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XSI Notes

Measurements
  • XSI unit = 10 cm
  • Wall Thickness 4" 10 cm 1 xsi
  • 1 foot 12" 30 cm 3 xsi
  • 1.5 feet 18" 50 cm 5 xsi
  • 7 feet 84" 210 21 xsi
  • 8 feet 96" 240 24 xsi
  • 10 Foot Wall 120" 300 30 xsi
  • Doorway 30" 76 10 xsi
  • Hallway 60" 150 15 xsi
  • Road 240" 60 xsi
  • Lampost 7" 21 xsi
  • GI
  • Turn it on in the Region
  • Turn it on in the light
  • Slowly increase the Number of Emitted Photons
  • Then the GI Accuracy in the mental ray options.
  • Accuracy is done in the Region->RenderOption
  • Shortcuts
  • SPLIT EDGE RING - Middle-clicking works fine here. ] key
  • 5 Browser
  • 6 Layers
  • 7 Render Tree alt-7 Texture Editor ctr-7 Material Manager
  • 8 Explorer
  • 9 Shematic alt-9 Mixer
  • 0 Animation Editor
  • f3 - synoptic
  • Create Shadow Rig
  • Create/Character/Guide
  • Create/RigFromGuide w/Quaternion Spine & Head w/Shadow
  • Delete guide
  • In Shadow Move spine into envelope Group
  • Chest
  • Chest1
  • Spine2
  • Spine2
  • Spine3
  • Spine4
  • Spine5
  • Spine6
  • Envelope Mesh to Shadow
  • /* ****************************************************************************** * Rotate the weapon * pi = 180 * pi_over_2 = 90 * pi_over_4 = 45 * ******************************************************************************/ X == Red, Y == Green and Z == Blue Players face red/x // ************************************************** // Paint Weights // ************************************************** Select Mesh Select Bone Add/Solo/Pallette // ************************************************** // Ultimapper // ************************************************** Get / Property / Ultimapper // ************************************************** // * Export a skeleton // * http://www.terathon.com/forums/viewtopic.php?f=15&t=2801&st=0&sk=t&sd=a&hilit=xsi+animation // * http://www.terathon.com/forums/viewtopic.php?f=15&t=2894&p=24453#p24453 // ************************************************** 1. Select the skeleton (tree) Select the Children Plot all 2. Animate/Actions/Store Fcurves 3. Copy/Cut keys Name it Remove Original Animation 4. Select nothing 5. Go Plot to Shadow Rig 1. Select Tree/Child of Shadow 2. Plot 3. Save ** Dont Plot the Rig Skeleton Man Basic works. Skeleton Man Complete works (Delete the up_vectors). // ************************************************** // Transferring Animation // ************************************************** Set Neutral Pose on both Always PLOT the rotations and the positions onto the target rig. Transferring BVH w/ Shadow - 1. import the BVH / Set the base pose with the mixer. 2. Match all transforms to the hip of the shadow. 3. Hide the shadow. // ************************************************** // Parameter values // ************************************************** L(0,1) - Linear // ************************************************** // Batch // ************************************************** C:\Softimage\XSI_7.0_x64\Application\bin xsibatch -render "C:\Data\My Game Resourses\XSI\Tutorials\Scenes\BlockA.scn" -frames 1-100 -script "C:\Data\My Game Resourses\XSI\Tutorials\RenderOPTS.vbs" xsibatch -script "C:\Data\My Game Resourses\XSI\Tutorials\RenderOPTS.vbs" xsi -script "C:\Data\My Game Resourses\XSI\Tutorials\RenderOPTS.vbs" xsibatch -render "C:\Data\My Game Resourses\XSI\Tutorials\Scenes\BlockA.scn" -skip xsi -nobatch -render "C:\Data\My Game Resourses\XSI\Tutorials\Scenes\BlockA.scn" xsibatch -r -scene "C:\Data\My Game Resourses\XSI\Tutorials\Scenes\BlockA.scn" -startframe 1 -endframe 5 -step 1 -pass "BlockA" C:\Data\My Game Resourses\XSI\Tutorials Render_BlockA.bat // ********************************************************** // Animation scripts // ********************************************************** // rotate a wheel from a null ( null.kine.global.posx / ( torus.torus.radius * 2 * PI )) *360