thing of course would be to just put it in the theater for a in-depth demo for all to see but there was a snag. Because Siggraph was the last week of a fiscal quarter at Autodesks we ran into those pesky revenue recognition laws which meant we couldn't show anything public until it was officially announced. Bummer to put it mildly. Anyway, the only solution we could think of was to do private NDA demos, so that is what I did.... to just about every major studio who was at the show. I think everyone that saw it left most impressed and for some a little annoyed they hadn't seen more of ICE in the past! So sorry to miss a lot of you at the show, I definitely had a full mailbox wondering what the heck happened to Mark and Softimage!</p> <p><br /> After the show was over I immediately hit the road and flew around to visit some more studios and schools around the country and then finally took some time off to put a few more hours on my VW Bus restoration. Hopefully come November you can chart my progress as I drive the thing from Florida to California... at about 50 MPH of course!</p> <p><br /> Ok well enough of that, the main reason I wanted write today was that while it's a bit short notice we've managed to pull together a user group meeting in New York City this week! The trip was a bit last minute for me but with a call to Phill Avanzato a couple days ago the ball started rolling and he was able to secure a funky location for us to meet at. So the event will be this Thursday, Sept. 2nd at Teneleven (171 Avenue C) it's a cool bar in the village and should be a great place for a meetup. We'll start things off at 7pm with some drinks and pizza and go from there. Im thinking it will be a little on the informal side, I really just want to show you all what's going on with Lagoa and some other new stuff we'll be shipping really SOON.. I'm really hoping that some of you can bring some interesting things you've done to show too. Either some completed pieces or maybe a little demo of something cool you've done in Soft. I have about an hours worth of new stuff to show so please if you have something cool to share bring it with you!! We'll have a projector and my laptop or just bring your own and plug it in.<br /> Well I hope to see all my New York friends Thursday evening!. I'm just getting ready to land at JFK and the &quot;nice&quot; lady on the airplane is telling me to shutdown my laptop so I guess that's a wrap!! Wait... the pilot just said it's 99 degrees outside. Did we get routed to Orlando??!!</p> <p><br /> mark</p>Sun, 29 Aug 2010 17:00:00 UTC 2011 SP ships as I enjoyed E3.Mark Schoennagel<p>Well it's been a full day now since E3 left Los Angeles and I think I'm finally recovered! It wasn't the parties or anything like that, I actually managed to miss all of them! Nope, the show itself is so crazy it seems to just take it out of you. The good news is show was finally back to the mayhem of a few years ago. Once again, monstrously over-the-top booths filled both halls of the LA Convention Center along with tens of thousands of people all wanting to check out the latest video game warez. It really is a spectacle, and with the Lakers playing games 6 and 7 of the finals across the street at the Staples Center it was pure chaos. The show schedule worked out great for me too. Since I only had to do a few demos in our meeting suite I plenty of time to roam the floor and take in the gadgetry!</p> <p><br /> On day one I used the bonus of having an exhibitor badge to get into the expo early, passing the thousands already waiting to enter the hall. Pretty funny squeezing by them all as I worked my way to the front thinking &quot;Suckkkkeerrrrrsssss!!&quot; hehehe. Once I got to the front I showed the security guy my badge and in I went! Wow, the first thing that hits you I think is the sound it's just so loud in there. All the booths have wicked systems, and they are cranked. I knew Nintendo would be busy with the new 3DS so I made a bee-line to their booth and got in line right away. Yes even 30 minutes before the show opens there was line. When I did finally get to spend some time on it I was mighty impressed. The new handheld is far more powerful than its predecessor but cooler yet is the 3D display it has on top. I was a bit skeptical when I heard about it but having seen it in person I'm sure I'll be lining up on launch day to pick one up. The 3D was fantastic, objects were sunk into the screen as well as appeared to pop out at you. You can tone the amount of the 3D up or down, I liked it at its most extreme.. of course. :)</p> <p><br /> Also extremely cool was Kinect, (formerly known as Project Natal) for the Xbox 360, I had seen the technology earlier this year at some developers but never anything really polished. What amazes me most about Kinect is that with a tiny inexpensive camera we are pretty much able to do fairly accurate motion capture. In the Xbox booth I saw a number of demos, the one I enjoyed most was a demo showing a female going through various Yoga and Tai Chi poses. It was all very Zen but what I found most interesting was watching a little avatar of her with a bone rig underneath, just like we would see in Softimage. Once she made it to the correct pose the bones would flash and she could move to the next pose. I thought of the first time I saw a motion capture stage 15 years ago and how elaborate that was... now it's a toy in my living room!</p> <p><br /> Alright well that's enough of E3 I guess, we would be here all day if I wrote about everything I saw there! I do have some great Softimage news to report as Softimage 2011 SP1 has shipped!! In the short period time that 2011 has been out we've been able to squish 130 bugs which is a fantastic achievement by engineers in Montreal so hats off to them. You can download the new release here:<br /> <a href=";siteID=123112&amp;linkID=12544121"></a></p> <p><br /> Also, this coming week I have a webinar to present. For those that follow this blog you will have seen some of it already with the new features videos that were posted. I'll show a bit of that but then some new stuff as well so it won't be completely redundant. You can register for the webinar here:<br /> <a href=";id=15185629"></a></p> <p><br /> I got to spend a few days last week in Montreal before the big Formula 1 race there and got to see some pretttttty interesting new things that the guys are working on. I've said it before, but the next release is going to be pretty friggin sweet! Of course I can't tell you what I saw, but I did let a few expletives slip!</p> <p>&nbsp;</p> <p><img width="800" height="600" alt="" src="/userdata/fckdata/129872/image/photo(4).jpg" /></p> <p>The wall of people waiting to get into the show.&nbsp; Gotta love the exhibitor badge!!&nbsp;:)</p> <p>&nbsp;</p> <p>Annnnnddd lastly, here is the list of bug fixes for the service pack. Hopefully we squished a few that were annoying you. :)</p> <p>Hope to see you all at the webinar!<br /> Mark</p> <p><span style="font-size: small;"><strong>Crosswalk 5.1</strong><br /> Softimage 2011 SP1 ships with Crosswalk v.5.1.<br /> <strong>Coexistence</strong><br /> Softimage 2011 SP1 is a full build and can co-exist with Softimage 2011. Softimage 2011 is not required to be uninstalled first.<br /> <strong>Licensing</strong><br /> Softimage 2011 SP1 uses the same license as Softimage 2011. When installing Softimage 2011 SP1:<br /> &bull; Enter the product key 590C1 and your Softimage 2011 serial number, and then click Next.<br /> &bull; If you have a Network license, click Configure to switch to the Network licensing method.<br /> <strong>Documentation</strong><br /> Softimage 2011 SP1 includes full English and Japanese documentation<br /> &nbsp;</span></p> <p><span style="font-size: small;">The full list of fixes is as follows:<br /> <strong>Modeling</strong><br /> UDEV00255606 Crash while transforming boolean elements<br /> UDEV00256310 Regression in Boolean behavior<br /> UDEV00246940 Cannot see painted vertex colors after vertex color property modified by another tool<br /> UDEV00247045 ClusterProperties do not resize properly on topo change if a CustomOperator are set to the texture projection<br /> UDEV00257973 extreme lag when moving pivot using alt key in scale mode<br /> UDEV00257773 Boolean operation crashes Softimage<br /> <strong>Data management</strong><br /> UDEV00257530 Cache Manager - Adding a cache to an object that has an Audio Clip returns an error<br /> UDEV00257308 Cache Manager - Write - Branch select is not considered in Multiple selection<br /> UDEV00257307 Cache Manager - Write - When Attribute list is empty selected attributes stay identical<br /> UDEV00256625 Cache Manager - Write - &quot;Attributes&quot; list doesn't clearly display which attributes is stored for each object<br /> UDEV00256623 Cache Manager - Spaced out the numbers preceding the object names in the object lists<br /> UDEV00257172 Cache Manager - *.cacheslist should not be default file extension for the read cache browser<br /> UDEV00257169 Caching Save Cache to Mixer button create an unused imageclip<br /> UDEV00255923 ReadAnimationCache - Can add badly formed path sequence<br /> UDEV00256620 Cache Manager - Write - been able to select a group or hierarchy (in branch) and add the contents to the list<br /> UDEV00257539 [CER] Refmodels - Crash with Scene explorer Open<br /> UDEV00257564 [CER] Crash when testing the Displacement Ocean shader node.<br /> UDEV00257278 Put a PointCloud on a RefModel, do some color modifs. then update the RefModel -&gt; Simulation is wrong<br /> UDEV00257310 CRASH when undoing delete model ( specific )<br /> UDEV00257231 Refmodel we cannot export a ref model&rsquo;s delta in the current project.<br /> UDEV00257346 The &quot;Models to Reconnect To&quot; parameter of RefModel not working with multiple models targets<br /> UDEV00257362 Crash when adding CustomPSet to offloaded RefModel<br /> UDEV00257180 New Layer or Partition configuration is not persisted with Reference Model objects<br /> UDEV00257688 Texture Layers ports are disconnected when loading an older scene in Softimage 2011<br /> <strong>Crosswalk</strong><br /> UDEV00257368 FBX - imported file from previous version of the format has mesh faceted<br /> UDEV00257166 XSI Crosswalk FBX export hard/soft edge problem<br /> UDEV00257951 FBX - Linux - Crash importing using HardEdges Enable<br /> UDEV00257726 FBX - Crash importing Shape Animation<br /> UDEV00257715 Crosswalk needs to increment to version 5.1<br /> <strong>Face Robot</strong><br /> UDEV00256437 FaceRobot &gt; Assemble doesn't work on Korean Locale<br /> UDEV00257200 FR Script Error pop when doing Clear Fast Playback Cache<br /> <strong>Compositing</strong><br /> UDEV00257358 Fx : plug-in operators are missing<br /> UI<br /> UDEV00257149 Hang with scene search<br /> UDEV00257519 Crash when editing new Layout<br /> UDEV00257483 Regression - unable to dolly when looking through a spot light without an interest constraint<br /> UDEV00257217 Regression from 2010 | items missing in the Modify texture menu<br /> UDEV00257374 Softimage does not display proper texture in VM when user changes texture imageclip in an override property.<br /> UDEV00255873 memo cam causes XSI to crash ( scene specific )<br /> UDEV00257651 Default character models' Keyable Params and Key Sets are not correct<br /> <strong>Rendering</strong><br /> UDEV00257657 Shader preset manager mixes up shaders and class IDs when you have SPDL custom shaders in a workgroup<br /> UDEV00258079 Custom realtime shaders does not load in SP1<br /> UDEV00257908 Crash | ICE cache files with Motion Blur Crash<br /> UDEV00257618 Regression - ICE volume rendering - Particle_Gradient_FCurve is not working<br /> UDEV00257208 Enable to load a volume shader in Mental Ray<br /> UDEV00257507 Crash when rendering an ICE Tree<br /> UDEV00257677 Changes to pass shader parameters force the renderer cache to empty<br /> UDEV00257621 invert flag in texture layer editor does not get set in 2011 from 2010 resulting in different rendered result<br /> UDEV00257499 Regression: Crash when using Render Region with &quot;Toon Paint and Host&quot;<br /> UDEV00257315 Crash when selecting a clip if the rendertree is active<br /> UDEV00257216 Setting frost samples to 1 produces artifacts<br /> UDEV00256792 RTS | Ultimap_Preview node logs SiWarning upon creation<br /> UDEV00246516 Exporting Shader Compounds Loses Japanese Strings<br /> UDEV00257573 CgFx Shader - Crash Loading specific Shader<br /> UDEV00257207 DirectX Viewport freeze after Screen saver when &quot;On resume, display logon screen&quot; is enable<br /> UDEV00257610 Crash when setting Photometric cd/m^2 Factor to zero<br /> UDEV00257606 Display problem with the Projection Lookup Node<br /> UDEV00257425 There is no &quot;SimpleShader_CGFX.scn&quot;<br /> UDEV00257271 python stops working correctly when I use xsibatch<br /> UDEV00257114 Fast Light Effects - Projected texture flips as you move/animate the light interest<br /> UDEV00257254 Editable option in the ShaderCompound properties doesn't anymore<br /> UDEV00257292 multiple camera groups aren't picked up inside models<br /> UDEV00257677 Changes to pass shader parameters force the renderer cache to empty<br /> UDEV00257571 [CER ] 36427081 | race condition on render cleanup/restart which can lead to a crash<br /> UDEV00257572 [CER] Crash when viewing lightmap preview<br /> UDEV00257825 32-bit Softimage does not load shaders from &quot;nt-x86&quot; folder of workgroup addons<br /> UDEV00257319 Crash when switching from mib_photmetric with profile to mia_photometric<br /> UDEV00255527 Shaders disappear after changing workgroup<br /> UDEV00257882 Rendering | Pointcloud is not reading attributes being used by the clip<br /> UDEV00257204 Crash when rendering standins and scrubbing the time line<br /> UDEV00257418 Crash: Render region with standins and GI<br /> UDEV00257734 Crash when Rendering Standin<br /> UDEV00255524 Problems when loading shaders from Plugin Manager<br /> UDEV00254446 Material overrides only works with the first layer<br /> UDEV00257781 Camera Lens Shader Items are duplicated each time you undo a camera movement<br /> UDEV00257874 Crash changing flow texture color with render region open<br /> UDEV00257807 Rendering | Black renders when 2 shaders classes uses the same DLL/shader<br /> UDEV00257743 Softimage hangs indefinitely loading a scene containing shaders which are not installed.<br /> UDEV00257771 CER | 37267480 | Crash when changing hair strands with preview render window open<br /> UDEV00257236 Satellite rendering is not properly opening up a connection with Softimage<br /> <strong>SDK/Scripting</strong><br /> UDEV00257972 SDK ICE: CIndexSet iterator not initializing properly<br /> UDEV00257954 SDK ICE: ICENode.ExposedPorts[0] drills down through all compounds (SDK)<br /> UDEV00257953 SDK ICE: ICE Port Dirty States Not Working with Multiphase/Element Generator Node<br /> UDEV00258113 ICEAttribute::IsDefined() always returns true<br /> UDEV00257533 SDK ICE: Few problems with ICE nodes<br /> UDEV00256186 XSIApplication.ActiveToolName doesn't return the precise BrushTool mode when using PaintVertexColorTool<br /> UDEV00257626 XSI::ClusterProperty::GetValues() crashes Softimage when querying an EnvelopeWeight property for values<br /> UDEV00256436 Folded Lines of code not displayed in script editor<br /> UDEV00256968 RefGuide: ClusterProperty.Elements.1.vbs Example - for loop index variable is wrong, and script doesn't work.<br /> UDEV00257745 SDK Command: XSI.Application cannot access XSI commands not created by the Framework<br /> <strong>Simulation</strong><br /> UDEV00258051 RBD | Freeze loading a specific scene<br /> UDEV00257925 RBD | 2010 Client Scene Crash on load in Softimage 2011<br /> UDEV00258112 ICE-RBD | Wrong default values for static, dynamic and elasticity coefficients<br /> UDEV00257701 ICE | Crash renaming Set Data node<br /> UDEV00257506 ICE | crash duplicating bone with ICE tree that sets length (branch connection)<br /> UDEV00257642 ICE | Kinematics workgroup : fixed compounds and new sample scene<br /> UDEV00256992 ICE |connecting to texture_projection_def broken<br /> UDEV00257613 Regression - unable to write to a custom param from ICE tree<br /> UDEV00257598 ICE-RBD | Angular velocity is clamped at &plusmn; PI rad/s<br /> UDEV00257432 ICE particles - alpha blended point sprites not depth sorted properly<br /> UDEV00257403 ICE | Crash! Create an ICE graph then put one of the object in a Model<br /> UDEV00257369 ICE | GetData chaining invalidation issues<br /> UDEV00257417 ICE | Graph is not updated when CopyPaste ICE Tree<br /> UDEV00257153 selecting the weightmap name rather than the .weights in 'Filter by Weightmap' ICE compound causes crash<br /> UDEV00256913 cannot create symmetry mapping templates if deformer's kine is ice driven<br /> UDEV00256099 ICE-Kine | Crash when relocating ICE operator in stack.<br /> UDEV00256432 ICE | Sometimes the graph is invalidated when dragging some nodes on it.<br /> UDEV00255965 ICE | Tree does not reconnect after save and reload<br /> UDEV00257279 ICE | kinematics : compound needs update<br /> UDEV00257132 ICE | Crash when deleting Scalar ICE node under certain conditions<br /> UDEV00257496 Cannot set implicit bone's length attribute using this.length<br /> UDEV00257946 ICE | Crash when deleting Compound after exporting private<br /> UDEV00257864 ICE AngularVelocity rotation is inversed<br /> UDEV00257751 ICE Cache crash when loading point locator attributes<br /> UDEV00257752 ICE Cache | Unable to cache persistable attributes<br /> UDEV00257833 XSI can crash while connecting ICE nodes<br /> UDEV00257404 ICE | Tree not evaluated correctly after writing to custom parameter<br /> UDEV00257753 ICE | Negative zeros can be displayed<br /> UDEV00258260 Multi-phase Ice Node Fails to Execute<br /> <strong>Linux</strong><br /> UDEV00256388 I can't run 2011on FC12<br /> UDEV00257201 LINUX | No Icons visible on the Essential Skills videos page<br /> UDEV00257094 LINUX | Audio defects when scrubbing or playing frame by frame<br /> UDEV00257094 Linux : Now using OpenAL for Audio (resolves issue when scrubbing or playing frame-by-frame)<br /> <strong>Tools /Setup</strong><br /> UDEV00257631 JA localization: Japanese character truncated for Help &gt; About Autodesk Softimage &gt; Build Version (UI)<br /> UDEV00257240 XSI crashes when starting from command line with a scene parameter<br /> UDEV00257965 Essential movies don't open from Netview<br /> UDEV00257964 Windows7 | 64-Bit | Scripting engine would fail to initialize on certain W7 systems causing a crash on startup<br /> UDEV00257775 CER call stacks for 64-bit systems are often corrupt or incorrect<br /> Documentation<br /> UDEV00254555 RefGuide: SITransformation.AddLocalRotation &gt; in_bIncrementEulerAngles arg info is missing in the SDK Guide<br /> UDEV00254399 RefGuide: The example for AddVertexColor is badly indented<br /> UDEV00249925 SDK Doc: ArrayParameter not shown in Parameter page<br /> UDEV00245887 missing HW shaders example<br /> UDEV00257126 Japanese Softimage Guide : translation incorrect in &quot;Working with OpenEXR HDR Images in the Fx Tree&quot;</span><br /> &nbsp;</p>Sun, 13 Jun 2010 17:00:00 UTC nice pants!Mark Schoennagel<p>Hi everyone!<br /> &nbsp;</p> <p>Sorry it's been a little longer than usual to post something on my blog, the past two months have been crazy busy! First, I took a nice long vacation in Florida and spent time on restoring my cool old 1966 split-window VW Bus. That's a long story all together but after 4 years of work its almost ready for paint! After that I hit the road for a few solid weeks showing off Softimage. I visited Montreal twice, Chicago, Orlando, San Francisco and few others along the way. Last week was another trip to all the big film accounts in northern California. It's a fun, but slightly stressful week of demos. We basically go from studio to studio showing all the smart people there the new features or in my case full-on ICE overviews.&nbsp; It's usually in a very impressive screening room with a good crowd in the audience. &nbsp; Half the time there are some industry legends in the room like Carl Kinematics or Rick Raytracer so there's a little added pressure to do well. Anyway, a great week...sure ate a lot of sushi with my max and maya counterparts. Good ole expense account in San Francisco!</p> <p><br /> So you may have noticed max and maya both have service packs out, don't worry one is almost ready for Softimage too. I can't tell you all the fixes now but as soon as it's available I'll make an official post with all the complete list. I CAN tell you though that Koreans everywhere will be happy as the Face Robot Assemble issue in the localized Korean version, or bug #UDEV00256437 as it's known here, is now fixed. lol ...and there was much rejoicing!&nbsp; Hey did I forget to capitalize something in that first sentence up there..huh, silly me. ;)<br /> &nbsp;</p> <p>Ok so the video with Phil. I know I promised I'd post it but I don't think that's going to happen anymore. Here's the deal. Chinny, Phil and I thought it would be a good idea to go to this usually quiet pub in Montreal and record a conversation. When we got there it ended up being really loud which pretty much ruins the video. I thought I could just edit out the bad parts but unfortunately that doesn't leave much. I tried running it through a couple audio filters but it didn't help. The good news is that Phil is working on another video which will be much more interesting anyway. Actually there's a few videos in the works that I think you will all enjoy. I'll post the details on that when I find out.<br /> &nbsp;</p> <p>Speaking of videos... I have something kinda funny to share with you all. A few Siggraphs ago I was handed a pair of boxer shorts with the default Softimage texture map silk screened on them. You know the rainbow colored one with the numbers and letters on it. I remember they didn't fit all that well and I wasn't really sure how I would even show them off. Well that night I wore them to the user group and in front of a thousand or so people chose this spur of the moment method. :)&nbsp;</p> <p><a href=""></a></p> <p>Nice huh?</p> <p>By the way, Im wondering what cities in North America have user groups.&nbsp; I'd like to try and crash a few meetings this year so let me know, I have a little extra travel budget and can make it happen.</p> <p>Well thats it for now, hang tight for 2011 SP1, its right around the corner! ...and while not in this release a little birdy told me about some really cool new stuff in the pipe. Cant wait to share that with you all!!</p> <p>&nbsp;</p>Wed, 26 May 2010 00:00:00 UTC