Friday Flashback #65


Thanks to Alan Fregtman for this week’s flashback!

Back in 1997 there were some neat press releases about Dreamworks using Sumatra for Shrek.

From the Microsoft News Center: DreamWorks SKG Chooses Softimage Exclusively For New Film Project “Shrek”

MONTREAL, Feb. 24, 1997 — Softimage Inc., the world’s leading high-end 3-D animation software company and a wholly owned subsidiary of Microsoft Corp., today announced that DreamWorks SKG is using Softimage® 3D, Softimage Eddie and Mental Ray to create its new film project “Shrek.” Driven by DreamWorks co-founder Jeffrey Katzenberg, “Shrek” will be a milestone production in content creation and the first full-length computer-generated film to use motion capture as its primary tool for character animation. While developing breakthrough animation techniques for both motion capture and facial animation, DreamWorks will stay at the front edge of technology by upgrading to Softimage version 3.7 and “Sumatra,” the code name for the next generation of Softimage 3D.

For posterity, here’s a screenshot of the Microsoft press release:

From a press release for the Softimage 3.7 release:

Beta Testers Praise Version 3.7
DreamWorks SKG was so impressed with version 3.7 that it recently announced plans to use Softimage 3D, Softimage Eddie and Mental Ray as the predominant software on SGI workstations for the content creation of its full-length computer-generated film “Shrek.” Bill Villarreal, co-head of technology for feature animation at DreamWorks SKG, said, “We think the 3.7 release of Softimage is a very big step in what will become the next generation of computer graphics software. Other companies are working on architectures that they say will be the future of animation; Softimage 3.7 gives us those capabilities now.”

I wasn’t at Softimage back then, so I don’t have any first-hand knowledge about whether Dreamworks used Softimage for Shrek.

From a Shrek FAQ I found on google:

Q: What software was used to create Shrek?

A: PDI, which created Shrek, mostly uses its own proprietary software (like its own Fluid Animation System) for its animated movies. However, for some elements it also took advantage of some of the powerhouse animation programs available to the public. This is particularly true with Maya, which PDI used for most of its dynamic cloth animation and for the hair of Fiona and Farquaad. Photoshop was also used quite a bit in the art department. There was also a touch of Softimage used in the movie. But most of the software used was PDI exclusive, created by its research and development team.

These Shrek productions notes mention Maya, but not Softimage.

Getting your new Softimage network license


A quick overview of how to get your new Softimage license.
https://vimeo.com/40240521

I didn’t have an actual serial number, so I couldn’t go through the whole process. For that, check out this KB article:

If you don’t know how to install your new license, then check out this 2012 video, where I download a new license file and then update LMTOOLS.
https://xsisupport.wordpress.com/2011/04/07/activating-your-softimage-2012-network-license/

Installing Softimage 2013


Here’s a video walk-through of the download and installation of Softimage 2013:
http://vimeo.com/40234693

In summary:

  • You need your Softimage 2013 serial number.
  • The product key is 590E1.

Related posts:

ICE Modeling example – extruding and extruding a grid


Here’s a simple example that extrudes the polygons in a grid, and then applies a second extrude op to the extruded polygons.
I modified the Disconnect compound to output the Topo, just to make it easter to connect things. Really, I should probably daisy-chain everything in this example.

Chris_TC did something more sophisticated here.

Deleting overlapping particles


As an exercise, I built this ICE tree that prevents any overlapping particles (for non-rotated particles only). It works by comparing the X, Y, and Z values of the vector between two points with the combined size of the two particle shapes (which are boxes in this example).

The compound node returns an array of booleans, one for each neighbour. The boolean flags indicate whether or not the particles would overlap, so if at least one is True, then I delete the particle. If you must see it, here’s the compound:

Screenshots of the week


Installer images


Test distance between every Nth particles (XSI mailing list)

by Chris Marshall
Set the state id’s of the bigger particles to something different than the smaller ones.
Then use the setup in the jpeg, which basically uses the Get Neighbouring Particles by State compound, testing the distance between the big particles using the Cutoff Distance.

by Peter Agg

by Fabricio Chamon

ICE: Rotating particle based on neighbors position?
by Fabricio Chamon

Last but not least

Disabling Customer Error Reporting (CER)


In general, we’d prefer you didn’t disable the CER reports. But if you’re in the middle of debugging a plugin that constantly crashes, for example, you might want to temporarily disable the CERs.

To disable CER reporting, edit the Softimage setenv.bat file and add this:

SI_DISABLE_CER=1

Maya, and presumbably 3ds Max, work the same way.

MAYA_DISABLE_CER=1