“To achieve those explosions and particle simulations ( tens of millions in some shots ),
we used XSI ICE and all the rendering was done
with our brand new render engine: Arnold”
— Nozon (Director)
via @crewshin
“To achieve those explosions and particle simulations ( tens of millions in some shots ),
we used XSI ICE and all the rendering was done
with our brand new render engine: Arnold”
— Nozon (Director)
via @crewshin
|
If you’re jonesing for the CHM version of the Softimage User Guide, it’s available as a documentation extra on the wiki. Here’s the direct download link. Softimage won’t use this version, but you can use it for your reading and browsing pleasure. |
To open the CHM from scripting:
# Python import subprocess sCHM = "C:\\Users\\blairs\\Downloads\\xsidocs_2012\\xsidocs_2012.chm"; subprocess.Popen( "hh.exe " + sCHM )
// JScript
var oShell = new ActiveXObject("WScript.Shell");
var sCHM = "C:\\Users\\blairs\\Downloads\\xsidocs_2012\\xsidocs_2012.chm";
oShell.run( "hh.exe " + sCHM );
' VBScript
set oShell = CreateObject("WScript.Shell")
oShell.run "hh.exe C:\\Users\\blairs\\Downloads\\xsidocs_2012\\xsidocs_2012.chm"
From Siddharth, our man in Mumbai, a good tutorial on creating a particle grow effect with ICE.
So the story we revealed at GDC was the notion of using Maya, a standard content creation tool and a known visual language, together with Softimage ICE-like visual programming technology to make the gameplay and game editing process interactive.
via Area :: Blogs :: Project Skyline: Bringing Artistry Into Game Runtime.
From my colleague Manny, a tutorial on normal mapping with Ultimapper.
via Area :: Tutorial :: Normal Mapping Process in Softimage (Ultimapper).
This customer story was recently posted on the Japanese autodesk.com.
If, like me, you cannot read Japanese, here’s the Google page translation.
“Bandai Namco Games” used Softimage for creating promotion videos of / THE IDOLM@STER.
Softimage was used to create nifty effects in PV and it was also used for animating in-game cameras to capture idols. All the characters and most of other area works were done in Maya in this game at Bandai Namco.
Anyway, be ready for a unique Japanese culture!
via http://www.autodesk.co.jp/adsk/servlet/item?id=16307549&siteID=1169823
Exocortex, in collaboration with Helge Mathee , is pleased to announce that Momentum 2.0, the ultimate high speed multi-physics simulator, is now immediately available for Autodesk Softimage 2010, 2011 and 2012.
via Exocortex | Momentum.