To use Behaviour you have to know the programming language “Piccolo” which syntax is similar to JScript and C++. They showed several examples of huge amounts of characters as well as how a rather small amount of characters reacts to it’s environment and to the other characters around it. With Softimage|Behavior you can handle massive crowds. James Rogers demos how to use XSI and Behavior together. In Behavior you create the crowds animation and you can get it into XSI or any They avoid each other and obstacles in an intelligent way. You can tell them to move in certain directions. It has a very strong API and through scripting you get full control about a huge amount of characters. Softimage also showed Behavior 1.1 at the 3D Festival. Softimage’s Managing Director Michael Stojda (left) and Europe Business Manager Richard Craig-McFeely could also be found at the festival. When using directX realtime shaders in XSI 3.5 a window no longer pops up but will also be displayed in your viewport just like the OpenGL realtime shaders. An option lets you actiave it permantently so this process is automated. In the Shematic view you get memo cams that become very handy for complex scenes.Ī new button allows you to clean up structure changes. The tickness can be edited with proportional or absolute SI units. The amount of hair segments becomes animatable and you can texture along the lenght of the hair. Several improvements in the hair panel is going to make your life easier: A slider helps you matching the hair with the level of subdivision. The F-curve edtior got Softimage|3D’s slope handling tools. So you can move an entire curve into the negative area. The animation editor now allows negative scaling. This feature is also animatable and fully interactive. Texturing a tree or a road will become very easy in XSI 3.5 You simply define four quarter points that will be the quarter points of the UV and you will see your texture to follow accurately the geometry. Two known features of RC Tools can now also be found in XSI: Select around corner and select edge loop. When you symmetrize polyongs it will symmetrize also the UV and keep only one UV map. All triangles, as well as all n-side polygons will then become quad. If you have a complicated object that consists of a huge amount of triangles you can easily convert them into quads. When rigging a character you will get a “move joint” tool in XSI 3.5 that makes it easier to edit your joints after they were created.Īn impressive feature is that you can quadrangulate triangle objects. OpenGL accelerated scanline rendering and shadow maps are another improvement. In the render tree you can now rename all your nodes. However it looked like it wasn’t yet animatable. Thanks to the new pivot point you can now work more accurately on a certain component. Till now if you had a complex model and wanted to rotate an edge it was difficult to achieve the desired effect. for faster access.Ī new pivot point that has great snapping options makes it way easier and faster to rotate, move or scale a certain component of an object. On right mouse click you now get a little popup menu the options of “local”, “global”, “view” etc. New features are the transform manipulators which may please especially former Maya and 3ds max users. You can now also set prefix-names for your models. Here’s the scoop about the new features of XSI 3.5: In the preferences you can now choose between two languages: English and Japanese, so you don’t need to buy a Japanese Version, you get it as a language package. There were a lot of interesting seminars about the current situation in the industry, the history of 3D graphics and even an entire day about the making of Lord Of The Rings: The Two Towers. Softimage launched XSI version 3.5 and Behaviour 1.1. Read more about the new features of Softimage|XSI v.3.5, the crowd animation system Softimage|Behaviour and about the interesting seminars at the 3D Festival in Copenhagen, Denmark.
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