That is (was?) a nice bit of kit …

hat tip to Will M for the pic (this stuff was raffled off for charity at a real discount đ
That is (was?) a nice bit of kit …

hat tip to Will M for the pic (this stuff was raffled off for charity at a real discount đ
SOFTIMAGE | 3D 3.9.2 and SOFTIMAGE | XSI 1.5
From the “making of Pico” by Avant Co Japan



Via the wayback machine and Google translate:
Since we were using SI at the time at that time, we started production at SI.
I tried things using shaders written by the company programmer ¡ Things that used SpeedRender etc, but because it is unlikely that the required quality can be reached in the expression that can be done with shader, I will do Global Illumination I decided to try it. Although GI can be done with SI, I will use XSI for the first time because it seems that the setting using XSI seems to be finely set.
At this point there is not even even touching XSI (it is before the PV of m – flo ), it is difficult to conclude with XSI suddenly, so I will use it together with SI.
We will proceed with “schedule” that we will complete all the basic scenes such as modeling, animation and weight adjustment at SI and attach texture only at XSI.
So when we finished modeling we preliminarily converted to XSI and tried to render using global illumination. It seems that it is very difficult and time-consuming to adjust, but I have decided to proceed with the method SI â XSIm live-action shooting to final combination. Well then. To be continued …
— Hiroyuki Kashima
1995…Softimage used in TV’s first 3D animation series


ReBoot animation transcends anything else seen on network television today. Itâs the worldâs first 100 percent computer-animated series, telling the story of Bob, Dot and Enzo, 3D characters living in the city of Mainframe. ReBoot creators produce a whopping 60 minutes of completed animation in just six weeks. Fans love ReBoot so much, itâs been renewed for a second season.
How does Brough Lovick Television (BLT) face the unprecedented 3D challenge of producing the quantity of animation with the quality they expect? According to Chris Welman, BLTâs director of software development, the solution was found in Softimage 3D. âWeâre using Softimage 3D exclusively.â
âWe can animate faster with Softimage 3D than with any other package I can think of,â states Welman, âBecause weâre dealing with a lot of character animation, weâre using the skeletons with path animation, inverse kinematics, flexible skin and envelops extensively.â Using Softimage 3D to endow characters with fluid motion, including natural facial expressions, hand movements and lip-synch is what makes ReBoot a ratings winner in the Saturday morning toon market.
And what about the unique challenges in producing the weekly CGI series? Christopher Brough, the showâs producer says, âIt’s getting an enormous volume of animation out of the computer and onto digital tape.â
Welman concurs, stating, âThere are few people producing the quantity of 3D animation with the quality that we are today. With 21 minutes of footage to produce every few weeks, rendering time is obviously of concern. The Softimage renderer is really pretty quick, and with their mental ray renderer, it looks like they will stay ahead of the
competition in terms of photorealistic and customizable rendering.â
BLT at times, finds it convenient to combine toolsets by writing their own software because âitâs nice to be able to write our own effects to extend the package if we have to,â states Welman. Softimage 3D tools in the hands of talented ReBoot animators delivers network televisionâs first highly-rated 3D animation series.
Getting SOFTIMAGE|3D up and running at SIGGRAPH 2006




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From “Drakan: The Ancients’ Gates Postmortem” in Game Developer Magazine, July 2002:
Game character skeleton in SOFTIMAGE|3D

Model in 3d Studio MAX R3.1

And in-game:

1999 SOFTIMAGE|3D screenshot…caustics!

From “Prototyping 3D Games: Lesson learned from Riven,” in the March 1998 issue of Game Developer Magazine.
âSoftimageâs tools are really flexible, and are one of the biggest strengths of that whole package I think,â said Richard of the 3D application used to create RIVEN. âA lot of these animations were so complex in terms of the geometry that we knew we were only going to have one shot at fully rendering this thing â it was just going to take so much time. So we really tried to make sure that we had seen it as many times as possible in its various primitive stages, including wireframe and shaded views.â
For example, even with four SGI servers, the submarine adventures at the bottom of Jungle Island Bay lived in the queue for months because the atmospheric shaders and reflections caused the animations to creak out very slowly, frame by frame.
Also in the March 1998 edition, a review of 3D Studio MAX R2, with a list of competitors with estimated prices:
