Blur Studio’s best 3ds Max and XSI plugins and tools

3ds Max, Softimage XSI, XSI, plugin by Thorsten Meyer No Comments »

BlurBeta Tools

BlurBeta Tools (Version 3.01) is available. Blur Studio did include in the tool set a lot of the tools that Blur uses in production, now available for you. Blur Studio has a quick description list for BlurBeta Tools.  Blur Studio worked on Tabula Rasa, MX vs. ATV Untamed Transformers: The Game, Empire Earth IIIA Gentleman’s Duel TeaserThe Simpsons Trailer, Warhammer Fantasy, NFL on FOX, Harry Potter Phoenix Spots and many more projects. Take a look at Blur’s Animation reel

BlurBeta Tools includes helpfull tools and plugins for 3ds max and XSI

Max

  • Max Main Tools
  • Max Modeling Tools
  • Max Animation Tools
  • Max Camera Tools
  • Max Rigging Tools
  • Max Utilities Tools

XSI

  • XSI Main Tools
  • XSI Rigging Tools
  • XSI Animation Tools
  • XSI Camera Tools
  • XSI Modeling Tools
  • XSI Selection Filters
  • XSI Utility Tools
  • XSI UI Tools

You can download Blur Studio’s OpenSource Tools directly from Blur’s web site:



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XSI 7 ICE Video Tutorial: An Artist Tour #2 — Production Primer (by Bradley Gabe)

Softimage XSI, Tutorials, XSI, video tutorial by Thorsten Meyer No Comments »

SOFTIMAGE XSI 7

Bradley Gabe published a new XSI 7 video tutorial XSI ICE: An Artist Tour part 2

Bradley Gabe breaks down the steps of a production scenario into discreet problems, explaining how each can be solved, and how to find the right nodes for solving.

1) Filter emission using weight map
2) Difference between Random and Turbulize
3) Using a Turbolized Color map to trigger simulation
4) Setting up a simple state machine
5) Using timers to change states


ICE: An Artist Tour #2 — Production Primer from Bradley Gabe on Vimeo.

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XSI 7 Video Tutorial: ICE an Artist Tour #1 (from Bradley Gabe)

Softimage XSI, Tutorials, XSI, video tutorial by Thorsten Meyer No Comments »

Bradley Gabe shows some fundamentals of using factory ICE nodes for creating particle effects:

1) Simple emission
2) Add Gravity
3) Randomize particle attributes
4) Add interaction with other scene geometry


ICE: An Artist Tour #1 from Bradley Gabe on Vimeo.

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XSI 7 Video Tutorial: Vortex Control with ICE (from Bradley Gabe)

Tutorials, XSI, video tutorial by Thorsten Meyer No Comments »

Bradley Gabe picks up from the first video tutorial (XSI 7 ICE Video Tutorial: Building a Force from a Curve Video Tutorial) where he created a Curve Flow Force effect. By duplicating and modifying mostly existing nodes from this effect, combines three forces into a vortex force: Enjoy the XSI 7 Video Tutorial: Vortex Control with ICE.

1- Curve Flow Force: Generated from tangent to curve
2- Curve Attraction Force: Generated by subtracting point position vectors from cloud point to closest point on curve
3- Axial Force: Generated by taking the cross product of vectors from forces 1 and 2


Vortex Control from Bradley Gabe on Vimeo.

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XSI 7 ICE Video Tutorial: Building a Force from a Curve Video Tutorial (updated)

Softimage XSI, Tutorials, XSI, video tutorial by Thorsten Meyer 4 Comments »

ICE Demo Building a Force from a Curve

Bradley Gabe shows in his XSI 7 Video Tutorial how you can creates a static particle emission, then drives point animation using vectors pulled from curve tangency.

ICE Demo: Building a Force from a Curve from Bradley Gabe on Vimeo.

New ICE videos and video tutorials available at SOFTIMAGE in the Softimage community:

http://community.softimage.com/forumdisplay.php?f=86

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SOFTIMAGE Announced SOFTIMAGE|XSI 7

XSI by Thorsten Meyer No Comments »

XSI 7 box

SOFTIMAGE has announced XSI 7, with their latest release SOFTIMAGE addresses many of the pain points that 3D artist are facing. 3D artist can now easily without knowing any properitary program language design new images or movies and finish project faster. One of the biggest improvements is ICE - Interactive Creative Environment which extends into everything within XSI. Artist can deform, apply weigh, author, share & collaborate, apply particles and  animate particles, faces, vertices, edges or velocity of faces. With ICE artist can do what they love to do: be creative.

From the Press Release

Softimage Co., a part of Avid Technology, Inc. (Nasdaq: AVID), today announced SOFTIMAGE®|XSI® 7, the latest version of its professional 3D animation software for games, film and television. SOFTIMAGE|XSI 7 software will introduce a transformative open platform called ICE, designed to capture the infinitely creative vision of content producers. With a visual interface and an easy-to-use node-based programming model, users will be able to quickly create complex visual effects. ICE will allow artists to explore, learn and modify the robust library of particle-based visual effects and deformation tools that will ship in SOFTIMAGE|XSI 7 software, or simply build new ones from scratch.

Availability:
SOFTIMAGE|XSI 7 is expected to be available in Q3 2008.
Pricing for SOFTIMAGE|XSI 7 Essentials will be USMSRP $2,995.
Pricing for SOFTIMAGE|XSI 7 Advanced will be USMSRP $4,995.

…”

Some of the new key features of SOFTIMAGE|XSI 7 :

  1. XSI 7 ICE Video Tutorial: Building a Force from a Curve Video Tutorial
  2. XSI 7 Video Tutorial: ICE an Artist Tour #1 (from Bradley Gabe)
  3. XSI 7 Video Tutorial: Vortex Control with ICE (from Bradley Gabe)
  • GIGACORE II ARCHITECTURE
    The new core, GigaCore II  is fully multi-threaded and 64-bit.
  • Integrated mental ray 3.6 Renderer
    This update adds new controls for final gathering and displacement rendering, as well as options for optimizing and accelerating global illumination, and global ambient occlusion settings. XSI 7.0 integrates  mental ray renderer version 3.6.

    • Importons - Importons are photon particles emitted from the camera (instead of a light source). mental ray uses these photon particles to calculate how important a photon is for the illumination of an image. With this technique, you get a lighter photon map and faster rendering as photon lookup is optimized.
    • Stand-ins - Object render archives (also known as mental ray assemblies or stand-ins) provide a method of offloading assets so that they can be loaded and unloaded, on-demand, at render time. The object render archive file is loaded into the render as an encapsulated “sub-scene” which can be unloaded automatically if mental ray starts to run low on physical memory. This reduces memory consumption and allows for faster rendering times. Stand-ins are particularly useful for assembling cumulatively large and detailed scenes such as cityscapes, dense forests of trees, and even crowds of animated characters.
    • New Final Gathering Algorithm “Exact” mode - Exact mode bypasses the final gathering point cache entirely and always computes the full final gathering solution for every sample. This mode will yield more accurate and superior quality results because none of the final gathering points are derived by interpolating values from an initial cache of final gathering points.
    • Auto-Configuring BSP 2 Raytracing Acceleration - The BSP2 raytracing acceleration technique is the next generation BSP algorithm used by mental ray. It was developed, primarily, for the efficient rendering of scenes with large BSP trees and is required for rendering scenes with stand-ins (also known as mental ray assemblies). It is also auto-configuring so the user does not have to setup complicated BSP options anymore.
    • Irradiance Particles - The new mental ray irradiance particles algorithm provides a method of calculating global illumination using importons. Irradiance particles are easy to set up in your scene and with just the default settings, you can reach a desirable illumination quality much faster than the existing solutions of global illumination photon tracing combined with final gathering.
  • Render Manager Improvements
    3D Artist can now easier setup and manager their render jobs, all that with an simpler and easier to use interface.
  • GLSL Shaders
    Two new OpenGL-based shaders are now part of XSI 7.
    XSI 7 GLSL Shaders
  • OpenGL Particle Shader
    Improved function that allows the artist to even better work with particles in XSI using OpenGL.
  • Global color management tools
    Artist have more control on the output images or videos with color management. Supports
    XSI 7 color management
  • Delta II
    One of the major breakthroughs in workgroup collaboration was Delta referencing (in XSI 6). In addition to XSI’s robust referencing system, Delta allows you to store the changes to a model in a lightweight manner. You can then export, import and apply deltas manually. You can also edit and delete deltas and items within deltas, and even change a delta’s target model. The result is an extremely efficient, robust and flexible way for artists to work collaboratively in production.
    XSI 7 Delta IIDelta II updates the already successful referencing system with numerous new features:

    • Create New Clusters
    • Create new cluster properties, including texture UV coordinates, vertex colors, weight maps, and envelope weight properties. You can create cluster properties on new clusters, or on clusters that pre-existed in the original model.
    • Add deformation operators and ICE trees to the construction stack. This includes deformations on new and pre-existing clusters as well as deformations that are linked to other objects (lattices, waves, cluster centers, etc.).
    • Add operators to the stacks of cluster properties, including painting and smoothing weight maps and envelope weights, modifying texture UV coordinates, etc. Note that UV modifications are frozen when the model is offloaded (including before switching resolutions or saving the scene).
    • Delete any operators, clusters, properties, and cluster properties that have been added to the referenced model. Deleted items are removed from the delta.
    • Save animation mixer Cache data in the delta.
  • RTS 3.0-an updated realtime shader API featuring all new programmable shaders that support the latest display technologies.
    XSI version 7.0 supports the Realtime Shader API version 3.0. There have been some major changes and enhancements since version 2.0 that add flexibility and simplicity in the development of realtime shaders
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XSI Video Training in German

Tutorials, XSI, video tutorial by Thorsten Meyer No Comments »

XSI Release 6

Mario Prang the key person behind Slash did release his second XSI Training DVD (more then 4 hours of XSI training). This time Mario show you how to use Rigid & Soft Bodies in XSI. The training which is in German provides you with an excellent overview on Rigid Bodies, Rigid Constraints and Soft Bodies. Slash is a certified Softimage Training Center who offers beginner, intermediate, and advanced courses for companies or individuals.

Rigid & Soft Bodies training DVD overview:

Rigid Bodies

  • Rigid Body basic
  • Collision Type
  • Initial State
  • Active Passive Switch
  • Rigid Body Notes
  • Environment Caching
  • Force Controller
  • Glas with ice cubes
  • Ghosting

Rigid Constraints

  • Hinge
  • Ball & Socket
  • Spring
  • Slider
  • Fixed
  • Motor
  • Rag doll Constraints 1
  • Rag doll Constraints 2
  • Car Constraints 1
  • Car Constraints 2

Soft Body

  • Soft Body basic
  • Soft Body animation
  • Soft Body Settings
  • Plasticity
  • Soft & Rigid Bodies
  • Basketball 1
  • Basketball 2
  • Basketball 3 Gator

This second Training DVD Mario released is a follow-up release to his successful XSI Character Design Training DVD (6 DVDs and more then 10 Hours of XSI training)) which was released earlier this year. The XSI Character Design Training DVD is recorded in German.

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