2D and 3D chains
2D motion blur
2D paint
background color, choosing
brush
choosing
cursor
brush offset
brush properties, setting
brush strokes, painting
channel mask
clearing images
cloning
color shape properties, editing
color shapes
Painting with Color Shapes
adding drop shadows
blurring edges
colors, choosing
ellipse tool
elliptical marquee
flood fill tool
Using the Flood Fill Tool
setting properties
foreground color, choosing
freehand accuracy
freehand tool
lasso accuracy
lasso tool
line tool, using
magic wand, setting properties
mark out shapes tool
marquee, hiding
mask, channel
merging
operators
editing
previewing
paint brush tool, using
paint mask
paint menu
paint selection mask
raster
rectangle tool
rectangular marquee tool
shape properties, setting
shapes
animating
deleting
editing
editing points of
muting
selecting
transforming
stencil
about stencil tools (2D paint)
clearing
inverting
modifying
stencil shapes
drawing
editing
stroke shape, editing properties
tool properties, setting
views
workflow
2D textures
about
blending with material
images, picture formats for
tiling
2D Tracking
about
destabilize
errors, managing
match move
motion paths, creating
output rectangle
rendering options
search area
Anatomy of a Tracker
repositioning
stabilize
template
Anatomy of a Tracker
repositioning
template offset
track point
Anatomy of a Tracker
offsetting
trackers
about
activating
positioning
2-point constraints
3D motion blur
3D textures
about
tiling
3D views
Camera view
centering selected elements
customizing grids in
framing objects in
geometry views
memo cams
navigating in
object visibility in
panning
Realtime Shaders display mode
rendering display to file
resetting views in
Spotlight view
tracking in
user
XYZ buttons
zooming
3-point constraints
Absolute shape reference mode, about
acceleration
computing for an object
quickstretch
acceleration limits on rigid bodies
access keys
Acclaim (ASF and AMC) files
action clip effects
about
adding animation to action clips
creating
creating effect variables
custom parameters in effect variables
cycles in (cid)
deleting
expression
math operators and functions in expression
nested
offset effect
timewarps
variables in expressions
action clips
about
activating items in
Modifying Action Clips with Clip Effects
Offsetting an Object’s Pose (All Transformations)
adding animation to (clip effects)
adding markers
adding to tracks
additive mixing
aligning sequences
averaged mixing
baking into new sources
bouncing
bridge transition
clip effect expression
clip effects
compound clips
copying
creating
creating new clips from selected objects
cycling
display information
editing data
equalizing (frequencies)
extrapolation
filling the gaps between
finding cycles of animation
freezing into sources
ghosting for overlapped clips
holding frames
infinite time value
linking together with relations
locking
matching
merging static poses into sources
merging to create source
mixing weights
mixing with fcurves on object
modifying values
moving
muting
Modifying Action Clip Values
Working with Clips
namespace
offset effect
Offset Map
offsetting values
pose offset
removing
renaming
scaling
selecting
selecting clips that drive elements
Useful Tools for Actions
Working with Clips
selecting driving objects
selecting objects driven by
Useful Tools for Actions
Useful Tools for Actions
Working with Clips
sources and
splitting
splitting clips based on objects
thumbnail images on
timewarps
timewarps for cycled and bounced clips
transitions between
trimming (cropping)
value-mapping templates for modifying values
weighting
action sources
activating and deactivating items in
adding keys to
applying animation from
baking from action clips
caching ICE simulations into
changing paths in scene TOC
clips and
copying between models
copying compound between models
creating
creating library of
deleting
duplicating
Modifying Action Sources
Storing Animation in Action Sources
exporting
expressions
external sources in files
freezing from action clips
importing
importing SOFTIMAGE|3D files
loading presets
making into skills for Behavior
merging clips to create
modifying animation data
modifying constraints in
modifying expressions in
modifying function curves in
modifying in/out points
muting animation in
namespace
original animation in
pasting
plotting animation to
removing item from
renaming
restoring animation
returning fcurves to object
saving in .xsi or .eani files
saving presets
sharing between models
sharing between objects
skeleton poses
Choosing What to Store in an Action
Creating Neutral Poses for Skeletons
Storing a Skeleton Pose in an Action Source
static poses (current values)
storing
viewing
viewing in fcurve editor
actions
about
animation icon state
corresponding time in animation editor
creating
elements in explorer
for particle events
namespace
selecting objects animated with
sources and clips
storing animation in
storing function curves and expressions in sources
using with models
Actions
Sharing Actions between Models
with other animation
workflow overview
active cameras
active viewport, preview render with
actors
Behavior
generating a Behavior actor
importing a Biovision actor
importing in dotXSI files
saving in dotXSI files
setting joint limits
terrain (floor)
actual shape collision geometry for rigid bodies
Add (Bound) (mixer shader)
Add Compensate (Blend) (mixer shader)
Add Forces compound
add manipulation mode, rotating objects
Add (mixer shader)
additive
animation mixing
mixing for shapes
additivity See color burn
add-ons
Working with Add-ons
cross-platform
adjacent components, selecting
polygon meshes
surfaces
age, modifying ICE particle values by
age limit, ICE particles
age percentage, modifying ICE particle values by
AI files, importing
AIFC files (Audio Interchange Format Compressed) files
AIFF files (Audio Interchange File Format) files
air friction See drag
albedo map
transferring
Ultimapper, activating in
aliasing
controlling (antialiasing)
filtering
jitter
motion blur and
sampling
Align on Velocity compound
Align Particle to Position compound
Align Particles to Surface compound
aligning
action clips in sequence
geometric components
objects
alpha channels
bump maps and
creating a displacement map with
displaying in FX Viewer
displaying in render region
premultiplying with RGB
splitting from RGB channels
Alt key on Linux
ambience
and toon shading
scene ambiance
ambient channel
ambient illumination
about
blending with 2D textures
ambient occlusion
about
ambient occlusion shader, connecting
bright color
caching
color at vertices property, storing in
dark color
enabling
environment sampling
global options, setting
output mode
rays
render pass
samples
sampling distance
shader options, setting
spread
ambient occlusion map
and caching results
Setting the Global Ambient Occlusion Options
XSI Ambient Occlusion Shader
generating with RenderMap
generating with Ultimapper
transferring with Ultimapper
AMC (Acclaim Motion Capture) files
anchor (zero) keys in animation layer
angles, cone of light
angular motion
ANI (animation) files, importing as action sources
Animate toolbar
animating, pivot pose
animation
and actions
baking into one source
capturing in viewport (flipbook)
capturing information with devices
character
commands for
copying and pasting
creating curves from
Creating Curves from Other Objects
Setting Objects on Trajectories
cycles of function curves
duplication objects from
editing function curves in fcurve editor
editing in dopesheet
frequencies
high-level
information in scene (info scene)
layers of
levels of in Softimage
local and global transforms
locking
low-level
modifying original in action sources
muting
offsetting
on paths
order of operations
overview
playback range in timeline
playing
plotting
previewing in flipbook
removing
restoring from action sources
reversing
Changing Time Relationships (Timewarps)
Scaling and Offsetting (Retiming) Animation
sample for characters
scaling
sequence, viewing with si3d_flipbook standalone
setting preferences
shape
sharing between scenes
Creating Action Source Presets
Creating External Action Sources
storing in actions
timing
topology operators
transformations
visual cues
animation (action) tracks in animation mixer
animation construction region
animation cues
animation editor
displaying
displaying action sources
displaying other editors
dopesheet in
explorer in
expressions in
fcurve editor in
function curves in
playback cursor
scripted operators in
setting preferences for explorer
timeline
animation evaluation cycles
animation icon
about
actions
expressions
in property editor
animation layers
about
animation mixer and
base layer
collapsing layers into base layer
copying fcurves
creating
deleting
duplicating
editing layer fcurves
editing layer keys
ghosting animation in
keying rotations in
muting
removing animation from
renaming
retiming animation in
setting keys in
setting zero (anchor) keys in
soloing
weighting layer clip in mixer
workflow
Animation menu in Animation panel
animation mixer
about
action clips in
adding shape clips to tracks
adding tracks
additive or normalized weight mixing
animation layer clips in
audio clips in
bridge transition
cache clips
Cardinal transition
clips
compound clips
copying clips
copying information between scenes
corresponding time in animation editor
crossfading between clips
custom folders
displaying
exporting
extrapolating
file cache tracks
file input operators in
for character animation
frame range
framing clips in
ghosting overlapping clips
image clips in
importing
loading plotted cache files
locking clips
markers on clips
matching range to timeline
mixing clips
mixing constraints in
models and
muting and soloing tracks
muting clips
opening for model
panning in
playing clips
preferences
reconnecting after importing
removing clips from tracks
removing tracks
renaming tracks
rippling clips
rotation mixing, Euler and Quaternion
scaling clips
selecting tracks
selection tools
shape animation in
shape clips in
splitting clips
standard transition
timewarps
timewarps for cycled and bounced clips
tracks (animation, shape, and audio)
transitions between clips
trimming clips
updating
view options
zooming
Animation panel
animation pivot
animation trails
anisotropic shading model
annotating objects
antialiasing
and motion blur
and toon ink lines
diagnostic rendering mode
for hair
tips & tricks
APIs (application programming interfaces)
application data paths
installation (factory)
Custom File Locations
Where Files Get Stored
user
Custom File Locations
Where Files Get Stored
workgroup
Custom File Locations
Where Files Get Stored
applying
animation from action source
shape keys
approximation
geometry
About Subdivision Surfaces
Geometry Approximation on NURBS
Useful Tools for Modeling
Viewing and Rendering Polygon Meshes
object surface
arc rotation
archives
area lights
3D manipulators
about
manipulators
soft shadows with
switching on and off
toggling off
transforming
arguments (in scripting)
omitting
passing in batch scripts
specifying while creating custom commands
using the -args switch for batch scripting
articulated chains
converting (SOFTIMAGE 3D)
ASF (Acclaim Skeleton) files
aspect ratio, setting
assemblies
assembling surface meshes
Assembly language
asset description language
associate light
attenuating hair length
attraction force
ICE particles to a null
ICE particles to a point in space
ICE particles to an object
ICE particles to each other
attractors
force for simulation (magnet)
goals for particles
Attribute Color shader, using particle color in render tree
attribute shaders (ICE)
attributes
displaying attribute values
displaying object attributes
getting and setting ICE particle
transferring and merging
audio
capturing with animation
deleting sources and clips
displaying waveform on clip
enabling in preferences
exporting with flipbook images
frame rate
in animation mixer
looping
muting
output monitor
quick loop mode for playback
sampling rate
scrubbing
supported file formats
synchronizing with animation while scrubbing
tracks in animation mixer
trimming in and out frames
viewing waveforms in fcurve editor
audio clips
adding markers
creating
linking together with relations
locking
marking
moving
muting
namespace
offsetting start frame
playing
removing
renaming
selecting
synchronizing with animation
audio sources, namespace
auto button (autokeying)
autokeying
as default mode
setting keyframes automatically
automatic discontinuity
Automatic Envelope Assignment property
Assigning Envelopes to Deformers
Assigning Envelopes to Deformers
auxiliary data
about
defining
loading
AVI (Audio Video Interleave) files
AVI files, creating from rendered sequences
avoidance, between particles
avoiding obstacles, ICE particles
axes
specifying for manipulation
About Component Manipulation
Transformation Basics
XYZ
backed-up scenes, restoring
backgrounds
environment mapping
rotoscopy
baking
action clips into sources
rigid body simulations
baking animation, see plotting
ball and socket constraint for rigid bodies
barycentric coordinates for hair
base layer (animation layers)
base shape, modifying in shape manager
batch rendering
about
command-line options
options
batch scripts
about
preparing scripts
running
setting environment
specifying arguments
specifying procedures
beauty pass
The Beauty Pass
What Is a Render Pass?
Behavior Export tool
about
actors
collision spheres
floors (terrain actors)
generating an actor
home (default) pose for character
importing a Biovision actor
importing an actor in a dotXSI file
initializing the character
loopable skills
making skills from actions
opening toolbar
overview of workflow
render setup
RTKNode property
saving the actor in a dotXSI file
setting joint limits
setting up character hierarchy
tagging COG node
tagging foot node
visibility of node in Behavior viewer
behavior states, ICE particles
belly control in character rigs
bend deformation
bend resistance for cloth
Bend Strands compound
bending, ICE particle strands
beveling
polygon mesh components
text
when converting curves
billboard (2D) shader for particles
billboards, ICE particles
binormals
about
applying binormal property
exporting (collada)
exporting (dotXSI)
Biovision (BVH) files
importing
importing actor for Behavior
retargeting to rig
biped tags, matching actions clips
bipeds
control set
creating dog leg rig from guide
creating rig from guide
foot roll
hierarchy setups
predefined rigs
proportional guide for dog leg rigs
proportional guide for rigs
roll division
shadow rigs
birail
bitmaps, on tray switcher buttons
blending
between forward and inverse kinematics on a chain
clips weights in animation mixer
constraints with each other or animation
curves
effector and bone orientation
linking effector orientation with chain's FK/IK blend
material and 2D textures
polygon meshes
surfaces
texture layers
blending materials and textures, imported from SOFTIMAGE|3D
blending modes, texture layers
Blinn shading model
blob shader (3D) for particles
blobs, ICE particles
blocking out a rough animation
blur
static for particles
body
designing with predefined model
pre-built models
bones
about
adding to chain
aligning root with first bone's orientation
blending with effector's orientation
changing axis alignment
changing size
creating spines
inheriting the scaling
keying rotation for all
resetting angle (preferred rotation)
resetting preferred rotation
resizing
rolling in an IK chain
rotating in order
shadows
boning
Boolean
operations on polygon meshes
operators in expressions
parameters in dopesheet
Deactivating (Muting) Animation in the Dopesheet
Deactivating (Muting) Animation in the Dopesheet
Bounce Off Surface compound
bouncing
clips in animation mixer
file input operators
ICE particles
using the cycle ID in action clip values
boundaries
about
About Surfaces
Components
Components
polygon meshes
Inverting Polygons and Polygon Meshes
Polygon Meshes
selecting
snapping
boundary flags
curves
surfaces
bounding box display type
bounding boxes, moving center to
bounding plane constraint
bounding shapes for rigid body collisions
bounding volume constraint
bounding volumes in envelopes
about
associating
combining
creating
dissociating
exclusive
inclusive
limit
types
bounding-box manipulators
bracketing parameters
branch deformations
branch selection
About Selection
Selecting Objects in a Hierarchy
Useful Tools for Modeling
branches
in hierarchies
selecting in hierarchies
break tangent (fcurves)
breaking chains
bridge transition in animation mixer
bridging
edges
polygons
Brownian noise for particles
browsers
accessing a network
accessing files in
opening
path controls
setting favorites in
viewing files in
viewing folders in
brush properties
Making Creases and Spikes
Modifying Envelope Weights
Modifying Envelope Weights
Push Paint
Weight Maps
symmetry
brushing, points
brushing hair See styling hair
brushing hair
BSP, using older acceleration method for mental ray
BSP tree, for hair
BSP2 acceleration method
bulge deformation
bump maps
2D textures and
about
adding maps
alpha channel
applying without a surface image
bump factor
bump map generator
bump scale
computing using separate projection
creating
scaled objects and
troubleshooting
using normal maps
buttons, in tray switchers
BVH (Biovision) files
importing Biovision actor for Behavior
retargeting to rig
BVRN (Behavior render setup) files
Bézier knots
Drawing and Manipulating Curves
Drawing and Manipulating Curves
adding to curves
drawing curves
removing
C0 continuity
C2 continuity
C3D mocap data files, retargeting to rig
Cache on File node
caching
cache clips in the mixer
creating cycles to cache
default paths for cache files
file cache tracks in the mixer
file formats
hair files for playback
ICE simulations
ICE simulations with ICE attributes
loading plotted cache files into the animation mixer
plotting animation or simulation into files
PTP files for particle playback
Creating a Particle Simulation
Playing Particle-based Simulations
rigid body simulations
simulation of spring operator
cage deformations
Camera view
cameras
about
active camera
and object render archives
animating
aspect ratio of
camera object
centering selected elements
combination mode
creating
default
depth of field
direction
distance to
dollying with
driving with
field of view
flying with
Navigating in 3D Views
Navigating in 3D Views
focal length
framing elements with
interest
interest animation
keyframing position
lens offsets
lens shaders, about
lens shaders stack
motion blur
multiple
navigation tool
optimizing
orbiting speed
orbiting with
orthographic
panning speed
perspective
pivoting with
positioning
projection
Types of Texture Projection
applying
projection methods
projection plane settings
redoing moves
render pass
render pass camera
resetting
resetting position
rig
roll, animating
rolling with
root
selecting
Working with Cameras
Working with Cameras
selection filter
setting display options for
shifting the optical center of
shutter speed
switching
synchronizing
telephoto
tips & troubleshooting
types of
undoing moves
viewpoints
views
walking with
Navigating in 3D Views
Navigating in 3D Views
wide angle
zoom speed
zooming with
Navigating in 3D Views
Navigating in 3D Views
capturing
animation in viewport
animation information with devices
Cardinal transition
between clips in animation mixer
for shape clips
Cartesian coordinates, transformations using
cartoon effects, toon shaders
caster
reflection
refraction
transparency
casters
caustics
final gathering
global illumination
shadow
Catmull-Clark subdivision
caustic
casters, grouping
receivers, grouping
caustics
about
adjusting
caster
defining an emitter
diagnostic rendering mode
displaying
filtering
intensity
multiplier
number of photons
optimizing
photon depth
photon reflection
receiver
Creating a Photon Effect
Setting Photon Casting, Receiving and Visibility
refraction
render region
rendering
Photon Effects
Preparing Global Illumination and Caustics for Rendering
tips & troubleshooting
tuning
visibility
workflow
CAV See color at vertices
Cell Scalar shader (ICE)
center of mass, rigid bodies
centering selected elements in views
centers
about
About Transforming Objects
Geometric Objects
Global and Local Coordinate Systems
animating transformations
moving to bounding box center
moving to vertices
rotations and
scaling and
transforming
centripetal parameterization
Parameterization
Parameterization
Cg language
chains
2D or 3D
about
adding bones to
animating on path
animating with forward kinematics (bone rotation)
animating with inverse kinematics (translating effector)
blending forward and inverse kinematics (FK/IK blending)
bone axis alignment
bones
breaking
changing shape of elements
changing size of elements
controlling orientation
creating
creating from curves
critical zone at root
display of
displaying joint circles
displaying only chain elements
drawing in symmetry
drawing SOFTIMAGE|3D style
duplicating in symmetry (mirroring)
effectors
elements in explorer
forcing IK behavior
in hierarchy (skeleton)
joints
keying rotation for all bones
Kinematic Chain property editor
orientation of effector
parts of
preferred angles of joints
preferred angles when drawing
preferred axis of rotation
preventing flipping
pseudo-roots (pinning joints)
resizing bones
resizing by moving joints
resolution plane
rolling a bone for IK chains (in X)
root
rotation limits for joints
shadows for elements
solving IK behavior
stiffness in joints
storing kinematics in actions
storing poses in actions
subchains
up-vector constraints (up direction)
Constraining the Chain’s Up Vector (Direction)
Constraints and Rigs
channels
width for rendering
character animation
animating with kinematics
biped dog leg rig
biped rig
blocking out rough
creating custom parameter sets
custom toolbars
models in
motion capture
Motion Capture for Characters
Softimage® Motor (Motion Transformation) for Characters
naming elements
overview of process
predefined body
predefined skeletons and envelopes
quadruped rigs
rigs for controlling movement
rotoscopy
sample animation
skeletons
synoptic views
transform setups
using animation mixer
using layers and groups
character designer
Character Development Kit for SDK
character key selecting
character key sets
adding parameters to
Keying with Character Key Sets
Keying with Character Key Sets
creating
creating subcharacter key sets
deleting
in character rigs
overview
removing parameters from
renaming
selecting objects from
setting keys with
setting the current one
storing in actions
character mapping, see retargeting animation, tagging
character sets, see character key sets
checkerboard for texturing
Child Transform Compensation
children
Hierarchies
Useful Tools for Modeling
ChldComp
CHM (how to use this guide)
chord-length parameterization
Parameterization
Parameterization
cid (cycle ID) token for action clips
Cineon, lookup table for FX Tree
classic scaling
cleaning
curves
surfaces
vertices while dissolving
cleaning up, polygon meshes
clip effects
applying
see action clip effects
clip relations
clipping, intensity, motion blur and
clipping planes
Useful Tools for Modeling
cameras and
optimizing
setting
clips
namespaces
clone painting (2D paint)
cloned parameters See proxy parameters
cloning
Duplicating and Cloning Objects
spawning ICE particles
closing
curves
Modifying Curves
Open and Closed NURBS
primitives
surfaces
Modifying Surfaces
Open and Closed NURBS
cloth simulation
about
choosing geometry
clusters for local effects
collisions with obstacles
creating
elements in explorer
envelopes and
motion blur
Tips for Using Cloth
Tips for Using Soft Body
muting
nailing or pinning areas
natural forces
optimizing performance
playing
precision of (iterations per frame)
removing
resistance to deformation (shear, bend, stretch)
restarting
sample scenes
saving
speed of
spring nets
stiffness
stitching pieces
Syflex
clouds
creating particle
explosion
fluid
static particles
clumping hair
cluster animation
cluster center deformation
cluster shape combiner
Mixing the Shapes’ Weights
in object's construction region
clusters
about
adding components
and shape animation
animating
About Component Manipulation
Manipulating Components and Clusters
centers
changing display order
constraining objects to center
constraining objects to particles
constraining to objects
creating
Clusters
Texture Editor Overview
deforming
deforming particles
display colors
displaying
local materials and textures
local reference frames
locking
moving
namespaces
on cloth
on hair
order of operators and
overlapping
changing display order of
Creating and Assigning Materials
Creating and Assigning Materials
setting default behavior
overlapping materials and textures
overlapping materials on
polygon, hiding
reassigning to envelope deformers locally
reference frames
removing
removing components
rendermapping
reordering
selecting
Clusters
Selecting Components
shape animation on
symmetrizing polygons
transferring and merging
transforming
Manipulating Components and Clusters
Transforming Components and Clusters
Transforming Components and Clusters
user data
visibility property on polygons
weighting in shapes
CMYK in color editor
coagulate force, ICE particles
COG mode
for components
About Component Manipulation
About Component Manipulation
About Component Manipulation
rotations
Rotating Objects
Scaling Objects
scaling
snapping
translations
COG node in Behavior actor
COLLADA files
exporting
importing
importing as referenced models
collapsing
animation layers into base layer
hierarchies
operators in the stack
polygon mesh components
collision spheres for Behavior actor
collisions
acceleration and velocity limits
accuracy for rigid bodies
Setting the Accuracy of Rigid Body Simulations
Setting the Accuracy of Rigid Body Simulations
activating
actual shape
animated deformations on objects
between particles
bounding shapes
convex hull
elasticity and friction
ICE particles
layers for
muting
particle events
rigid body
CollisionScale attribute, ICE rigid bodies
CollisionShape attribute, ICE rigid bodies
CollisionSize attribute, ICE rigid bodies
color, ICE particles
color at vertices
about
and painting objects
displacement and
ICE trees and
local materials on clusters
Creating Color at Vertices (CAV) Maps
Material Node Property Editor
property
creating
renaming
rendering
transferring and merging
transparency and
Color attribute
color burn for particles
color clipping in image processing
color correction
color correct (fx operator)
color correction (shader)
global display preference
image clips (reference)
color gradients, shader for ICE particles
color management
color sampler shader
colors
ambient for particle shaders
CMYK
custom color
defining with sliders
editors
envelopes
gradient shader for particles
hair
ICE trees and
models (RGB, HLS, HSV)
particle shader
particles
picker
scene
specular for particle shaders
colors at vertices, on polygon clusters
combing hair
command box
command line, running scripts
command line panel
command logs
command-line options
starting Softimage
starting Softimage on Windows
commands
Working with Commands
about
adding to toolbars
choosing
custom
for animation
help
Fundamentals of Scripts
Fundamentals of Scripts
levels
logging
menu
MergeScene
redoing
repeating
Accessing Commands and Tools
Using the Command Box
running automatically
typing
undoing
Undoing and Redoing Edits
Working with Commands
where they are logged
comments
adding to custom parameter sets
for expressions
Activating and Deactivating Expressions
Editing an Existing Expression
ICE trees and
in VBScript
comparing picture files
diffpic standalone
imf_diff standalone
Getting Image File Information
Getting Image File Information
compensation, offsets between constrained objects
Component > Attach/Detach Volume Deform
Component > Mark Hard Edge/Vertex
Making Creases and Spikes
Viewing and Rendering Polygon Meshes
Component > Move Point
Component > Proportional
Component > Proportional Setup
Component > Relative Mode
Component > Set Edge/Vertex Crease Value
Making Creases and Spikes
Making Creases and Spikes
Component > View Plane Pivot Transform Tool
Component > View Plane Proportional Transform Tool
components
about
Components and Clusters
Components and Clusters
adding to clusters
animating
About Component Manipulation
Manipulating Components and Clusters
Tips & Tricks with Expressions
Tips & Tricks with Linked Parameters
creating clusters
curves
deforming
Manipulating Components and Clusters
Manipulating Components and Clusters
deselecting
display options
displaying
local reference frames
navigating
polygon meshes
removing from clusters
selecting
About Component Manipulation
Overview of Selection
Selecting Components
selecting loops
Selecting Components
Selecting Components
selecting polygon mesh
selecting ranges
Selecting Components
Selecting Components
selection filters
sliding
surfaces
transforming
Manipulating Components and Clusters
Transforming Components about the Mouse Pointer
Transforming Components and Clusters
Transforming Components and Clusters
Using the Tweak Component Tool
transforming independently
tweaking
types
user data
composite standalone
compositing
layout
passes
picture files (composite standalone)
preferences
tools
compound, rigid bodies
compound clips
about
adding markers
clip effects
copying
copying between models
creating
extrapolation
ghosting
holding frames
infinite time value
linking together with relations
mixing shapes
mixing weights
moving
opening and closing
removing
removing clips from (undoing)
renaming
scaling
selecting
shapes in
Animating Shapes
Mixing the Shapes’ Weights
timewarps
transitions between
trimming (cropping)
weighting
compounds, shaders in render tree
conditional, expressions
cone angle in light
connection icon
About Mappable Parameters
applying shaders with
texturing with
connection point for generators
connection-mapping templates
for sharing actions
resolving unconnectable parameters
connections, scripted operators
defined
using
Constant display type
constant interpolation for function curves
Constant shading model
constants, in expressions
Constrain > Child Transform Compensation
Constrain > Select Constraining Objs
Constrain Strand Length compound
constraints
about
activating and deactivating (muting)
aligning with normals of curves
aligning with normals of objects
blending multiple
blending with animation
blending with chain's IK/FK blend
bounding-plane
bounding-volume
cluster center
cluster to object
combining with expressions
combining with scripted operators
compensation (offsetting)
controlling between rig and shadow rig
coupling behavior
curve (path) with chains
curve (U value)
direction
distance
elements in explorer
evaluation cycles
global space
in character rigs
linking parameters
mixing in animation mixer
modifying action sources
modifying in action clips
motors for rigid body constraints
multiple
multiple (n) points
muting in dopesheet
object to cluster center
objects to particle clusters
offsets between objects
order of
orientation (rotation)
parent
pinning an object in place
plotting transformation parameters
pose (scaling, orientation, and position)
position
preferred axis for chains
referenced models and
removing
rigid body
scaling
schematic view
selecting objects animated with
selecting the constrained object
selecting the constraining object
spreadsheet query
storing in actions
surface normals
symmetry
tangency
three-point
to curve (path)
two-point
undoing
up-vector
up-vector for chains
Constraining the Chain’s Up Vector (Direction)
Constraints and Rigs
viewing information
construction modes
about
post-simulation
secondary shape modeling
setting
Operator Stack
Operator Stack
shape modeling
simulation
viewing
construction regions
Post Simulation (ICE)
Simulation (ICE)
context menus
about
Accessing Commands and Tools
Useful Tools for Modeling
explorer
continuity
across subsurface junctions
NURBS
continuous rotation
fcurves
plotting
contour stretch UVs texture projection
contours
detecting for toon rendering
offsetting polygons
Control Displacement Instance Animation compound
Control Instance Animation compound
control objects
about
Primitives
What’s an Object in Softimage?
lattices
volume deformers
waves
control rigs for character animation See rigs
control splines
for facial animation rigs
in rigs for approximating body volume
conversion nodes, inserting in the render tree
conversion shaders
about
editing
inserting from a property editor
Applying and Editing Shaders
Applying and Editing Shaders
Applying Textures
converting
any file format (imgconv standalone)
curves to polygon meshes
expressions to function curves
image files to memory-map textures
object translation to a path
quaternion and Euler rotations
raw and standard function curves
referenced models
surfaces to polygon meshes
convex hull collision geometry for rigid bodies
Cook-Torrance shading model
coordinates
Cartesian
global and local
coplanar
copying
animation
clips in the animation mixer
custom parameter sets
expressions
external files to projects
link animation
objects between scenes with models
polygon mesh components
render options
shape animation
shape animation between scenes
Coriolis force in fluid
coupling behavior for constraints
creases on subdivision surfaces
about
creating
painting
Create > Text
Create Strands compound
critical zone at chain root
cropping, clips in the animation mixer
crossfading, between clips in animation mixer
cross-platform, add-ons
Crosswalk for Max
Crosswalk for Maya
Crosswalk for Softimage
Crosswalk setup
cubic projection
about
applying
preset, saving and loading
curvature continuity
Curve > Add-Point Tool by Bezier-Knot Points
Curve > Add-Point Tool by CVs
Curve > Add-Point Tool by Knot Points
Curve > Align Bezier Handles
Curve > Align Bezier Handles Back to Forward
Curve > Align Bezier Handles Forward to Back
Curve > Blend
Curve > Clean
Curve > Delete Point Tool
Curve > Draw Cubic by Bezier-Knot Points
Curve > Draw Cubic by CVs
Curve > Draw Cubic by Knot Points
Curve > Draw Linear
Curve > Extract from Edges
Curve > Extract from Subcurves
Creating Curves from Other Objects
Creating Text
Curve > Extract from Surface
Curve > Extract Segment
Curve > Fillet Intersection
Curve > Fit on Curve
Curve > Insert Bezier-Knot
Curve > Insert Knot
Curve > Intersect Surfaces
Curve > Inverse
Curve > Make Bezier-Knots Corners
Curve > Make Knot Segments Linear
Curve > Make Knots Bezier
Curve > Make Knots Non-Bezier
Curve > Merge
Curve > Open/Close
Curve > Raise Degree
Curve > Remove Knots
Curve > Reparameterize
Curve > Set Knots Multiplicity
Curve > Shift U
Curve > Stitch
Curve > Tweak Curve
curve boundaries
about
selecting
curve net
curves
about
About Curves
Geometric Objects
adding knots
Drawing and Manipulating Curves
Drawing and Manipulating Curves
Drawing and Manipulating Curves
adding points
Drawing and Manipulating Curves
Drawing and Manipulating Curves
blending
boundary flags
building polygon meshes
building surfaces
About Building from Curves
Building Surfaces
cleaning
closing
components
constraining objects to
constraining objects to (path)
continuity
converting to polygon meshes
creating chains from
creating from animation
Creating Curves from Other Objects
Setting Objects on Trajectories
cubic
deforming by
deforming components and clusters
degree
Creating Curves from Other Objects
Degree and Continuity
deleting points
drawing
Drawing and Manipulating Curves
Drawing and Manipulating Curves
emitting hair from
exploding text to
exploding to mesh hierarchy
extending surfaces to
extracting from edges
extracting from subcurves
extracting from surfaces
extracting segments
filleting
fitting
Creating Curves from Other Objects
Creating Curves from Other Objects
freehand
from text
Creating Text
Creating Text
geometry approximation
hulls
ICE particles flowing along
importing EPS and AI files
intersecting surfaces
inverting
knots
length
linear
merging
multiknots
on terrain actor for Behavior
opening
points
projecting onto surfaces
raising degree
removing knots
reparameterizing
segments
shifting U
sketching
stitching
subcurves
subdivisions
transforming components and clusters
Transforming Components and Clusters
Transforming Components and Clusters
weight maps on
custom, preferences
custom attributes in ICE
custom color
custom commands
about
adding to toolbars
creating
importing and exporting
modifying
names
parsing
running
sharing
specifying arguments
undoing
custom display host
custom displays, viewports, displaying in
custom filters, for smoothing geometry
custom menus
Custom Toolbars
Customization
custom operators, self-installing' operators, custom self-installing
custom parameter sets
Simple Custom Parameter Sets
about
copying
DirectX realtime shaders and
in shape manager
namespaces
OpenGL realtime shaders and
script-based
Custom Parameter Sets
Script-based Custom Parameter Sets
simple
Custom Parameter Sets
Simple Custom Parameter Sets
custom parameters
about
adding notes
and expressions
connecting with animation
creating
creating sets
deleting
displaying in 3D views
editing
effect variables in clip effects
for particles
in explorer
namespaces
proxy
storing in actions
using as global scripting variables
custom property
custom property editors with proxy parameters
Custom Property Set Wizard
custom shaders, using with distributed rendering
custom slider panels, for shape weights
custom variables, scripted operators
defined
using
customizing, viewport grid
cutting, polygons
Adding and Editing Polygon Mesh Components
Dicing Polygons
Knifing and Slicing Polygons
cutting clips in animation mixer
cutting hair
cut map
cut operator
cutting links in hierarchies
cycle ID (cid token) for action clips
CycleChecking command
cycles
checking for animation
clips in animation mixer
creating for function curves
in action clips
in clip effects
using the cycle ID in action clip values
cycling
file input operators
through floating views
cylindrical texture projection
dampening, effect of dynamics on hair
Darker (mixer shader)
dds file format
death events See particle events
deceleration
default image (no_icon)
default reference planes
deform motion
about
defining step marks
setting biped tags
deformation motion blur (local)
deformations
about
bend
branch mode
bulge
by cage
by curve
by lattice
by motion
by spine
by surface
by volume
cloth
cluster center
Cluster Centers
Cluster Centers
clusters
clusters of particles
components
fold
footsteps
for shape poses
ICE trees and
muting
muting in dopesheet
on hair
on hair with Stretchy mode
on particle systems
operators
push
quickstretch
randomize
relax
shape jitter
shear
shrinkwrap
smooth
soft body
soft body and envelopes
spine
taper
textures and
tree mode
twist
vortex
deformers
adding to envelopes
envelopes
removing from envelopes
degree
of curves
Creating Curves from Other Objects
Degree and Continuity
Modifying Curves
of surfaces
About Building from Curves
Building Surfaces
Degree and Continuity
degree 0 continuity
degree 2 continuity
deinterlacing, image clips
Delaunay tesselation method
Delete Particles Upon Age Limit compound
DeleteAll command
arguments
can't undo
deleting
animation
custom parameters
key points on function curves
points on curves
polygon mesh components
proxy parameters
scene layers
scenes
shape keys
deltas, with referenced models
density
Geometric Objects
fluid particles (mean distance)
gradient shader for ICE particles
of hair
shape of rendered ICE particles
dependency cycles between animated objects
depth
displaying in render region
pass
depth fading
about
creating with volume shader
creating with volumic property
depth map
generating with rendermap
Ultimapper, activating in
depth of field
desaturation in image processing
deselecting
Overview of Selection
in explorer
detaching
details, level of, see LODs
device drivers
activating for use
adding to list
capturing animation information
function curves created by capturing
managing
removing from list
setting up channels
Device Manager
diagnostic rendering
dicing, polygons
Difference (mixer shader)
difference of polygon meshes
diffpic standalone
diffuse channel
diffuse illumination
about
blending with 2D textures
dihedral angle
direction, of ICE particle emission
direction constraints
DirectX realtime shaders
2D textures
about
Assembly language
coordinate manipulation of textures
cubic textures
custom parameter sets and
displaying in 3D views
drawing effects
effects (.fx files)
fixed function shading
fragment shaders (setting up with dx program - hlsl)
lighting per-pixel example (programmable)
Microsoft High Level Shading Language (HLSL)
multi-texturing
pixel shaders (about)
pixel shaders (setting up with dx program - hlsl)
pixel shaders (setting up with dxpixel shader - assembly)
programmable
reflection map example (fixed function)
SAS binding semantics (effects shaders)
softimage semantics (dx program - hlsl)
texture setup
texture targets
vertex shader input semantics (effects shaders)
vertex shader registers (assembly language)
vertex shaders (about)
vertex shaders (setting up with dx program - hlsl)
vertex shaders (setting up with dxvertex shader - assembly)
Disable from Here command
disconnected polygons, fixing
disconnecting, polygon mesh components
discontinuity
automatic
displacement and
on selected edges
displacement
creating
creating with alpha
creating with fractals
discontinuity and
geometry approximation
maximum setting
motion-based displacement quality
optimize rendering
painting
render tree and
displacement shaders
Display > Hide and Deselect
Display > Hide Unselected Objects/Polygons
Display > Hide/Unhide Selection
Display > Unhide All Polygons
display, properties
display attributes, ICE particles
display modes, rendering to file
display options
components
objects
setting for all cameras
display preferences
display property, setting for scene layers
display types
bounding box
constant
depth cue
fast manipulation
hidden-line removal
particles using
per object
realtime shaders
shaded
textured
textured decal
wireframe
DisplayInfo parameters
displaying
any image formats
attribute values
clusters
components
hidden polygons
information in schematic views
instances
object attributes
properties
property editors
weight maps
dissolving polygon mesh components
Removing Polygon Mesh Components
and cleaning vertices
distance constraints
distance-based envelope assignment
distances, filtering ICE particle emission by
distributed rendering
about
Distributed Rendering
Rendering Methods
environment variables for
linktab file
memory mapped textures, using with
ray3xsi.bat
rayhosts file
How Distributed Rendering Works
Setting Up For Distributed Rendering
rayserver (ray3xsi5_0server)
Satellite vs. Standalone
setting up
types of
using custom shaders with
dithering in image processing
dog leg biped
proportional guide
rig
dollying cameras
dominant field, using
Doo-Sabin subdivision
dopesheet
about
aligning tracks with parameters in explorer
changing colors of elements in
collapsing and expanding tracks
copying animation between models and hierarchies
copying animation between objects
cutting and copying keys
cutting empty regions (no keys)
deactivating (muting) animation
deleting keys
displaying phoneme shape keys
drawing regions
framing
hiding tracks
in timeline
keyframe colors
keyframes in
moving empty regions (no keys)
moving keys
moving regions of keys
panning
pasting keys
Cutting, Copying, and Pasting Keys
Cutting, Copying, and Pasting Keys
regions of keys
rippling
scaling empty regions (no keys)
scaling regions of keys
selecting keys in
selecting tracks
setting preferences
summary tracks
tracks
zooming
dotXSI files
exporting
Importing and Exporting dotXSI Files
Importing and Exporting with Crosswalk for Maya
exporting action sources as
exporting for Crosswalk
Face Robot rig import
importing
Importing and Exporting dotXSI Files
Importing and Exporting with Crosswalk for Maya
importing action sources
importing as referenced models
importing Behavior actor in
importing for Crosswalk
saving action sources in
saving Behavior actor in
drag force, ICE particles
drag (force for simulation)
drawing
chains
curves
Drawing and Manipulating Curves
Drawing and Manipulating Curves
edges
polygons and polygon meshes
dripping, ICE particles
driving, with camera
DSC files, importing
DSKeymap files
dummy objects See implicit objects
What’s an Object in Softimage?
duplicating
chains in symmetry
groups of objects
in symmetry
objects
Duplicating and Cloning Objects
Duplicating and Cloning Objects
objects along a path
objects from animation
objects with texture supports
polygons along a curve
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
polygons along an axis
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
shape keys
shape-animated objects
with transformations
without options
dynamic behavior
and styling on hair
locking and unlocking points on hair
muting operator for hair
on hair
on objects See rigid body
Rigid Bodies
Rigid Body Constraints
on objects See soft body
reaction of hair to
dynamic friction
dynamic property assignment
dynamics, selecting objects with
Cloth
Finding Particle-based System Elements
Hair and Fur Basics
Soft Bodies
dynamics engine for rigid bodies (physX or ODE)
EANI files (native Softimage binary)
exporting action sources as
importing action sources
saving action sources in
ear controls in character rigs
eddy (force for simulation)
edge loops, selecting
Selecting Components
Selecting Polygon Mesh Components
edges
about
adding
animating
beveling
boundaries
Inverting Polygons and Polygon Meshes
Polygon Meshes
bridging
collapsing
copying on polygon meshes
defined
deforming
deleting
disconnecting
discontinuous
dissolving
double
extracting curves
extruding along a curve
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
extruding along an axis
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
filtering
hard
moving in relative mode
normals on selected
offsetting polygon contours
rounding
selecting
Selecting Components
Selecting Polygon Mesh Components
selecting adjacent
selecting loops
Selecting Components
Selecting Polygon Mesh Components
selecting ranges
Selecting Components
Selecting Components
sliding
splitting
Adding and Editing Polygon Mesh Components
Adding and Editing Polygon Mesh Components
subdividing
surrounding when selecting
Polygon Meshes
Using Selection Tools
Using Selection Tools
transforming
Manipulating Components and Clusters
Transforming Components about the Mouse Pointer
Transforming Components and Clusters
Using the Tweak Component Tool
welding
Edit > Custom Properties
Edit > Delete All
Edit > Duplicate/Instantiate > Duplicate Multiple
Edit > Duplicate/Instantiate > Duplicate Single
Edit > Duplicate/Instantiate Options
Edit > Info Selection
Edit > Operator > Add Input
Edit > Operator > Freeze Modeling
Edit > Operator > Freeze Selected
Operator Stack
Operator Stack
effectors
about
animating (inverse kinematics)
blending orientation with bone
changing orientation
forcing position
inheriting orientation from bone
linking orientation with chain's FK/IK blending
shadows
solvers on
effects
CgFX
creating in FX Tree
DirectX
outputting in FX Tree
rendering FX Tree
elasticity
for particles and obstacles
ICE rigid body
of hair segments
rigid body collisions
elements, basic scene
elliptical filtering
elliptical marquee (2D paint)
embossing when converting curves
EMDL files
Exporting Models
exporting
version information (printver standalone)
Emit Blast compound
Emit from Curve compound
Emit from Position compound
Emit from Surface compound
Emit from Volume compound
Emit Splash from Surface Collision compound
Emit Trail at Surface Intersection compound
emitter objects
emission properties for particles
for hair
for particles
multiple for particles
muting for particles
emitting
hair from objects
particles for event
Enable from Here command
end angles for primitives
end frame in timeline
entering values outside range
Envelope > Assign to No Deformer
Envelope > Create Bounding Volume
Envelope > Create Symmetry Mapping Template
Envelope > Mirror Weights
Envelope > Reassign Locally
Envelope > Remove Deformers
Envelope > Remove Envelope
Envelope > Reset Actor
Envelope > Select Deformer from Envelope
Envelope > Set Envelope
Adding and Removing Deformers
Assigning Envelopes to Deformers
Envelope > Set Reference Poses
Changing Reference Poses
Changing Reference Poses
envelopes
about
adding deformers
and proportional volume deformers
and shape animation
assigning points to different deformers
assigning to deformers
Assigning Envelopes to Deformers
Changing Deformer Assignments Manually
bounding volumes
combining with cloth
combining with soft body
Enveloping Tips & Tricks
Using Soft Body with Envelopes and Other Deformations
control splines for facial animation rigs
deformers
display colors
distance-based assignment
editing weights numerically
freezing transformations
freezing weights
geometry types
holding weights
limiting number of deformers per point
locking weights
mirroring weights
modifying properties
modifying weights
muting
normal-based assignment
normalizing weights
on subdivision surfaces
painting weights
predefined body
predefined human
presets
reference poses
Before You Envelope
Changing Reference Poses
referenced models and
removing
removing deformers
removing deformers locally
resetting reference poses
returning to reference pose
smoothing weights
Modifying Envelope Weights
Modifying Envelope Weights
subdivision surfaces
surface meshes
symmetrizing polygons
symmetry
transferring and merging
transforming
weight operator stack
weights
x-ray shading
Displaying Chain Elements
Enveloping Tips & Tricks
environment maps
about
creating on an object
lighting scenes with
rendering
environment script file
environment shaders
about
and portal lights
creating a background with
for volume effects
using
environment variables
for configuring Softimage
for distributed rendering
for linktab
environment_shaders_EnvironmentBlur
environments
adding elements to
creating for rigid bodies
ICE simulations
merging multiple
rigid body simulation
setting for the current rigid body
EPS files, importing
equalizing action clips
error threshold for IK solver
Euler rotations
converting to and from quaternion
mixing in animation mixer
versus quaternion
evaluation cycles for animation
events
managing
updating referenced models
exclusive bounding volumes
exiting Softimage
expanding hierarchies
explicit texture projection
exploded meshes, fixing
exploding
curves to mesh hierarchy
text into curves
Explore > Custom/Proxy Parameter Sets
Explore > Groups
explorer
about
action elements in
animation elements in
chain (skeleton) elements
cloth elements in
constraint elements in
context menus
custom parameters in
expanding and collapsing hierarchies in
filtering information in
finding elements
framing elements in
hair elements in
in animation editor
layout of
local or global renderer options in
locking
navigating in
opening
particle elements in
path elements in
pop-up
renaming elements in
reordering elements
selecting
shape animation elements in
sorting elements
texture layers in
viewing basic properties
viewing hierarchies in
Explosion operator
explosion shader
explosion simulation
about
changing speed and size
creating
deleting
particle types
phases
rendering
shader
shapes of clouds
structures
exporting
action sources
animation mixer
characters to Behavior
COLLADA
Crosswalk for Softimage options
custom commands
DirectX
dotXSI files
dotXSI for Crosswalk
dotXSI from Max
dotXSI from Maya
FBX export options
FBX files
flipbook
function curves
IGES files
list of supported formats
model instances
models
Exporting Models
Importing and Exporting Softimage Models
OBJ files
preferences
render archives in batch
scenes and objects to dotXSI
Importing and Exporting with Crosswalk for Maya
Importing and Exporting with Crosswalk for Maya
supported scene elements (collada)
supported scene elements (dotXSI)
supported scene elements (FBX)
supported scene elements (Max to Softimage)
supported scene elements (Maya to Softimage)
supported scene elements (Softimage to Max)
supported scene elements (Softimage to Maya)
tangents and binormals (collada)
tangents and binormals (dotXSI)
user data
with Point Oven
EXPR2 (expression) files
expression editor
about
in animation editor
opening
expressions
about
activating and deactivating (muting)
adding comments to
Activating and Deactivating Expressions
Editing an Existing Expression
and custom parameters
applying
Boolean operators
combining with constraints
combining with function curves
combining with function curves in actions
combining with scripted operators
conditional
constants
converting to function curves
copying
creating
editing
equal relationships between parameters
evaluation cycles
examples
expression editor
files
functions
ICE trees and
importing from SOFTIMAGE|3D
in action sources
in clip effects
in global or local transform property editor
Activating and Deactivating Expressions
Editing an Existing Expression
linked parameters l_fcv()
linking parameters
loading from file
math operators
modifying action sources
modifying in action clips
multi-linked parameters l_interp()
multiple on same parameter
muting in dopesheet
object names
on color parameters
on components
on preferred angles
operators
oscillation
overview of workflow
parameter names
presets
relational
removing
returned value
saving
selecting objects animated with
spreadsheet query
syntax for writing
target (affected element)
this token
this_model token
using other text editors
validating
viewing as graphs
viewing information
writing
Extended Component Selection
extending, surfaces to curves
external action sources
in files (.xsi or .eani)
loading in a scene
offloading
offloading parts of a source
external files
in synoptic scripts
locating
external files manager
about
copying files to projects
displaying files
image clips, clearing unused
materilals, clearing unused
modifying file paths
navigating
paths, modifying
extracting
curve segments
curves from surfaces
polygons
subcurves
extrapolation
clips in animation mixer
function curves
extruding
curves along axes
curves along curves
polygon mesh components along a curve
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
polygon mesh components along an axis
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
text
when converting curves
with two profiles
fabric See cloth simulation
Face Maker
about
shape animation
Face Robot, importing shape animation rigs into Softimage
faces, rendering both sides
facial animation, controls splines for rigs
factory application data path
Custom File Locations
Where Files Get Stored
falloff
for multi-linked and orientation parameters
for proportional modeling
for volume deformation
light
transparency for particle shapes
fan (force for simulation)
fast manipulation
fast playback
Improving Scene Display Performance
Playing Back All Frames or Playing in Real Time
fast skin shader
fast subsurface scattering shader
about
bias
bump mapping and
displacement mapping and
lightmaps for
scaling
scattering
surface illumination
fast-moving emitters, ICE particles
favorites
adding to favorite list
deleting from favorite list
selecting
FBX files
batch processing
exporting
importing
skeleton conversions
type conversions
fcurve editor
Overview of the Fcurve Editor
audio waveforms in
command bar
default selection tool
editing fcurves in
framing
grid and rulers for fcurve graph
metacurve region
panning
setting preferences
zooming
Zooming, Panning, and Framing in the Fcurve Graph
Zooming, Panning, and Framing in the Fcurve Graph
field of view, setting
field rendering
about
compositing field-rendered images (composite standalone)
dominant field
hair
interleaving fields (interleave standalone)
particles
fields
image clips and
interleaving (interleave standalone)
File > Keyboard Mapping
File > Preferences
file input operator
animation mixer, extrapolating in
extrapolating
file types
.ai
.aifc
.aiff and .aif
.amc
.ani
.asf
.avi
.bvh
Importing and Exporting Actors
Importing Motion Capture Files
.bvrn
.dae
Importing and Exporting COLLADA Files
Using Referenced Models
.dds
.dsc
.DSKeymaps
.eani (action sources)
Creating External Action Sources
Importing and Exporting Action Sources
Importing and Exporting Action Sources
.emdl
Exporting Models
Importing and Exporting Softimage Models
.eps
.expr2
.fbx
.fraw
.fraw2
Exporting Scripted Operators as Function Curves
Expressions and Other Animation
Saving and Loading Function Curves
.hrc
.html
About Synoptic Views
Managing Synoptic Files
.iges
Importing and Exporting IGES Files
Importing and Exporting IGES Files
.key
.lwo
.mdd
.mi2
.mia
.mov
.obj
Importing and Exporting Wavefront OBJ Files
Importing and Exporting Wavefront OBJ Files
.pic
.preset (cloth)
.preset (general)
.preset (particle type)
.preset (soft body)
.psc
.ptp (particle, fluid, explosion)
.qt
.rtf
Creating Text
Creating Text
.scn
Projects
Scenes
.scntoc
.wav
.x
.xml
.xsi
Importing and Exporting Actors
Importing and Exporting dotXSI Files
Importing and Exporting dotXSI Files
Importing and Exporting with Crosswalk for Maya
Using Referenced Models
.xsi (action sources)
Creating External Action Sources
Importing and Exporting Action Sources
Importing and Exporting Action Sources
.xsikm files
.xsimixer
.xsipref
.xsiprojects
.xsitb
files
accessing from browser
caching for particle playback (PTP)
comparing pictures (diffpic standalone)
comparing pictures (imf_diff standalone)
Getting Image File Information
Getting Image File Information
converting image (imgconv standalone)
deleting projects
deleting scene
external
Search and Replace Strings in Paths
copying to projects
managing
external in synoptic scripts
file names and templates
image output
linktab
modifying paths to
picture file for 2D texture
ray3xsi.bat
rayhosts
How Distributed Rendering Works
Rendering Methods
raysatxsi.bat
recovery journal
referenced
restoring backed-up versions of
scripts
searching for
synoptic
About Synoptic Views
Managing Synoptic Files
fill actions
filleting
curves
surfaces
Filter by Distance to UV Location compound
Filter by Null compound
Filter by Object Intersection compound
Filter by Texture Map compound
Filter by Volume compound
Filter by Weight Map compound
filtering
edges
elements in explorer
elements in Schematic view
elliptical
points on polygon meshes
polygons
filters
antialiasing
custom, for smoothing geometry
selection
snapping
final gathering
about
accuracy
advantages and disadvantages
and global illumination
and hair
Lighting and Shadows for Hair
Using the Geometry Hair Shader
bounces, diffuse
diagnostic rendering mode
environment map with
falloff
filtering
irradiance from photon map
map file, generating
maps per object
mental ray options (reference)
modes
number of rays
on particles
overview
presample density
radii and points
sampling contrast
trace depth
using to light a scene
view dependency
visibility options
finding, elements in explorer
fine surface approximation
fitting
curves onto curves
function curves
surfaces to surfaces
fixed constraint for rigid bodies
FK/IK blending
about
ghosting FK/IK states
linking effector's orientation with
motion capture data
plotting animation
with constraints
flags, boundary
flares, lens, creating
flat-liners, see static fcurves
flexing (quickstretch)
flip.exe (standalone flipbook)
flipbooks
capturing audio for
capturing images in viewports
exporting
exporting audio with images
launching after capturing
loading animation into
matching colors in
memory guidelines for si3d_flipbook standalone
playing
playing in native players
setting up view options
shortcut for desktop
standalone
standalone (si3d_flipbook)
flipping
chain's orientation
function curves
floating views
Working with Views
closing
cycling through
minimizing
opening
restoring
flood fill tool
floors (terrain actors) in Behavior
Flow Along Curve compound
Flow Around Surface compound
flow path
Fluid operator
fluid simulation
about
Basics for Particle-based Simulations
Fluid
blob shader
Coriolis force
creating
deleting
density of particles
fluid properties
foam
mean distance (density)
muting
rendering
surface tension
viscosity
flying, with camera
fog
about
creating with shaders
creating with volume shader
creating with volumic property
fold deformation
font attributes
fonts, installing on Linux
foot node in Behavior actor
foot roll
biped and dog leg rigs
quadruped rigs
footsteps deformation
forces
attractor
creating
disconnecting
drag
eddy
fan
gravity
ICE tree
in schematic view
muting
toric (torus)
turbulence
vortex
wind
forcing IK behavior
format, preferences
forward kinematics
about
animating with
blending with inverse kinematics
changing order of bone rotation
keying rotation for bones
posing a chain with inverse kinematics
storing in actions
four-sided
Fractal Scalar shader (ICE)
Frame Cycle Control compound
frame format
custom
default
playback
frame of reference
components
objects
frame rates
and rotoscopy
audio
custom
displaying in viewport
realtime playback
setting default
setting playback
frames
capturing in viewport (flipbook)
default format
default rate
displaying number in viewport
frame token and padding
ICE trees and
in action clip values
previewing a single frame
range in the animation mixer
running scripts automatically on frame change
start and end in timeline
framesets, in layouts and relational views
framing
clips in animation mixer
elements in 3D views
elements in explorer
elements in the Schematic view
in a rotoscoped view
FRAW (raw function curve) files
FRAW2 (raw function curve) files
about
converting expressions to
saving scripted operators as
freeform selection tool
freehand curves
freehand tool (2D paint)
Freeze M button
freezing
action clips into sources
envelope weights
hair
operator stack
particle cloud (muting)
transformations
transformations on envelopes
Unfold texture projection
weight maps
frequencies of animation
friction
for particles and obstacles
ICE rigid body
rigid body collisions
static and dynamic
frizzy hair
function curves
.fraw2 files
about
adding key points
animation editor
animation layers
break point in slope
breaking and unifying slope
combining with expressions
combining with expressions in actions
combining with scripted operators
converting between raw and standard
corresponding to action sources
created from capturing with devices
cutting, copying
and pasting
and pasting regions
cycles
default selection tool
default slope
default slope handle length
deleting key points
deselecting
displaying
Viewing Function Curves
Viewing Function Curves
displaying in graph
displaying information about
displaying parameters in animation explorer
editing action sources
exporting
exporting scripted operators as
extrapolating slope shape
files
fitting
flipping direction in X or Y
fraw and fraw2 files
from expressions
hiding
high-density (raw)
HLE tool
importing
increasing key points on
inserting key points without changing curve shape
interpolation types
link curves
loading
locking on to an element
mirroring slope orientation
mixing with action clip in mixer
moving
muting (deactivating)
normalizing the view
offsetting
plotting retargeted animation into
preferences for creating when keying
presets for non-time curves
quaternion rotation controls
redoing changes
reducing keyframes on
reducing noise
removing animation
removing flat (static) fcurves
resampling
returning to object from action sources
rippling when pasting
saving
scaling
scaling regions
scaling with a pivot
selecting
selecting key points on
selecting objects animated with
shaping high-density curves (HLE tool)
slope handles
slope orientation
smoothing
SOFTIMAGE|3D slope angle display
SOFTIMAGE|3D slope handles
spreadsheet query
storing in actions
temporary copies (snapshots)
undoing changes
functions
in action clip values
in expressions
fur See hair
Fx color selector
FX Operator Selector
The Fx Operator Selector
displaying
inserting operators with
using
FX operators
about
applying a channel mask to
Color Adjust
Color Curves
Composite
connection icons
copying and pasting
Distort
editing properties
Filter
Grain
Image
inputs
mask options
The Fx Operators
setting
mask shapes
obey matte
Masking Operator Effects
enabling
inverting
Optics
output channels, setting
output depth, setting
output options
The Fx Operators
setting
output size, setting
outputs
paint clip
Painterly Effects
pasting and copying
previewing
property pages
renaming
Retiming
Transform
Transition
vector paint
Fx paint brush list
FX Tree
about
caching options
Cineon images in
creating effects
creating trees
deleting trees
framing
image clips, getting
importing images
navigating in
navigation control
operators
connecting
copying and pasting
editing properties
getting
pasting and copying
outputting effects
preferences
renaming trees
render passes, getting
rendering effects
rendering effects from the command line
setting default image size
setting file input properties
FX Viewer
about
alpha channel
displaying
displaying as overlay
clearing
displaying color channels
image compare area
merge source, mixing current image with
navigating in
navigation control
pixel probe
playing sequences in
previewing operators
proxy images
resetting pan and zoom in
scaling images
setting properties for
Fx viewer settings
gamma correction
about
applying to a render pass
display preference
displayed in color chips and sliders
displayed in color editor (full)
displayed in color editor (mini)
displayed in gradient slider
image clips
garbage mattes
about
adding points to shapes
animating shapes
blurring shapes
deleting points from shapes
deleting shapes
drawing shapes
editing Bézier/freehand shapes
Creating Garbage Mattes
Editing Shape Points
editing polygon and B-spline shapes
editing shapes
in the explorer
in the FX viewer
inverting shapes
persisting
shapes, editing points on
shapes property editor
Creating Garbage Mattes
Transforming Shapes
Gator
Generate Strand Trails compound
generating, Behavior actors from Softimage characters
generators
Operator Stack
connection point
geodesics
geometric normals, on polygon meshes
geometric objects, about
geometry
defined
types of
geometry approximation
about
Geometry Approximation
Useful Tools for Modeling
curves and surfaces
displacement
hair
hardware display
motion-based displacement
polygon meshes
properties, type of
scene layers
subdivision surfaces
About Subdivision Surfaces
Creating Subdivision Surfaces
geometry shader objects
applying materials
applying textures
getting
transforming
geometry shaders
The Shader Library
about
adding
applying
modifying parameters
removing
writing
geometry types
for envelopes
of objects
GetMappingRule()
GetNumMappingRules(]
getthumb standalone
getting image information
Getting Image File Information
Getting Image File Information
gframe (global frame) token in action clips
ghosting
and pose offsets
animated objects
color
compound clips
display types
for groups and scene layers
for overlapping clips in animation mixer
forward and inverse kinematics blend (FK/IK) on chains
in animation layers
rigid body simulations
simulated objects
Cloth
Soft Bodies
Viewing Particle-based Simulations
gimbal lock
changing order of rotations
Euler versus quaternion rotations
global coordinates
Global and Local Coordinate Systems
displaying in View manipulation mode
global frame, in action clip values
global illumination
about
adjusting
and irradiance particles
caster
casters, grouping
diagnostic rendering mode
displaying
final gathering with
multiplier
number of photons
on particles
optimizing
photon depth
Preparing Global Illumination and Caustics for Rendering
Preparing Global Illumination and Caustics for Rendering
photon light source
receiver
receivers, grouping
refraction
render options
render region
rendering
Photon Effects
Preparing Global Illumination and Caustics for Rendering
setting casters
setting receiver
tips & troubleshooting
tuning
visibility
workflow
global manipulation mode
rotating components
rotating objects
scaling components
translating components
translating objects
global render options
global time
in action clip values
in animation mixer
global transforms
About Transforming Objects
animating
automatically marking
marking parameters for
global variables
in scripted operators
About Scripted Operators
Do’s and Don’ts of Coding Scripted Operators
in scripting
glow
creating
editing
goals
for particles
ICE particles
gradient
about
alpha
animating
connecting shaders
controls
gamma correction
shader for particles
shader types
gradients, shader for ICE particles
graphs
function curve in animation editor
viewing expressions as
viewing scripted operators as
gravity, ICE particles
gravity (force for simulation)
grid
fcurve graph
size
snapping
Controlling Grid Size for Snapping
Defining Targets
groups
adding/removing objects in
clones of
creating
deleting
duplicating
ICE and
locking
namespace
null as parent, see transform groups
of objects
PropertyFixup
selecting
transform (null parent)
growing the selection
gtime (global time) token in action clips
guide hairs
about
dampening effect of dynamics
displaying
Getting the Look with Render Hairs
Viewing the Hairs
resistance to dynamics
stiffness
wiggling with dynamics
hair
about
antialiasing
barycentric coordinates in scalar state shader
brush tool
changing topology of emitter object
clusters of
collisions with obstacles
color
copying styles between objects
creating
deactivating geometry hair for rendering
deforming
deforming with Stretchy mode
deleting
density of
displaying guide and render hairs
Getting the Look with Render Hairs
Viewing the Hairs
dynamics
dynamics and styling
emitting from curves
emitting from NURBS surfaces
emitting from polygons
emitting from subdivision surfaces
geometry approximation for viewing or rendering
Hair Geo shader
Hair Renderer shader
hiding
incandescence
increasing number of render hairs with strand multiplier
instances
interpolation group IDs
length
light and shadows
matted or wet (clumping)
motion blur
natural forces on
number of
operator stack
Progressive Styling by Freezing the Stack
Styling and Animating Guide Hairs
optimizing rendering
overview
playing simulation
primitive object (Hair)
property editor
removing
render type (geometry)
rendering
replacing hair with geometry
resistance to dynamics
scaling the emitter object
segmented rendering
segments, stretching
segments (resolution)
selecting components
shadow maps
shadows
texture maps on color parameters
thickness
translucency
transparency
white hair
Hair Geo shader
Using the Geometry Hair Shader
ambient and diffuse colors
connecting in render tree
final gathering and global illumination
gradient controls
incandescence
specular color and decay
translucency
transparency
Hair Renderer shader
about
BSP tree
color variation
colors
connecting in render tree
final gathering
geometry rendering
lighting for hair length
optimizing rendering
root and tip colors
specular color
transparency
Hair toolbar
hard body See rigid body
Rigid Bodies
Rigid Body Constraints
hard edges
Hard Light (mixer shader)
hardware, OGL
hardware attribute-to-register mapping (glsl program)
hardware rendering
HDRI
adjusting exposure
adjusting gamma
and image management
compatible file formats
creating
lighting a scene with
render pass
using
heads-up display
height map, Ultimapper, activating in
help on using this guide
helper objects See implicit objects
hidden polygons
displaying
hiding
selecting
unhiding
Hide/Reveal (Bound) (mixer shader)
Hide/Reveal (Multiply) (mixer shader)
hiding
object attributes
objects
objects using clipping planes
polygon clusters
polygons
Hiding Polygons
Setting Polygons/Polygon Clusters Visibility Options
hierarchical (Softimage) scaling
hierarchies
Useful Tools for Modeling
and object render archives
animating transformations in
assigning materials to
chains in (skeletons)
clones of
collapsing
creating
cutting links between parents and children
expanding and collapsing
in explorer view
in schematic view
navigating in
Modifying the Selection
Navigating in Hierarchies
null parents (transform groups)
parent constraint
reordering objects
The Explorer
The Schematic View
selecting
About Selection
Modifying the Selection
selecting branches in
selecting nodes in
selecting objects in
selecting trees in
setting up for Behavior
sorting in the schematic
transforming
high-density function curves
Overview of the Fcurve Editor
editing
high-level animation
hinge constraint for rigid bodies
HLE tools (function curves)
HLS color
holding, file input operators
holding envelope weights
holes, in polygon meshes
Converting Curves to Polygon Meshes
Polygon Meshes
HOME
home (default) pose for Behavior actor
hotspots in synoptic views
about
deleting
describing
drawing
linking
modifying
moving
selecting
HRC files
HSV color
HTML files (synoptic)
About Synoptic Views
Managing Synoptic Files
HUD
Hue Offset
hulls
curves
polymesh (subdivision surfaces)
About Subdivision Surfaces
About Subdivision Surfaces
surfaces
hydro-dynamics See fluid simulation
ICE
about
adding nodes
adding ports
attributes
ICE Attributes
Understanding the ICE Framework
collapsing and expanding ports
connecting nodes
construction stack and
context
copying and pasting nodes
creating trees
data types
deleting nodes
deleting unconnected nodes
disconnecting ports
moving nodes
nodes
removing ports
selecting nodes
setting custom attributes
structure
ICE attribute shaders
ICE attributes
caching into files
getting and setting particle attributes
using in the render tree
ICE compound reference
ICE compounds
Building ICE Compounds
about
adding to menus
applying
categories
creating
editing
exporting
exposing references and other parameters
names
ports
Editing Compounds
Managing Exposed Ports
tasks
thumbnails
uploading
versioning
ICE layout
ICE nodes, preset manager and
ICE particle shaders
Attribute
Cell Scalar
compounds
Fractal Scalar
motion blur
Particle Density
Particle Gradient
Particle Volume Cloud
render region
shadows
shape of rendered particle
ICE particle states
state effects (actions)
state ID
State Machine
state triggers
timers for events
ICE particles
acceleration and deceleration
age (lifespan)
age limit
aligning along velocity vector
aligning to a position (billboarding)
aligning to surface normals
attraction to a null
attraction to a point in space
attraction to an object
attraction to neighboring particles
avoidance behavior
blasts
blobs
bouncing off obstacles
caching
caching simulation and ICE attributes into files
caching simulation to action sources
changing emitter
cloning (spawning)
coagulate force
color
color attributes
color gradients
color shift
deleting particles at age limit
direction of emission
display attributes
drag force
dripping off objects
Emit compounds
emit direction away from object
emitting at object intersections
emitting particles
emitting splashes upon collision
example walkthrough of process
fast moving emitters
filtering particle emissions
filtering particles by distance to UV
filtering particles by null
filtering particles by object intersection
filtering particles by texture map
filtering particles by volume
filtering particles by weight map
flowing along curve
flowing around objects
forces
getting and setting attributes
gravity
hiding
ID number
inheriting emitter velocity
instanced geometry
leaf-falling motion
limiting the emission frame range
mass
modifying values by age or age percentage
modifying values when inside nulls or objects
moving to goals
orbiting around object
orientation
overview
particle display in the viewport
playing the simulation
plotting simulation into cache files
randomizing color values
randomizing values
rate (amount)
rendering sprites
rigid body dynamics
rolling
selecting only point clouds in a viewport
setting timers for events
size
size shift
sliding on objects
spawning (trails)
speed
spinning
spread of emission direction
spreading emission within a frame
states, see ICE particle states
sticking to objects
turbulence on speed
turbulizing color values
turbulizing values
unsticking from object
using color in the render tree
vector (direction) of emission
wind force
ICE rigid bodies
about
collision geometry for obstacles
collision geometry for particles
collision size for particles
CollisionShape attribute
CollisionSize and CollisionScale attributes
elasticity
friction (static and dynamic)
making particles into
multiple point clouds
muting collisions
obstacles
setting elasticity and friction attributes for individual particles
Simulate Rigid Bodies node
ICE simulations
applying forces
caching
caching simulation and ICE attributes into files
caching to action source
displaying simulation information in viewport
initial state
muting the simulation
offsetting the frame range
playback modes
playing the simulation
plotting into cache files
Simulated ICE Tree node
Simulation and Post Simulation construction regions
simulation environment
time controls
ICE tree view
about
arranging nodes
displaying
navigating
ICE trees
about getting and setting data
arrays
CAV properties
colors
comments
controlling execution
custom operators and
debugging
deformations
expressions and
filtering data
frames
geometry queries
getting data
Getting and Setting Data in ICE Trees
Notes on ICE Attributes
getting data at locations
getting data at the previous frame
getting data from groups
IDs and indices
Math nodes
setting data
Getting and Setting Data in ICE Trees
Notes on ICE Attributes
switching contexts
texture maps
time
transformations in
validating data
vertex colors
weight maps
ICECache file format
ICETree node, simulated
icons
animation with actions
connection for shaders
Applying Textures
Applying Textures
in schematic views
ID numbers for particles
Getting Information about Particle-based Simulations
displaying
IGES files
Importing and Exporting IGES Files
exporting
exporting implicit objects
importing
illumination
ambient
anisotropic
blending areas with 2D textures
Blinn
constant
Cook-Torrance
diffuse
disabling
Lambert
Phong
shading models
specular
Strauss
surface
illumination map
image based lighting
Creating a Reflection/Environment Map
render pass, creating
image clips
animated
applying clip effects
creating
creating from file
creating from source
deinterlacing
deleting unused
editing
field type
filtering
gamma correction
in animation mixer
inserting in FX Tree
loading
Clips & Sources
Loading (Creating) Sources and Clips
local models and
management modes
Image Clip Memory Management
changing
managing memory
merged scenes and
models and
namespace
referenced models and
renaming
texture editor, displaying in
TIFF files, using as clips
using
Clips & Sources
Clips & Sources
What’s in a Texture?
image formats, types
image information, getting
Getting Image File Information
Getting Image File Information
image management
Textures
default mode
managing memory
modes
image maps
about
hotspots
images
Image operators
File Input
File Output
image planes
image process for rendering
image proxies
about
activating
generating automatically
generating manually
locating
image saved from region
image sources
about
changing paths in scene TOC
deleting unused
namespace
images
default
do not display when rendering
importing in FX Tree
namespace
picture formats
sequences
Displaying Images
Using Standalone Utilities
imf_copy standalone
imf_diff standalone
Getting Image File Information
Getting Image File Information
imf_disp standalone
imf_info standalone
imgconv standalone
imginfo
imgshow standalone
immediate mode
about
script commands and
Editing Scripts
Immediate Mode
Working with Commands
implicit
objects
Primitives
What’s an Object in Softimage?
texture projection
Import > EPS File
importing
Acclaim (ASF and AMC) files
action sources
animation mixer
Behavior actors in dotXSI files
Biovision (BVH) files
Importing and Exporting Actors
Importing Motion Capture Files
bitmaps for tray switcher buttons
COLLADA
command history
Crosswalk for Softimage options
custom commands
DirectX
dotXSI files
Importing and Exporting dotXSI Files
Importing and Exporting with Crosswalk for Maya
dotXSI for Crosswalk
dotXSI in Max
dotXSI in Maya
Face Robot rigs
FBX files
FBX import options
function curves
IGES files
list of supported formats
local models
logging messages to file
models
models from SOFTIMAGE|3D
motion capture data files
OBJ files
polymatricks operator and custom transforms
preferences
referenced models
scenes from SOFTIMAGE|3D
scenes with expressions
shaders from SOFTIMAGE|3D
SI3D loader options
supported scene elements (collada)
supported scene elements (dotXSI)
supported scene elements (FBX)
supported scene elements (Max to Softimage)
supported scene elements (Maya to Softimage)
supported scene elements (Softimage to Max)
supported scene elements (Softimage to Maya)
user data
with Point Oven
importons
about
irradiance particles and
optimizing photon maps
options
in_keymodifier variable in synoptic scripts
in_mousebutton variable in synoptic scripts
in_obj variable in synoptic scripts
In_UpdateContext
in-betweening
incandescence, hair
INCLUDE
inclusive bounding volumes
incremental snapping
index, particles
indirect illumination
ambient occlusion
caustics
final gathering
global illumination
irradiance particles
infinite lights
infinite time value for clips in animation mixer
Info Scene
Displaying Scene Information
animation
statistics
Info Selection
Inherit Emitter Velocity compound
inheritance, lock information
Init_Color attribute
initial state
ICE simulations
Creating an Initial State for ICE Simulations
resetting
particles
rigid body
initializing a character for Behavior
inputs, to shaders in render tree
insetting
polygons
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
See also offsetting
installation application data path
Custom File Locations
Where Files Get Stored
installing, fonts on Linux
Instance Only shape key mode
Instance Shape node
InstanceGroup
instances
Instantiating Models
creating
creating from animation
displaying
exporting
hair
ICE particles
instantiating
modifying
motion blur on
objects attached to particles
selecting
showing relations
visibility options for
instantiating models
intensity clipping, motion blur and
interaction models
The First Time You Start Softimage
changing
selection
Selecting Components
Selecting Objects
interactive playback mode
ICE simulations
rigid body
interleaving
fields
standalone
interparticle collisions
interpolation
between guide hairs
default for function curves
types for function curves
intersecting objects, filtering ICE particle emissions by
intersection of polygon meshes
invalid polygon meshes
invalid projects
inverse kinematics
about
animating effector
animating with
blending with forward kinematics
forcing IK behavior
preferred angle of chain
resolution plane for chain
rolling a bone in X
SOFTIMAGE|3D behavior for solving joint rotations
solver angles for joint rotations
solvers
solving joint rotations from preferred angles
storing in actions
translating effector
using with path
inverting
curves
polygon meshes
polygons
surfaces
irradiance channel
irradiance particles
about
accuracy
and importons
environment map
interpolation points
map file
number of rays
overview
island heal
IsnerSpine
isolines
About Surfaces
about
selecting
isopoints
about
Components
Components
on curves
selecting
iwarp, variable for action clips
jitter, shape deformation
joint limits, on Behavior actor
joints
about
changing preferred angle
displaying circles around
methods for solving rotations
pinning with pseudo-roots
preferred angle
resizing by moving
rotation limits
shadows
stiffness in (arthritis)
journal file for recovery
JScript
about
with scripted operators
junctions of surface meshes
About Surface Meshes
Considerations for Modeling Component Surfaces
key points
adding
cutting, copying, and pasting
deleting
deselecting
inserting
locking
moving
moving regions of
offsetting
scaling
selecting by region
selecting (tagging)
snapping
KEY (structure key) files, importing as action sources
keyable parameters
Keying Keyable Parameters in the Keying Panel
plotting
storing in actions
keyable parameters editor
keyboard shortcuts
about
access keys
activating tools with
creating
creating for custom commands
for navigating hierarchies
for selection
shortcut keys
sticky-key mode
supra-key mode
keyframe icon, in a property editor
keyframes
about
adding to action sources
combining with scripted operators
creating animation with
current values at different frames
editing animation layers
in dopesheet
in-betweening
key points on function curves
keys in timeline
moving between for parameters
on function curves (key points)
overview of setting
path animation from
preferences for fcurve creation
preferences for keying
removing
removing in a property editor
removing transformations
save key preference
setting automatically
setting for transformations
setting from a property editor
setting in animation layers
setting in keying panel
setting multiple at a time
setting on only modified parameters
setting quaternion rotations
setting with character key sets
keying panel
Tools for Animation
changing parameter values
keyable parameters in
muting animation in
overview of setting keys in
setting keys
keys
access
shortcut
temporary mode
keys in timeline
about
copying and pasting
cutting
cutting and copying regions
deleting keys
empty regions (no keys)
merging or replacing when pasting keys
moving keys
preferences for
scaling regions of
selecting keys
keywords, user
User Keywords
finding elements by
Kinematic Chain property editor
kinematics
blending between forward and inverse
forward
forward and inverse for chains
inverse
node in explorer
properties of objects
About Transforming Objects
Default Properties
Tools for Animating Transformations
kinetic friction
kinky hair
knifing
polygons
knot curves
about
About Surfaces
Components
adding
removing
selecting
knots
about
Components
Points, Knots, and Segments
adding to curves
Drawing and Manipulating Curves
Drawing and Manipulating Curves
Bézier
Drawing and Manipulating Curves
Drawing and Manipulating Curves
multiplicity
Drawing and Manipulating Curves
Drawing and Manipulating Curves
on curves
removing from curves
selecting
Selecting Components
Selecting Components
surfaces
KP/L panel
l_fcv() expression for linked parameters
l_interp() expression for multi-linked parameters
l_interpOri expression for orientation linked parameters
Lambert shading model
Laminar flow for drag force
Drag Property Editor
Types of Forces
LANG
language preference
command-line option
setting
lasso selection tool
lasso tool (2D paint)
lattices
about
Geometric Objects
Lattices
applying
creating
scaling
setting scope
layer clip in animation mixer
Animating in a Layer
weighting
layers
Useful Tools for Modeling
emitting particles in
locking
namespaces
reordering
rigid body collisions
see scene layers, animation layers, texture layers
layouts
window size and position
about
compositing
About Softimage Illusion
2D paint and
creating and editing
default
defining panes and framesets
ICE
removing
setting pane content
LC_NUMERIC
LDA (length/distance/angle) surface approximation
Leaf Falling Motion compound
leaf-falling motion for ICE particles
Legacy addons
length, of curves
lens distortion, toon inklines
lens flares, about
lens shaders
about
camera shader stack
pass shader stack
toon ink lens
lens shift settings
levels of detail
Using Referenced Models
See also referenced models
licensing, command-line options
lifetime of particles
light rig
components, locating
controlling lighting
from an image
generating
source image requirements
light shaders
Lighter (mixer shader)
lightmap shaders
lightmaps
about
fast subsurface scattering
lights
about
adding
and object render archives
area lights
Creating Shadows
Lights
artefacts
associating with objects
caustics
color
color editor and
cone angle and spread
creating
default
defining as photon source
diffuse
disassociating from objects
effects
exclusive
exponent
falloff
global illumination
glow effects
inclusive
infinite
intensity
light box
manipulating
manipulators
Setting a Spotlight
Setting Light Properties
neon
non-directional
optimizing
photon
point
properties
Lights and Shadows
Setting Light Properties
raytraced shadows
rendering
rendering
selective
Lights and Shadows
Using Selective Lights
shader
shadows
spotlights
Lights and Shadows
Setting a Spotlight
tips, optimizing & troubleshooting
types of
volumic
limit bounding volumes for envelopes
Limit by Time Range compound
Limit Num Particles compound
line tests for animation
line tool (2D paint)
linear
interpolation for function curves
shape transitions
values in text boxes
linear acceleration (quickstretch)
linear motion
linear subdivision
linear velocity (quickstretch)
linked parameters
about
copying
deforming shapes with
editing the falloff for multi-linked and orientation parameters
editing the link function curve
l_fcv() expression
l_interp() expression
l_interpOri expression
linking a parameter to an object's orientation
multiple parameters driving one
one-to-one
parameter connection editor
Linking to a Single Driving Parameter
The Parameter Connection Editor
removing
setting relative values
viewing information
with color parameters
linking
clips together in animation mixer
driving a parameter with an object's orientation
multiple parameters driving one parameter
one parameter driving another
parameters
links
displaying in schematic view
in schematic views
linktab file
about
distributed rendering
mapping between Unix and Windows
SI_LINKTAB_LOCATION
structure and syntax
translating path references
Linux
Alt key
installing fonts
scripting limitations
starting Softimage on
lip synching, displaying phoneme keys in dopesheet
live playback mode
ICE simulations
rigid body
loading
expressions
function curves
presets
local coordinates
Global and Local Coordinate Systems
displaying in View manipulation mode
local frame, in action clips
local manipulation mode
rotating components
rotating objects
scaling components
scaling objects
translating components
About Component Manipulation
About Component Manipulation
translating objects
local materials
about
colors at vertices
Creating Color at Vertices (CAV) Maps
Material Node Property Editor
overlapping clusters
polygon meshes
sharing
subsurfaces
Considerations for Modeling Component Surfaces
Modifying Surface Meshes
Modifying Surface Meshes
symmetrizing polygons
viewing data
local models
What Are Models?
converting from referenced models
converting to referenced models
image clips and
Local Relative shape reference mode
local render options
local subdivision
local textures
Applying Textures
about
overlapping clusters
polygon meshes
sharing
subsurfaces
Considerations for Modeling Component Surfaces
Modifying Surface Meshes
Modifying Surface Meshes
symmetrizing polygons
viewing data
local time
in action clip values
in animation mixer
local transforms
About Transforming Objects
animating
automatically marking specific axes
marking parameters for
location
locators See nulls
locking
clips in animation mixer
elements in animation explorer
envelope weights
key points
marked parameters
points on hair
property editors
scene elements
scene layers
scenes
schematic view
slope handles on function curves
texture layers
XSI explorer
locks
3D objects
animation
clusters
getting information about
groups
inheritance
layers
level of
local models
owner of
parameters
About Locks
Locking Scene Elements
passes
proxy parameters
unlocking parameters
unlocking scene elements
user vs. system locks
using scripts
locomotion skills in Behavior
LOD (levels of detail)
Using Referenced Models
See also referenced models
LODs, polygon reduction
Polygon Reduction
Polygon Reduction
lofting
LOGNAME
lollipop texture projection
Loop subdivision
loopable skills in Behavior
looping
animation playback
audio playback
quick loop
loops of components, selecting
Selecting Components
Selecting Components
magic wand (2D paint)
about
setting properties
magnet See proportional modeling
main command panel
The Autodesk Softimage Interface
main menu bar
manipulation, fast
manipulation modes
About Transforming Objects
rotation
scaling
snapping and
translations
About Component Manipulation
Translating Objects
manipulators
area light
bounding-box
Transforming with the Bounding-Box Manipulator
Transforming with the Bounding-Box Manipulator
light
Setting a Spotlight
Setting Light Properties
rotate
scale
spotlight
SRT
Transformation Basics
Transforming Components and Clusters
translate
mappable parameters
mapping
connection templates for sharing actions
displacement
reflection
reflectivity
transparency
value templates for action clips
maps
parameter
symmetry
weight
mark out shapes tool (2D paint)
marked parameters
automatically for global transforms
automatically for specific local transform axes
clearing (unmarking)
list
locking
marking sets (remembering marked parameters)
moving between keys
plotting
setting
setting keys on
storing in actions
markers
audio files
copying
Create Marker tool
creating
descriptive values and types
displaying
levels of
moving
naming
on clips in animation mixer
over a range of frames (Create Marker tool)
scaling
selecting
marking parameters
for animation
for transformations
marking sets
adding to or removing from
creating
deleting
selecting objects with
All-Purpose Tools for Increasing Productivity
Keying Marked Parameters
setting keys with
mask options
mass
ICE particles
of particles
rigid bodies
master, distributed rendering
MAT panel
Using the MAT Panel
about
match move
applying
perspective transform
rendering options
matching , transformations
matching, action clips
MatchUVW
Matching Sample Points
target types
material libraries
about
About Materials
Managing Material Libraries
creating
current, setting
default
deleting
exporting
external
importing
importing by reference
internal
referenced
Managing Material Libraries
updating
renaming
storing
updating referenced libraries
viewing in material manager
material manager
about
assigning materials to objects
checkmarks (material used by)
creating material libraries
creating new materials
deleting material libraries
deleting materials
deleting unused materials
duplicating materials
importing and exporting material libraries
managing material libraries
referenced material libraries
setting preferences
material menu, applying realtime shaders with
material node
About Materials
about
hardware display
inputs
realtime input
material panel, about
material phenomena
material tag map, transferring
material tags map, Ultimapper, activating in
materials
about
and cluster overlap
applying to objects
assign material command
assigning
assigning in branch (to a hierarchy)
assigning to polygon clusters
assigning to selected polygons
blending from SOFTIMAGE|3D
blending with 2D textures
copying from one object to another
creating
creating and assigning to objects
default See scene material
deleting
deleting unused
duplicating
editing properties
editing shared properties
explorer, viewing in
finding which are used by objects
finding which ones use image clips
library Seematerial libraries
local
Clusters
changing cluster display order
managing overlap
making local to branches
material node
overlapping polygon clusters
picking from scene elements
polygons meshes
preset manager and
referenced models and
removing from objects
renaming
scene material See scene material
selecting objects that use
shaderballs in material manager
surface shaders and
texture layer editor, accessing from
transferring and merging
unassigning
used by
using preset manager
viewing in the explorer
math operators
in action clips values
in expressions
in text boxes
mat-mentalimages_shaders_FastSubsurfaceScatteringLambertGammaShader
matted hair
mattes
The Matte Pass
obey matte
render pass
maximizing, viewports
Maya interaction model
Changing Interaction Preferences
The First Time You Start Softimage
keying method preference
zooming in animation mixer
zooming in dopesheet
MCP (main command panel)
mean distance, fluid particle density
Medial Axis tesselation method
memo cams
Navigating in 3D Views
Working with Cameras
memory requirements for rendering
Rendering Basics
Setting Up For Distributed Rendering
memory-mapped textures
Converting Images
Textures
about
creating automatically
mental ray Render Options Property Editor
Using Memory-Mapped Textures
creating manually
distributed rendering and
using, tips for
mental images file formats, getting information about
mental ray, distributed rendering
menus
adding items to
Custom Toolbars
Customization
context
Accessing Commands and Tools
Useful Tools for Modeling
drop-down
pop-up
tearing off
merge painting (2D paint)
Merging and Cloning
frame offset, setting
MergeScene
merging
action clips into sources
animation layers into base layer
clusters and properties
curves
fields
hair interpolation
multiple simulation environments
polygon mesh components when extruding
polygon meshes
scenes as models
surfaces
mesh splitting factor, about
meshes
splitting during rendering
assembling surface
polygon
surface
messages
real-time logging
render verbose
metacurve region in fcurve editor
metashaders
mi archives
about
creating from render region
exporting objects
exporting scenes
mental ray options for generation of (reference)
subdivision geometry shaders
MI files, creating for Behavior
mi2 format
exporting
rendering
MI_FORCE_OLD_BSP
MI_OUTPUT_HELPER_DISABLED
MI_RAY3_SERVICE
Environment Variable Reference
Setting Up For Distributed Rendering
MI_RAY_HOSTSFILE
MI_ROOT
Environment Variable Reference
Setting Up For Distributed Rendering
MIA files
about
generating
loading as stand-ins
Microsoft High Level Shading Language (HLSL)
MIDI board (PC1600) device driver
MIDI keyboard device driver
migrating preferences
Migrating Preferences and Other Customizations
Softimage Startup Options
Softimage Startup Options
Softimage Startup Options
Softimage Startup Options
minimizing, floating views
Minimum Polygon Count tesselation method
MipMapping See pyramid mapping
Textures
mirroring
envelope weights
See also symmetry
slope orientation on function curves
Mix mode (mixer shader)
mixed viewing mode
Mixed Weight shape key mode
mixing
audio with animation
texture layers
weights for clips in animation mixer
mixing modes, texture layers
mocap, See motion capture data
Motion Capture for Characters
Softimage® Motor (Motion Transformation) for Characters
Model toolbar
modeling construction region
modeling relations
about
and shrinkwrap
models
about
and object render archives
and shape animation
animation
animation mixer and
converting local to referenced
converting referenced to local
copying action sources between
copying animation between using the dopesheet
copying compound sources between
copying mixer information between scenes
copying objects between scenes
creating
creating from predefined human
exporting
Exporting Models
Importing and Exporting Softimage Models
extracting thumnails from
for character animation
image clips and
importing
importing and exporting animation mixers
importing local
importing (SOFTIMAGE 3D)
instantiating
local
locking
mapping element names
merging scenes as
namespace
namespaces of
opening mixer for
organizing objects into structures
particle simulations in
pre-built bodies
pre-built heads
referenced
Using Referenced Models
What Are Models?
re-importing
selecting
shading
sharing actions between
sharing animation between scenes
target render for Behavior
transferring properties with overrides
transferring shape animation
using with actions
Actions
Sharing Actions between Models
version saved with (exported only)
modes
bounding-box display
constant display
final gathering
hidden line-removal display
rotation
scaling
shaded display
texture decal
textured decal display
translation
Modify Particle Color compound
Modify Particle Size compound
Modulate by Null compound
Modulate by Volume compound
Modulate Value by Age compound
Modulate Value by Age Percentage compound
Modulate Velocity Over Time compound
modulating, shapes with weight maps
moment of inertia, rigid bodies
morphing images and sequences
motion blur
about
and antialiasing
and displacement
and instances
and intensity clipping
and motion sampling
and object render archives
and shadow maps
center on frame
defining
deformation motion steps
end on frame
for hair
for ICE particles
for particles
for shape deformation
mip_motion_blur shader
mip_motion_vector shader
optimizing
property for cameras
property for deformations
property for groups
property for objects
rasterizer
rasterizer sampling settings
raytracing
rendering per pass
rotational
scanline
shutter speed
shutter speed (mental ray)
shutter speed (scene)
start on frame
transform motion steps
troubleshooting
motion capture, changing bone axis alignment
motion capture data
about
Motion Capture for Characters
Softimage® Motor (Motion Transformation) for Characters
Acclaim files
adding offsets to
applying normalized motion files to rig
Biovision files
Importing and Exporting Actors
Importing Motion Capture Files
blending with inverse kinematics
cleaning up function curves
deform motion of bipeds on tracks
editing function curves from
editing high-density function curves
importing files
plotting retargeted animation into fcurves
retargeting BVH (Biovision) files to rig
retargeting C3D files to rig
retargeting mocap data file to rig
saving in normalized motion files
tagging rig elements for retargeting animation
motion render channel
motion trails
.motor (normalized motion) files
motors for rigid body constraints
mouse
device driver for
three-button
mouse wheel, zooming
MOV (Apple QuickTime) files
MOV files, creating from rendered sequences
move component tool, in texture editor
Move Point tool, polygon meshes
Move Towards Goal compound
movie files, creating from rendered sequences
moving
joints to resize bones
Multi Goal Sequencer compound
multiknots
creating on surfaces
curves
in surface meshes
removing on surfaces
surfaces
Multiplicity
Surface Tips & Tricks
multiple-linked parameters
multiple-point constraints
multiplicity of knots
Drawing and Manipulating Curves
Drawing and Manipulating Curves
about
multi-thread rendering
muting
animation
animation in dopesheet
animation in keying panel
animation layer
audio
clips in animation mixer
Modifying Action Clip Values
Working with Clips
cloth simulation
constraints
deformations
dynamics operator for hair
envelopes
expressions
fluid simulation
forces
function curves
ICE particle emissions
ICE simulations
obstacles
particle cloud
particle emitters
particle events
parts of action clip
parts of action sources
rigid body collisions
Applying Forces to Rigid Bodies
Collisions with Rigid Bodies
rigid body constraints
rigid body simulations
soft body
texture layers
tracks in animation mixer
transitions between clips in animation mixer
MWHOME
MWIGNORE_DESKTOPINI
MWREGISTRY
MWWM
MYMEDIAPATH
MYPROJECTPATH
nailing cloth areas
name collisions, scripted operators
names
about
finding elements by
of elements in layouts and relational views
of layouts and relational views
of toolbars
selecting by
valid characters
namespaces
Element Names
and actions
Actions
Sharing Actions between Models
in models
natural forces
on cloth
on hair
on particle types
on rigid-body objects
navigation tools
dolly
drive
fly
nav/dolly
orbit
pan and zoom
pivot
rectangular zoom
roll
track
walk
zoom, rectangular
zoom on cursor
Neighboring Particles force compound
net, curve
net view
about
configuring
proxy server
running scripts
Linking to Files in Net View
Running Scripts in Net View
scripts
neutral poses
Setting Neutral Poses
skeletons
node selection
About Selection
Selecting Objects in a Hierarchy
nodes (render tree)
collapsing and expanding
connecting
copying and pasting
disconnecting
renaming
noise
adding to rendered ICE particles
for particles (Brownian and Perlin)
reducing on function curves
non-fixing point
About Surface Meshes
Modifying Surface Meshes
non-manifold polygon meshes
non-planar polygons
Adding and Editing Polygon Mesh Components
Polygon Meshes
non-uniform parameterization
Parameterization
Parameterization
normal map
generating
transferring
Ultimapper, activating in
normal maps, bump mapping with
normalized
animation mixing
color values (numeric entry)
mixing for shapes
normalized motion (.motor) files
applying to rig
saving animation in
normalizing, envelope weights
normals
about
angle-based
constraining object to
displaying on polygon meshes
on polygon meshes
on polygons
Adding and Editing Polygon Mesh Components
Inverting Polygons and Polygon Meshes
on selected components
on surfaces
About Building from Curves
Modifying Surfaces
user-defined
normals-based envelope assignment
notes, adding to custom parameter sets
nudging, scene elements
Nudging Components
Nudging Objects
Null Controller force compound
null parent object, see transform groups
nulls
about
changing shape
creating shadows
filtering ICE particle emission by
modifying ICE particles values when inside shape
NURBS
about
NURBS boundaries
obey matte
about
enabling
inverting
OBJ files
exporting
importing
object attributes, displaying
object manipulation mode
rotating components
scaling components
translating components
object model
about
accessing online help
object pivot
Object Relative shape reference mode
object render archives
object view
about
preferences, setting
view menu options
working with
object visibility
reflection options
refraction options
transparency options
objects
aligning
annotating (comments)
attaching to particles
basic types
clones
clones of
control
deleting
deselecting
display options
displaying attributes of
duplicating
Duplicating and Cloning Objects
Duplicating and Cloning Objects
exporting to dotXSI
Importing and Exporting dotXSI Files
Importing and Exporting with Crosswalk for Maya
exporting to dotXSI (Crosswalk)
exporting to object render archives
geometric
groups
hiding/unhiding
in hierarchies
modifying multiple
About Deformations
The Process of Modeling
namespace
naming
organizing into structures
render visibility
reordering
selectability
selecting
Overview of Selection
Selecting Objects
shadows only
texture support
Creating Texture Supports
Using the Texture Support Object
unhiding
visibility of in 3D views
visibility options
obstacles
accuracy of collision for particles
and cloth
and hair
and particles
and soft body
disconnecting
Setting Up Cloth Collisions
Setting Up Hair Collisions
Setting Up Particle Collisions
Setting Up Soft Body Collisions
ICE particles flowing around
muting
particle events
rigid body, ICE
setting particle types
occlusion
reflective
ODE rigid body dynamics engine
offloading
external action sources
parts of an action source
offset effect, for action clips
offset map, for action clips
Offset operator
offsets, to mocap data
offsetting , object's pose in animation mixer
offsetting
animation
Moving Function Curves, Keys, and Regions
Scaling and Offsetting (Retiming) Animation
between constrained objects
ICE simulation frame range
keying effect in action clips
polygon contours
values in action clips
OGL
hardware shaded
optimization
Image Clip OGL Display Settings
Viewing and Rendering Polygon Meshes
settings
texture display
triangulation
On-Frame-Change Script Command
OnSelectionChange Command
opacity, brush
Creating Color at Vertices (CAV) Maps
Modifying Envelope Weights
Weight Maps
OpenGL realtime shaders
2D textures
about
bump mapping
Cg effects parameters
Cg language
coordinate manipulation of textures
cubic textures
custom parameter sets and
displaying in 3D views
drawing effects
effects (.cgfx files)
fixed-function shading
fragment shaders (setting up with cg program)
fragment shaders (setting up with glsl program)
HLSL effects parameters
multi-texturing
OpenGL Shading Language
pixel shaders (about)
pixel shaders (setting up with cg program)
programmable
reflection map, creating
register locations (glsl program)
SAS binding semantics (effects shaders)
softimage semantics (cg program)
texture setup
texture targets
vertex attributes (.cgfx files)
vertex attributes (.fx files)
vertex attributes (glsl program)
vertex shader input semantics (effects shaders)
vertex shaders (about)
vertex shaders (setting up with cg program)
vertex shaders (setting up with glsl program)
OpenGL Shading Language (GLSL)
opening
curves
Modifying Curves
Open and Closed NURBS
primitives
surfaces
Modifying Surfaces
Open and Closed NURBS
OpenScene
operations
entering math in text boxes
redoing
undoing
operator stack
about
collapsing operators
disabling top
enabling top
envelope weights
freezing
hair
Progressive Styling by Freezing the Stack
Styling and Animating Guide Hairs
modifying operators
moving operators
order
reordering texture projections
texture projections in
topology operators
weight maps
operators
about
changing order
collapsing
deleting from stack
FX, muting
grouped
math in expressions
types
optimizing
OpenGL display
render region
render time for hair
textures
Orbit Around Controller compound
orbiting
around selections
ICE particles around object
speed, adjusting
with camera
orientation
aligning root with first bone in chain
blending effector's with last bone's
chain effector with last bone
constraints
ICE particles
linking to a parameter
linking with shape pose
origin
orthographic camera
oscillation, in expressions
output
formats
ports and shaderball
shaders
output format, preferences
output options
output path templates
outputs from shaders in render tree
overlapping points
About Component Manipulation
Polygon Meshes
Selection Tips
overrides
about
adding
adding parameters and properties to
creating
Applying Shaders Using Overrides
Overriding Properties
Overriding Properties
Overriding Properties
deleting
Applying Shaders Using Overrides
Overriding Properties
Overriding Properties
editing
expanding
on global renderer options
on parameters
on properties
property with models
render tree and
Applying Shaders Using Overrides
Editing Multiple Materials in the Render Tree
shaders with
transferring properties between models
oversampling, particles emitting on subframes
paint brush tool (2D paint)
paint selection tool
paint tools
brush properties
paint tool (weights)
paint vertex color tool
push paint
painting
brush properties
Making Creases and Spikes
Modifying Envelope Weights
Push Paint
Weight Maps
colors on vertices
envelope weights
on subdivision surfaces
Modifying Envelope Weights
Weight Maps
paint modes
Modifying Envelope Weights
Weight Maps
Push Paint
shapes with weight maps
symmetrically
weights
panes, in layouts and relational views
panning
in a rotoscoped view
in animation mixer
in dopesheet
in fcurve editor
See also tracking
speed
par manipulation mode
rotating objects
translating objects
param, variable in action clips
Parameter > Custom Property Wizard
Parameter > Edit Custom Parameter Sets
Parameter > Edit Parameter Definition
Parameter > New Custom Parameter
Parameter > New Custom Parameter Set
Parameter > Remove Custom Parameter
parameter connection editor
Linking to a Single Driving Parameter
The Parameter Connection Editor
parameter maps
parameterization
about
centripetal
Parameterization
Parameterization
chord-length
Parameterization
Parameterization
curves
non-uniform
Parameterization
Parameterization
surfaces
uniform
Parameterization
Parameterization
parameters
bracketing
changing values with virtual sliders
Displaying Custom and Proxy Parameters in 3D Views
Setting Values for Parameters
custom
displaying in 3D views
editing in property editors
editing in text boxes
editing using sliders
in expressions
linking
locking
marked
overrides
proxy (cloned)
randomizing
randomizing when sampling
sampling
setting keys for
storing in actions
tagging
parametric surface approximation
parent constraint
Transformations and Hierarchies
see pose constraint
parent-child relationships between objects (hierarchies)
parenting
Useful Tools for Modeling
parsing scripts
Particle Density shader (ICE)
particle events
about
actions
collisions
deleting
emitting a new particle type
muting
scripted
triggers
Particle Gradient Fcurve shader compound
Particle Gradient shader (ICE)
particle player for PTP files
particle render types (basic shaders)
The Basic Particle Render Type Shaders
Using the Particle Shaders
particle renderer shader
Particle Renderer shader compound
particle shaders
about
ambient color
billboard (2D)
blob (fluid)
color
color burn (additivity)
color gradient
connecting in render tree
connecting to particle types
constant color
explosion
final gathering
global illumination
particle renderer (meta)
property editors
render region
render types (basic shaders)
scalar
self-shadows
shape
specular
sphere (3D)
sprite
static blur (transparency)
transparency
vector
volume shaders
Particle Shaper shader compound
Particle Strand Gradient shader compound
particle types
animating parameters
colors
connecting shaders to
creating
deleting
editing
emitting for particle event
for explosions
for fluid
natural forces
presets
setting for collisions
shaders for
sprites
Particle Volume Cloud shader (ICE)
particles
about
Basics for Particle-based Simulations
Particles
attaching objects to
avoiding each other
caching PTP files
clusters of
colliding with each other
colliding with obstacles
collision accuracy with obstacles
color
constraining objects to clusters of
creating clouds
custom parameters
deforming a system
deforming clusters of
disconnecting emitter from cloud
duplicating whole system
elasticity and friction with obstacles
emission origin and direction
emission properties
emitting from object
emitting in layers
emitting on subframes (oversampling)
events for
field rendering
fluid
goals
hiding
ID number
Getting Information about Particle-based Simulations
Viewing Particle-based Simulations
index
information on
initial state
instances of objects attached to
lifetime
mass
motion blur
multiple clouds
multiple emitter objects per cloud
muting
noise
offset simulation
opening property editors
overriding color with shader
particle types
playback modes
playing back
playing PTP files in particle player
points
rate (amount) of
recalculating simulation
rendering
rotating
schematic view
scripting
scripting event
SDK and
seeds
shader types
shadows
shape of
sharing between scenes
shifts with age %
simulation length
size
sketching
source time (local and global)
speed
spread angle of emission
state at first frame of simulation
static clouds
system overview
texturing
trails
user data on
variance
velocity
workflow overview
Particles operator
partition clusters
Converting Curves to Polygon Meshes
Creating Text
partitions
about
adding elements to
applying shaders to
background lights
background objects
copying
creating
deleting
displaying in explorer
empty
including objects in
namespaces
properties
removing elements from
passes
about
active camera
ambient
ambient and diffuse
anatomy of
applying shaders to
beauty
changing current pass in scene TOC
creating
current pass
custom
default (beauty)
deleting
depth
diffuse
duplicating
highlight
Image Based Lighting
inserting in FX Tree
layers and
locking
matte
namespaces
partitions
presets (factory)
presets (saving)
reflection
refraction
reordering
selective shadow
shader stack and
shadow
specular
types
workflow
Z-depth
patches
PATH
path animation, see paths
path controls
paths
about
animating chains on
constraining objects to curve
controlling flipping for up vector
converting object translation to
creating from keys
custom files
deleting
duplicating objects on
editing the curve
editing the timing
elements in explorer
locking keys on
percentage function curve
removing
setting objects on
storing animation in actions
substituting curve
tangency
trajectories
viewing information
workgroups
paths (file)
displaying SOFTIMAGE|3D databases in browser
in browser
mapping between Unix and Windows
presets
searching
templates for building
PC2 cache file format
pencil tests
penumbra, soft shadows
Perlin noise for particles
PerlScript, about
permanent reference planes
perspective cameras
phenomena, material
phonemes, displaying shape keys in dopesheet
Phong
default material
shading model
photon, diagnostic rendering mode
photon maps
about
file name and location
rebuilding
photon shaders
Controlling the Photon Effect
The Shader Library
photons
anatomy of
caustic and global illumination effects
controlling effect
controlling with irradiance
depth
Displaying Photons in the Render Region
Preparing Global Illumination and Caustics for Rendering
maximum depth
multiplier
number of
preparing objects for
preparing the scene for
rebuilding photon map
reflection
refraction
render region
Displaying Photons in the Render Region
Displaying Photons in the Render Region
rendering
Preparing Global Illumination and Caustics for Rendering
Preparing Global Illumination and Caustics for Rendering
tips & troubleshooting
Tips, Optimizing & Troubleshooting (Photon Effects)
Tips, Optimizing & Troubleshooting (Photon Effects)
volume
with render tree
workflow
physX
actual shape for collision geometry
convex hulls for collision geometry
rigid body dynamics engine
static and dynamic friction
PIC format
picking
picture files
comparing with diffpic standalone
comparing with imf_diff standalone
Getting Image File Information
Getting Image File Information
compositing
fields
merging fields of
sequential
viewing with si3d_flipbook standalone
picture ratio
pinning, constraining object in place
pinning cloth areas
pivot
activating/deactivating
animating
animation pivot
compensation
displaying
for transformations
Transformation Basics
Transforming Components and Clusters
in texture editor
object pivot
setting
pivot point
pivoting, with camera
pixel probe
pixel zoom
planar polygons
Adding and Editing Polygon Mesh Components
Polygon Meshes
planar texture projection (XY, XZ, YZ)
plane manipulation mode
About Reference Planes
Transforming Elements with Reference Planes
rotating components
rotating objects
translating components
translating objects
planes
clipping
Cameras
Tips, Optimizing & Troubleshooting (Cameras)
XYZ
playback
audio
choosing what's updated (update mode)
controls
cursor in animation editor
cursor in timeline
default frame rate
disabling v-synch on graphics cards
frame format
frame rate
ICE simulation modes
in only one viewport
looping animation
optimizing speed in viewports
particle simulation modes
realtime
realtime in flipbooks
recalculating particle simulations
rigid body simulation modes
running scripts automatically on frame change
scrubbing
setting range of frames
setting start and end frames
tracks in the animation mixer
Playback menu
playblast See flipbooks
playing
animation
Playing the Animation
Playing the Animation
clips in animation mixer
flipbooks
hair simulations
particle simulations
Plot > Curve
plotting
animation into one source
animation or simulation into cache files
curves
Creating Curves from Other Objects
Setting Objects on Trajectories
IK/FK blend on chains
retargeted animation into fcurves
rigid body simulations
shape animation
soft body deformations
plug-ins, command-line options
Softimage Startup Options
Softimage Startup Options
Softimage Startup Options
Softimage Startup Options
Plugins operators, about
point clouds, selecting only ICE particles
Point force compound
point locator, see surface location
point objects See nulls
Point Oven plug-ins
points
about
adding to curves
animating
beveling on polygon meshes
brushing
cleaning when dissolving components
collapsing on polygon meshes
copying on polygon meshes
deforming
deleting from curves
deleting on polygon meshes
disconnecting
dissolving on polygon meshes
editing on shapes in garbage mattes
extruding along a curve
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
extruding along an axis
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
filtering on polygon meshes
final gathering
moving
moving in relative mode
normals on selected
on curves
About Curves
Points, Knots, and Segments
on polygon meshes
on surfaces
About Surfaces
Points, Knots, and Segments
overlapping
About Component Manipulation
Polygon Meshes
Selection Tips
particles
proportional modeling
rounding
selecting
Selecting Components
Selecting Components
Selecting Components
selecting adjacent
selecting loops
Selecting Components
Selecting Components
selecting on hair objects
selecting on polygon meshes
selecting ranges
Selecting Components
Selecting Components
selecting U/V rows on surfaces
sliding
symmetrical manipulation
transforming
Manipulating Components and Clusters
Transforming Components about the Mouse Pointer
Transforming Components and Clusters
Using the Tweak Component Tool
welding on polygon meshes
Adding and Editing Polygon Mesh Components
Filtering Polygon Mesh Components
Poly. Mesh > Add Edge Tool
Poly. Mesh > Add Polygon Tool
Adding and Editing Polygon Mesh Components
Creating Polygon Meshes
Poly. Mesh > Add Vertex Tool
Poly. Mesh > Bevel Components
Poly. Mesh > Birail
Poly. Mesh > Blend
Poly. Mesh > Bridge Boundary Points/Edges
Adding and Editing Polygon Mesh Components
Adding and Editing Polygon Mesh Components
Poly. Mesh > Bridge Polygons
Poly. Mesh > Collapse Component
Poly. Mesh > Curve Net
Poly. Mesh > Curves to Mesh
Poly. Mesh > Delete Component
Poly. Mesh > Disconnect Components
Poly. Mesh > Duplicate Polygons
Poly. Mesh > Duplicate Polygons Along Curve
Poly. Mesh > Extract Polygons
Poly. Mesh > Extrude Along Axis
Poly. Mesh > Extrude Along Curve
Poly. Mesh > Extrusion - 2 Profiles
Poly. Mesh > Extrusion Along Axis
Poly. Mesh > Extrusion Along Curve
Poly. Mesh > Filter Edges
Poly. Mesh > Filter Polygons
Poly. Mesh > Four Sided
Poly. Mesh > Inset Polygons
Poly. Mesh > Inverse Normals
Poly. Mesh > Invert Polygons
Poly. Mesh > Knife Tool
Poly. Mesh > Local Subdivision
Poly. Mesh > Loft
Poly. Mesh > Merge
Poly. Mesh > NURBS to Mesh
Poly. Mesh > Revolution Around Axis
Poly. Mesh > Revolution Around Curve
Poly. Mesh > Slice Polygons
Poly. Mesh > Split Edge Tool
Poly. Mesh > Split Polygon Tool
Poly. Mesh > Subdivide Polygons/Edges
Adding and Editing Polygon Mesh Components
Adding and Editing Polygon Mesh Components
Poly. Mesh > Subdivision
Poly. Mesh > Weld Boundary Points/Edges
Adding and Editing Polygon Mesh Components
Adding and Editing Polygon Mesh Components
Poly. Mesh > Weld Two Points
Poly. Mesh >Boolean
polygon meshes
about
Geometric Objects
Polygon Meshes
adding components
beveling components
birail
blending
Boolean operations
boundaries
Inverting Polygons and Polygon Meshes
Polygon Meshes
bridging edges
bridging polygons
building from curves
cleaning up
components
converting from surfaces
copying components
creating
creating from curves
creating from text
curve net
deforming components and clusters
dicing
disconnecting components
drawing
duplicating polygons along a curve
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
duplicating polygons along an axis
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
editing components
exploding from curves
extracting curves from edges
extracting polygons
extruding (2 profiles)
extruding components along a curve
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
extruding components along an axis
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
extruding curves along axis
extruding curves along curves
faceted
filtering components
four sided
from text
geometric approximation
growing the selection
insetting polygons
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
inverting
inverting polygons
knifing
lofting
materials
merging
non-manifold
normals
normals
About Building from Curves
Inverting Polygons and Polygon Meshes
offsetting polygon contours
points
polygons
pre-built body models
pre-built face models
preferences
quadrangulating
reducing polygons
removing components
revolving curves around axes
revolving curves around curves
rounding components
selecting adjacent components
selecting components
slicing
smoothing
subdivisions when generating
symmetrizing
textures
transforming components and clusters
Transforming Components and Clusters
Transforming Components and Clusters
triangulating
Adding and Editing Polygon Mesh Components
Quadrangulating and Triangulating Polygons
valid
welding edges
welding points
polygons , cutting
polygons
about
adding
animating
beveling
bleeding in the texture editor
bridging
collapsing
color painting
copying
cycling
Flipping and Cycling Polygons
Flipping and Cycling Polygons
defined
deforming
deleting
dicing
direction of vertices
disconnecting
displaying hidden
dissolving
duplicating along a curve
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
duplicating along an axis
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
extracting
extruding along a curve
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
extruding along an axis
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
filtering
flipping
Flipping and Cycling Polygons
Flipping and Cycling Polygons
hiding
Hiding Polygons
Setting Polygons/Polygon Clusters Visibility Options
insetting
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
inverting
knifing
local materials
Creating and Assigning Materials
Modifying Surface Meshes
local materials and textures
local textures
Applying Textures
Modifying Surface Meshes
mirroring
moving in relative mode
normals
Adding and Editing Polygon Mesh Components
Inverting Polygons and Polygon Meshes
normals on selected
offsetting contours
overlapping materials and textures
planar versus non-planar
Adding and Editing Polygon Mesh Components
Polygon Meshes
quadrangulating
reducing
rotating
rounding
selecting
Selecting Components
Selecting Polygon Mesh Components
selecting adjacent
selecting based on number of sides
selecting loops
Selecting Components
Selecting Components
selecting ranges
Selecting Components
Selecting Components
slicing
sliding
splitting
Adding and Editing Polygon Mesh Components
Adding and Editing Polygon Mesh Components
subdividing
surrounding when selecting
Polygon Meshes
Using Selection Tools
Using Selection Tools
symmetrizing
transforming
Manipulating Components and Clusters
Transforming Components about the Mouse Pointer
Transforming Components and Clusters
Using the Tweak Component Tool
visibility property on
polylines
polymatricks property editor
polymesh hulls
polynode bisectors
setting preferences for
texture editor, displaying in
popping hair
pop-up explorer
in Schematic view
in Select panel
pose constraints
for character rigs
pose offsets
and ghosting overlapping clips
on action clips
pose-based shape deformations
poses
default for skeletons
for skeletons
home (default) for Behavior actor
static actions
pose-to-pose animation
merging static poses into sources
using animation mixer for
position constraints
positional continuity on NURBS
Post Simulation construction region (ICE)
preferences
about
animation
animation explorer in animation editor
animation mixer
command log
custom
Creating Custom Preferences
Custom Preferences
display
dopesheet
exporting
fcurve editor
for drawing polygons
Fx viewer
importing
interaction models
language
material manager
migrating
number of undo levels
output format
overlapping local materials
real-time message logging
render tree
restoring
scene layer manager
scripting language
setting
shape animation
timeline keys
transformation
Preferences window
preferred angles
and expressions
drawing chains
for joints
preferred axis of rotation for chains
preferred rotation for bone, resetting
Changing the Joint’s Preferred Angle
Creating Chains
premultiplication, texture layer color input
preset files
preset manager
The Preset Manager
for materials
presets
about
adding to toolbars
cloth properties
creating thumbnails for
Creating and Extracting Thumbnail Images for Presets
Saving and Loading Shader Presets
cubic projection, saving and loading
envelopes
extracting thumbnails from
finding
for action sources
for expressions
for non-time function curves
for shape keys
loading
of properties
particle type properties
render hairs
render tree
saving
Creating Presets of Property Settings
Saving and Loading Shader Presets
saving and loading
scripted operators
shader
soft body properties
texture
previewing
a rendered frame
active camera
layers
render regions
saving previewed frame
selection
simulations with ghosting
Cloth
Soft Bodies
Viewing Particle-based Simulations
primitive > camera
primitive > light
primitives
about
getting
opening and closing
start and end angles
subdivisions
printver standalone
progress window, rendering
project manager
projection
camera
curve onto surface
cylindrical texture
explicit texture
implicit texture
planar texture (XY, XZ, YZ)
spherical texture
texture
UV texture
projection plane
projections
camera
contour stretch UVs texture
cubic texture
lollipop texture
spatial texture
unfolding
unique UVs texture
UV texture
projects
about
active
adding to list
automating lists
creating
default
deleting
folder structure
invalid
lists
opening
saving
Prop option
propagation
materials in hierarchy
of properties in a hierarchy
properties
about
annotation
applying
color
display
displaying in views
editing in property editors
for multiple elements
object visibility
overriding
presets
propagation of
propertyfixup groups
reusing
selecting
transferring and merging
types of
viewing propagation
visibility, object
Property > Brush Properties
Modifying Envelope Weights
Weight Maps
Property > Geometry Approximation
Creating Subdivision Surfaces
Viewing and Rendering Polygon Meshes
property > glow
property > lens flare
Property > Map Paint Tools > Brush Properties
Property > Map Paint Tools >Paint Tool
property > motion blur
Property > Paint Properties
Making Creases and Spikes
Push Paint
Property > Paint Tool
Property > Paint Vertex Colors Tool
Property > Point Oven Morph
Property > Polygon Cluster Visibility
Property > Symmetry Map
Property > Transform Setup
Keying Transformations
Transform Setup
property > volumic
Property > Weight Map
Weight Maps
Weight Maps
property, custom
property editors
about
creating your own
displaying
Modifying Properties in Property Editors
Operator Stack
docking in viewports
editing properties in
focusing
for multiple elements
keyframing parameter values in
locking
opening from schematic views
recycling
tab-style
texture layers in
PropertyFixup groups
proportional guide for rigs
biped
dog leg biped
quadruped
proportional modeling
About Transforming Objects
Using Proportional Modeling
brushing hair
proportional volume
about
and envelopes
proxies
Previewing Effects
PROXY
proxy parameters
about
creating
deleting
displaying in 3D views
editing
pseudo-roots for pinning subchains
PTP files
about
caching particles
deleting
playing back in particle player
storage folder
puffing hair
purely implicit projection
push deformation
Push Paint tool
pyramid mapping
about
image clips and
OGL settings
Python, about
PYTHONHOME
PYTHONPATH
QT (Apple QuickTime) files
quadrangulating polygons
quadrupeds
control set
creating rig from guide
foot roll
predefined rigs
proportional guide for creating rigs
roll division
synoptic view for rigs
quaternion rotations
about
converting to and from Euler
editing function curves
keying
linking a parameter to an object's orientation
mixing in animation mixer
spine for skeletons
spine for skeletons in rig
queries
animation in spreadsheet
quick loop mode for audio
quickstretch
about
deformation modes
radius
brush
Creating Color at Vertices (CAV) Maps
Modifying Envelope Weights
Weight Maps
final gathering
rail See birail, extruding
ramps, color for particles
random values in text boxes
random variation for particles (noise)
Randomize Around Value compound
Randomize Color compound
Randomize Color Using Gradient compound
randomize deformation
Simple Deformations
Randomize Direction compound
Randomize Emitter Value compound
Randomize Rotation by Cone compound
Randomize Value by Range compound
Randomize Vector by Cone compound
randomizing
ICE particle values
parameter values
when sampling parameters
range of frames for timeline
ranges of components, selecting
Selecting Components
Selecting Components
raster motion render channel
raster paint
about
clips, locating in the explorer
getting clips
managing changes to frames
rasterizer
rate
amount of particles emitted
ICE particles
ratio
aspect
picture
raw function curves
Overview of the Fcurve Editor
converting to standard
editing
ray3.exe, rendering
ray3hosts file, distributed rendering
Rendering Methods
Setting Up For Distributed Rendering
ray3xsi.bat file, distributed rendering
raycast selection tool
Using Selection Tools
rayhosts file
distributed rendering
upgrading from SOFTIMAGE|3D
rayserver (raysatxsi5_0server, ray3xsi5_0server), distributed rendering
raytraced shadows
raytracing
antialiasing filters
rendering method
raytracing depth, and toon trace depth
real-time message logging
realtime playback
about
in flipbooks
rate percentage
with fast playback
realtime shaders
about
and mental ray shaders
applying from material menu
applying in material manager
applying in render tree
blending
blending equation
blending modes (dx draw)
blending modes (glsl program)
blending modes (ogl 1.3 draw)
blending modes (ogl draw)
blending modes (ogl particle)
blending sources and destinations
building shader trees with
creating
deleting
detaching
displaying in 3D views
editing
graphics cards and drivers
inputs and outputs
render tree
render tree limitations
rendering to file
Hardware Renderer Options
Rendering Realtime Effects to File
transparency problems
receivers
caustics
global illumination
shadow
recombing hair
recovery journal file
rectangle selection tool
rectangle-raycast selection tool
rectangular marquee (2D paint)
redoing
camera moves
undone changes
reducing, polygons
ref manipulation mode
about
About Reference Planes
Transforming Elements with Reference Planes
rotating components
rotating objects
scaling components
translating components
translating objects
reference frames
clusters
components
objects
of components
reference planes
about
activating
creating
deleting
options
symmetrizing polygons
symmetry and
transforming with
types
reference poses
about
for skeletons
resetting
returning to
referenced files
saving
searching and replacing
referenced models
about
Using Referenced Models
What Are Models?
animating
changing resolution
committing changes
constraints and
converting from local models
converting to local
creating
deltas
envelopes and
events
image clips and
importing
materials and
modifying
modifying in scene TOC
multiple resolutions
nested
offloading
rigid boides and
updating
weight maps and
references in ICE
Specifying Scene References
context of
exposing in compounds
reflection
about
caster
controlling with textures
setting values for
visibility
visibility options, setting
reflection channel
reflection maps
about
environment only reflections
raytraced reflections and
reflective occlusion
reflectivity maps
refraction
about
caster
common values of
real-life values
visibility
visibility options, setting
refraction channel
regex
Selecting by Name
The Explorer
region tool
regions
of function curves
on dopesheet tracks
render regions
regular expressions
Selecting by Name
The Explorer
relational expressions
relational views
about
creating and editing
defining panes and framesets
defining relationships
removing
setting pane content
relations
clips in animation mixer
in schematic views
modeling
relationships, in relational views
relative input for math operations
relative mode
relative values, for linked parameters
relaxing, geometric components
remote execution of scripts
removing
animation
animation from function curves
clips from tracks in animation mixer
constraints
expressions
flat (static) function curves
keyframes in a property editor
knot curves
knots from curves
link animation
polygon mesh components
transformation keys
up-vector constraints
renaming
clips in animation mixer
color at vertices properties
objects
scenes
shape keys
texture layers
tracks in animation mixer
Render > Preview
Render > Refresh
render archives
render channels
about
adding channels for a pass
available channels
built-in channels
custom channels
output format options
preset channels
store in channel shaders
render engine, choosing
render hairs
about
adding
cutting (cut map)
density map
displaying
Getting the Look with Render Hairs
Viewing the Hairs
frizz
kinks and waves
number of
percentage displayed
Getting the Look with Render Hairs
Viewing the Hairs
percentage rendered
presets
randomly scaling
segments (resolution)
splaying
thickness
render manager
render map
render options
about
changing in scene TOC
copying
geometry hair toggle
large mesh splitting factor
output format preferences
split factor
subdivision geometry shaders
tile order
tile size
render pass camera
render progress window
render regions
accuracy slider for
auto-refreshing
caustics
closing
comparing
copying options
creating (drawing)
display modes
global illumination
hiding
moving
optimizing
options
preferences
previewing ICE particles
previewing interactively with
previewing particles
recalling
refreshing
resizing
rotoscoped images in
sampling
saving
selected objects, rendering
Show Alpha
Show Depth
Show RGB
Show Tags
storing
tracking objects with
render tree
adding nodes
applying shaders with
assigning texture projections to nodes
bird's eye view
building trees
clearing the workspace
collapsing and expanding nodes
connecting collapsed nodes
connecting hair shaders in
connecting nodes
connecting particle shaders in
copying and pasting nodes
deleting nodes
deleting unconnected nodes from workspace
disconnecting nodes
displacement, creating with fractals
displacement and
displaying thumbnails in
framing nodes
getting image clips
inserting conversion nodes
inserting nodes
metashaders
moving nodes
navigating in workspace
node colors
opening shader property editors
optimizing
overview
panning and zooming
preferences
presets
realtime shaders
rearranging nodes in workspace
renaming nodes
replacing nodes
saving as preset
selecting nodes
shader compounds
showing connections only on nodes
snapping nodes to grid
texture layers
adding blank
adding ports to
base layers
connecting shaders to
creating from shader presets
deleting
disconnecting
editing properties
reorderng
working with
texture layers in
tips & troubleshooting
updating
rendering
batch
batch options
cameras
caustics
Preparing Global Illumination and Caustics for Rendering
Preparing Global Illumination and Caustics for Rendering
channel width
compositing passes
diagnostic modes
distributed (multiple computers)
Distributed Rendering
Distributed Rendering
Rendering Methods
effects
effects from the command line
faces of objects
fields
fields for particles
final gathering
fluid
generating MI files for Behavior
global illumination
global options
Geometry Approximation
Hardware Renderer Options
Managing Rendering Options
mental ray Renderer Options
Optimizing a Scene for Rendering
Pass Rendering Options
Scene Rendering Options
hair
hardware
image format
image process
interactively from interface
interface methods
large meshes and scenes
large scenes, options for
layers
memory limit
mesh splitting factor
messages
methods
motion blur
movie files, creating
multiple computers
multiple processors
multi-resolution textures
multi-thread
Rendering Methods
Rendering Methods
number of hairs
OpenGL shadow maps
optimizing with passes
particles
passes, current, selected, or all
previewing a frame
Previewing a Single Frame
Previewing a Single Frame
ray3.exe
raytracing
resolution
scalability options for large scenes
scanline
scripts
segmented for hair
selection only
setup for Behavior
shadows
mental ray Render Options Property Editor
Shadows
subregion
Render Pass Property Editor
Textures
task size
tile order
tile size
toon pass
verbosity in messages
workflow
RenderMap
about
ambient occlusion map, generating
ambient occlusion options
applying
bidirectional tracing
clusters, applying to
creating for multiple objects
depth map, generating
format options, setting
general options, setting
generating
RenderMap Workflow Overview
RenderMap Workflow Overview
generating using unique UVs
illumination map, generating
image format
multiple objects
normal map, generating
output file options, setting
property
applying
locating in the explorer
sampling options, setting
satellite rendering and
surface attributes, deactivating
surface color map
color correcting
generating
surface position map, generating
texel coverage map, generating
U and V basis maps, generating
uses
using
virtual camera options, setting
workflow overview
RenderVertex
about
ambient occlusion maps, creating with
color correcting (surface color)
depth maps, creating with
generating
illumination maps, creating with
normal maps, creating with
sampling options, setting
surface color maps, creating with
using
UV basis maps, creating with
virtual camera options, setting
reordering
elements in explorer
objects in schematic view
reparameterizing
curves
surfaces
repeating commands
reprojecting, texture projections
resampling, function curves
resetting
camera position
transformations
viewports
resolution plane, for chains
restarting
cloth simulations
fluid simulations
restoring
floating views
preferences
viewports
retargeting animation
adjusting retargeted data
applying normalized motion files to rigs
BVH (Biovision) files to rig
C3D mocap data files to rig
deforming biped motion on tracks
loading tag templates
mocap data in file to rig
plotting retargeted animation on rig as fcurves
saving animation data in normalized motion files
tagging rig elements
reversing, animation
reversing animation, timewarps
revolving
curves around axes
curves around curves
RGB
color
Intensity (mixer shader)
show RGB in render region
rich text files
exporting
importing
rigid bodies
ICE particles
referenced models and
rigid body
accuracy of simulation and collisions
active and passive
actual shape used for collision geometry
applying to objects
ball and socket constraint
bounding shapes for collision geometry
caching the simulation to source
center of mass
cloning
collision accuracy
Setting the Accuracy of Rigid Body Simulations
Setting the Accuracy of Rigid Body Simulations
collisions
compound shapes
constraints between rigid bodies
convex hulls for collision geometry
creating
dynamics engine (physX or ODE)
fixed constraint
forces on
ghosting on
hinge constraint
initial state
moment of inertia
motors for constraints
muting collisions
muting properties for object
muting the constraints
muting the simulation
object mass
ODE
offsetting spring and slider constraints
on animated objects
parenting rigid bodies
physX
playback modes
playing simulation
plotting the simulation
removing from simulation
simulation environment
slider constraint
Softimage units
spring constraint
time controls
tips for working with
workflow overview
rigs
action sources in
arms and finger controls
belly control
biped and biped dog leg controls
biped hierarchy setups
biped proportional guide
Character Development Kit for SDK
character key sets in
constraints in
control splines for faces
controlling constraints between rig and shadow rig
creating biped dog leg rig from guide
creating biped from guide
creating quadruped from guide
default transformation values
deleting and duplicating elements in guide
dog leg biped proportional guide
ear controls
for character animation
head and neck controls
nulls in
predefined biped
predefined quadruped
quadruped controls
quadruped proportional guide
quaternion rotation spine
roll division for bipeds
roll division for quadrupeds
scaling control objects
setting up for Behavior
setting volume controls for approximating body envelope
shadow
shadows of chain elements
springs in controls
tail controls
using pose constraints
zeroing out controls
Character Rigging
Tools for Easy Animation
rimlights, toon shaders
ripple option
for keys in timeline
in animation mixer
in dopesheet
in fcurve editor
roll division
biped rigs
quadruped rigs
Roll Particles compound
roll-frame normal for path
rolling
bone in an IK chain
ICE particles
with cameras
roots
aligning with first bone's orientation
in hierarchies
of chains
shadows for chain elements
rotation, ICE particles
rotational acceleration (quickstretch)
rotational velocity (quickstretch)
rotations
Rotating Objects
Transformation Basics
add manipulation mode
animating
centers and
changing order of for bones
clusters
COG mode
Rotating Objects
Scaling Objects
components
Transforming Components about the Mouse Pointer
Transforming Components and Clusters
Transforming Components and Clusters
Using the Tweak Component Tool
continuous
fcurves
plotting
editing multiple values numerically
global manipulation mode
About Component Manipulation
Rotating Objects
hair
interaction speed
keying all bones in a chain
keying in animation layers
limiting joint movement
limits
limits for chain joints
local manipulation mode
About Component Manipulation
Rotating Objects
manipulation modes
manipulator
numerical
object manipulation mode
order of
par manipulation mode
particles
pivot
plane manipulation mode
About Component Manipulation
Rotating Objects
plotting
quaternion
ref manipulation mode
About Component Manipulation
Rotating Objects
relative to mouse pointer
setting the pivot
Transformation Basics
Transforming Components and Clusters
view manipulation mode
About Component Manipulation
Rotating Objects
with manipulator
Transforming with the Bounding-Box Manipulator
Transforming with the Bounding-Box Manipulator
rotoscopy
about
activating
for character animation
frame rates and
in render region
picking colors from
previewing
zooming and panning
rounding, polygon mesh components
rsh (remote shell)
RTF files
exporting
importing
RTKNode property (Behavior)
sample points
"all" selection
about
cluster selection
collapsing
edge selection
island selection
matching in the texture editor
moving
on polygon objects
Selecting Sample Points
Selecting Sample Points
polygon selection
proportional editing
reprojecting
selecting
Selecting Components
Selecting Components
selecting from viewport
selecting in the texture editor
selection filters
transform using move component tool
transform using pivot
transform using UV position boxes
vertex selection
sampling
filtering
parameters
using
sampling rate, audio
SAS binding semantics (effects shaders)
SasUiControl variable (.fx files)
satellite rendering, RenderMap and
saving
presets
projects
render regions
scenes
scalar shaders, for particles
scale orientation (shearing), plotting animation
scaling
Scaling Objects
Transformation Basics
animation
bones
bones by moving joints
bump mapping and
centers and
classic
clips in animation mixer
clusters
COG mode
components
Transforming Components about the Mouse Pointer
Transforming Components and Clusters
Transforming Components and Clusters
Using the Tweak Component Tool
constraints
editing multiple values numerically
global manipulation mode
hair
hair emitter object
hierarchical
interaction speed
lattices
local manipulation mode
About Component Manipulation
Scaling Objects
manipulation modes
manipulator
numerical
object manipulation mode
on an angle
orientation
pivot
random for hair
ref manipulation mode
relative to mouse pointer
setting the pivot
Transformation Basics
Transforming Components and Clusters
shearing
uni manipulation mode
About Component Manipulation
Scaling Objects
vol manipulation mode
About Component Manipulation
Scaling Objects
with manipulator
scanline rendering method
scanlines, interleaving
scene colors, setting
scene layer control, customizing
scene layer manager, about
scene layers
about
adding objects to
attributes
controlling
creating
current
custom properties for
default
deleting
display color
display properties
empty layers
geometry approximation property
in the explorer
locking
moving objects to
passes and
preferences
property editor
renaming
selecting
selecting objects in
setting attributes
wireframe color
working with
scene material
about
default (Phong)
scene TOC
about
changing current pass
changing render options
changing source paths
modifying referenced models
running postload scripts
scenes
ambience, rotoscope view and setting
auxiliary data
backup preferences
basic elements in
copying objects between with models
creating
deleting
exporting to dotXSI
Importing and Exporting dotXSI Files
Importing and Exporting with Crosswalk for Maya
exporting to dotXSI (Crosswalk)
extracting thumbnails from
information on scene
information on selection
large, rendering
locking
merging as models
Creating Local Models
Merging Scenes
moving to different project
opening
renaming
restoring from backup
saving
saving referenced files in
transporting properties between
version saved with
Displaying Scene Information
Getting Scene Version Information
within projects
schematic, reordering objects
schematic view
animation elements in
displaying information
displaying properties
filtering elements in
forces in
layout of
locking
navigating in
particles in
rearranging objects in
resetting user positions
selecting elements in
showing icons
showing instance relations
sorting hierarchies
SCM (surface continuity manager)
SCN (scene) files
Projects
Saving Scenes
scntoc files
Screen (mixer shader)
script editor
Editing Scripts
Fundamentals of Scripts
creating files
opening
opening files
running scripts
scripted operators
about
adding connections
applying
applying presets
combining with constraints
combining with fcurves and expressions
connections
About Scripted Operators
Connections
creating
creating on parameters
creating on properties and objects
editing
editing on parameters
editing on properties and objects
editing presets
editing variable definitions
editing variable values
editor
examples
getting connection values
getting variable values
global variables
About Scripted Operators
Do’s and Don’ts of Coding Scripted Operators
help on commands
helper routines
About Scripted Operators
Do’s and Don’ts of Coding Scripted Operators
in animation editor
limitations
main update routine
name collisions
removing
removing connections
removing variables
restrictions
saving as function curves
saving presets
scripting languages
setting variable values
tips and tricks
updating output connections
variables
About Scripted Operators
Variables
viewing as graph
scripting, particle events
scripting commands
scripting Crosswalk
for 3ds Max
for FBX
for Maya
for Softimage
scripting languages
for scripted operators
for synoptic views
JScript
Python
setting
specifying in batch mode
VBScript
scripts
about
Fundamentals of Scripts
Working with Commands
APIs
batch mode
command-line options
commands
declaring variables
default language
editing
external
help on commands
Fundamentals of Scripts
Fundamentals of Scripts
immediate mode and
Editing Scripts
Immediate Mode
in net view
Linking to Files in Net View
Running Scripts in Net View
in synoptic views
Creating and Editing Synoptic Files
Synoptic Scripts
including
languages
Fundamentals of Scripts
Scripting Languages
managing files
optimizing
parsing
real-time message logging
remote execution
rendering with
reserved words
running
running automatically
running automatically after loading scene
running parts of
sharing
terminating
using immediate mode
with particles
scrubbing
audio playback
modes and playback rates
playback cursor
to enter information in text boxes
scrubbing audio, synchronizing with animation
SDK
Character Development Kit
particles
search area, in 2D Tracking
searching, elements in the explorer
secondary shape modeling construction mode
secondary shape modeling construction region
second-order continuity
seeds, particles
segmented rendering, for hair
segments
About Curves
Points, Knots, and Segments
segments of hair
Select > Extended Component Selection
Select > Grow Selection
Select > Select Adjacent
Select > Select Edge Loop
Selecting Polygon Mesh Components
Selecting Polygon Mesh Components
Selecting Polygon Mesh Components
Select > Select Members/Components
Select > Select n-Sided Polygons
Select > Select Single Object in Region
Selecting Objects
Selecting Objects
Select > SI|3D Selection Model
Select > Softimage|3D Selection Model
Select panel
selectability
Defining Selectability
Useful Tools for Modeling
selecting
about
adding to selection
adjacent components on polygon meshes
animated objects
branches
About Selection
Useful Tools for Modeling
branches in hierarchies
by name
by painting
clusters
Clusters
Selecting Components
components
About Component Manipulation
Overview of Selection
Selecting Components
components of subdivision surfaces
constrained objects
constraining object
curve components
defining selectability
edge loops
Selecting Components
Selecting Polygon Mesh Components
extending
filtering
framesets in layouts and relational views
groups
hair components
hidden polygons
hierarchies
About Selection
Modifying the Selection
in explorer
in schematic views
in spreadsheet
in the explorer
instances
interaction models
Selecting Components
Selecting Objects
keyboard shortcuts
loops of components
Selecting Components
Selecting Components
models
multiple elements
multiple objects
navigating components
navigating hierarchies
n-gons
nodes
nodes in hierarchies
objects
Overview of Selection
Selecting Objects
objects in hierarchies
panes in layouts and relational views
polygon mesh components
properties
quads
ranges of components
Selecting Components
Selecting Components
refining
running scripts automatically
shrinking the selection
surface components
tools
trays in layouts and relational views
trees
About Selection
Useful Tools for Modeling
trees in hierarchies
triangles
U/V rows of points on surfaces
visual feedback
weight maps
with filters
selection, soft See proportional modeling
selection filters
about
camera
components
Selecting Components
Selecting Components
object
properties
selection interaction models
about
components
objects
selection modes
About Selection
components
object
selection tools
About Selection
Using Selection Tools
freeform
lasso
paint
raycast
rectangle
rectangle-raycast
selective lights
adding
removing
using
self-installing custom operators
self-shadows, particles
semantics
SAS binding semantics (effects shaders)
softimage semantics
vertex shader input semantics (effects shaders)
separating
polygons, see extracting polygons, disconnecting polygons
Sequence commands, scaling and offsetting animation
sequence textures
sequences standalone
Set Instance Geometry compound
Set Particle Age Limit compound
setenv.bat, environment variables
SetMappingRule()
setthumb standalone
shader menu, applying shaders with
shader stack
shaderballs
about
in material manager
in the render tree
render output ports
shaders
about
ambient occlusion
applying
blending
color sampler
connecting hair in render tree
connecting particles in render tree
conversion
deleting
detaching
displacement
editing
Applying and Editing Shaders
Applying and Editing Shaders
environment
Creating Volume Effects
The Shader Library
fast subsurface scattering
geometry
About Geometry Shaders
The Shader Library
gradient
importing from SOFTIMAGE|3D
inputs and outputs
lens
Adding Lens Shaders to the Camera
Cameras, Viewpoints, and Lens Shaders
light
lightmap
The Shader Library
color sampler
material phenomena
metashaders
multiple shaders together in compounds
output
Creating Volume Effects
The Shader Library
particle
partitions
passes
photon
preset manager and
presets
realtime
Realtime Shader Basics
rendering to file
removing
rendering
shadow
soft material
stack
Applying Shaders to Passes
lens
stack editor
surface
About Surface Shaders
The Shader Library
surface and texture together
texture
Applying Textures
Applying Textures
The Shader Library
texture layer editor, accessing from
tools
toon
The Shader Library
Toon and Non-Photoreal Effects
types of
volume
Creating Volume Effects
The Shader Library
shading models
about
anisotropic
Blinn
constant
Cook-Torrance
Lambert
Phong
properties of
Strauss
shading normals, on polygon meshes
shadow maps
about
accuracy (step size) for volumic
for hair
OpenGL shadow maps
rendering
volumic shadow maps
shadow passes
shadow rigs
about
controlling constraints between it and rig
shadow shaders
shadows
area lights
casting
creating
display for chain elements and nulls
for hair
ICE particles
nulls
optimizing
Shadows
Tips, Optimizing & Troubleshooting (Lights & Shadows)
particle self-shadows
particles
penumbra, soft shadows
raytraced
rebuilding shadow maps
receiving
rendering methods
rendering shadow maps
shadow maps, creating
shadow objects
soft shadows with area lights
troubleshooting
types of
umbra
Creating Shadows
soft shadows
shape animation
about
additive weighting
Mixing and Weighting Clips
Mixing the Shapes’ Weights
and envelopes
and models
and shrinkwrap
animating shapes in shape manager
applying shape keys
averaged and additive weighting
averaged (normalized) weighting
Mixing and Weighting Clips
Mixing the Shapes’ Weights
cluster shape combiner
Creating Shapes in the Shape Modeling Construction Modes
Mixing the Shapes’ Weights
clusters and geometry
construction modes for
copying shapes between objects, models, and scenes
creating shapes in shape manager
custom slider panel
deformations and shapes
deforming with poses
duplicating shape-animated objects
elements in explorer
mixing clips
mixing weights
Mixing the Shapes’ Weights
Mixing the Shapes’ Weights
modulating with weight maps
plotting shapes
predefined heads with Face Maker
Animating Shapes
Using Ready-made Characters
preferences for
reference modes (for deformations)
reference shape
replacing shape keys
saving shape keys
secondary shape modeling construction mode
selecting objects animated with shapes
selecting shape keys
shape manager
shape modeling construction modes
shape-key modes
storing shape keys
symmetrizing polygons
transferring and merging
transferring between scenes
transferring with presets
transitions
Choosing a Shape Instance Mode for Shape Clips
Creating Transitions between Clips
weighting between clusters
with topology operators
shape clips
about
Animating Shapes
Working with Clips
adding markers
adding to tracks
additive weighting
bouncing
compound clips
Combining Clips into Compound Clips
Mixing the Shapes’ Weights
copying
copying between models
creating
custom sliders for setting weights
cycling
deleting
display information
extrapolation
holding frames
infinite time value
linking together with relations
locking
mixing weights
Mixing and Weighting Clips
Mixing the Shapes’ Weights
modes for creating
moving
muting
namespace
normalized weighting
removing
renaming
Using the Animation Mixer for Shape Animation
Working with Clips
scaling
Scaling Clips
Using the Animation Mixer for Shape Animation
selecting
splitting
thumbnail images on
timewarps
transitions between
trimming (cropping)
Trimming (Cropping) Clips
Using the Animation Mixer for Shape Animation
weighting
shape jitter deformation
shape keys
applying selected shape keys
applying to object
copying between objects and models
deleting
displaying phonemes in dopesheet
duplicating
modifying selected key shapes
modulating with weight maps
presets for sharing between models and scenes
reference shape
relational link with selected shapes
renaming
replacing
saving
selecting key shapes
storing
storing for clusters
storing shape sources
shape manager
about
animating shapes in
base shape
blending shape weights
clusters
creating shapes in
custom parameter sets
editing shape weight fcurves
groups of shapes
modifying shapes in
renaming shapes
viewing shapes in
shape modeling construction mode
shape modeling construction region
Creating Shapes in the Shape Modeling Construction Modes
Operator Stack
shape shader for particles
Rendering Particle Shapes
falloff (transparency)
shape sources, namespace
shape tracks in animation mixer
shape weight fcurves
ShapeInstanceTime attribute
shapes
namespace
of particles
sprites for particles
shared image clips
shared materials, on clusters
shared render options
shattering hair interpolation
shear deformation
shear resistance for cloth
shearing, scaling
Scaling Objects
classic scaling
plotting animation
scaling orientation
shelves
about
The Autodesk Softimage Interface
Toolbars and Shelves
creating and editing
defining tabs
driven tabs
folder tabs
removing
tab display options
shifting
curves
surfaces
shrinking the selection
shrinkwrap
about
along axis
follow vertex normals
projection types
toward center
toward inner object
shutter speed, scene motion blur
SI_BROWSER_DONT_CHECK_CHILDREN_FOLDERS
SI_DBDIR
Editing the Environment Script (setenv.bat and .xsi_7.5)
Environment Variable Reference
SI_HAIR_CHUNK_SIZE
SI_HELP_PROGRAM_ENV
SI_HOME
Editing the Environment Script (setenv.bat and .xsi_7.5)
Environment Variable Reference
Setting Up For Distributed Rendering
SI_IMAGE_PATH
Converting Images
Environment Variable Reference
Getting Image File Information
SI_LINKTAB_LOCATION
Environment Variable Reference
Setting Up For Distributed Rendering
SI_LOCATION
SI_TXT_EDITOR_ENV
Environment Variable Reference
Writing Expressions
SI_USERHOME
SICOREPATH
Simulate Particles node
Creating ICE Particle Emissions
The Simulation Regions and Nodes
Simulate Rigid Bodies node
Simulated ICE Tree node
simulation, spring-driven controls in character rigs
simulation accuracy for rigid bodies
Simulation construction region (ICE)
simulation environment, rigid body
simulation environments, ICE simulations
simulation time control, ICE simulations
simulations
forces for
playing particles
queries in spreadsheet
restarting fluid
sine waves, ICE particle strands
size
chain elements in skeletons
ICE particles
of particles
SI|3D interaction model
SI|3D selection model
for components
for objects
skeletons
about
Building Skeletons
What Is Character Animation All About?
animating with kinematics
changing shape of elements in
changing size of elements in
creating spines
in actions (poses)
predefined human
putting in models
reference poses
reference poses stored in an action
Creating Neutral Poses for Skeletons
Storing a Skeleton Pose in an Action Source
rigs
sample animation for
setting up
shadows
storing default poses
sketching
curves
particles along a stroke
skills
animation for Behavior
loopable locomotion skills
skin shader
skinning
skirting ratio for extruding polygon mesh components
slave, distributed rendering
slicing
polygons
Slide on Surface compound
slide projector
slider constraint
for rigid bodies
offsetting attachment point
sliders
Setting Values for Parameters
creating with custom parameters
in property editors
polymorphic
virtual
sliding
components
ICE particles on objects
slope handles
angle and length
equal length
fixed length (SOFTIMAGE|3D style)
locking
on function curves
selecting
snapping
slopes, of function curves
smooth operator
smoothing
envelope weights
Modifying Envelope Weights
Modifying Envelope Weights
function curves
geometric components
snapping
about
activating
boundaries
COG mode
filters
grid size
hair
in the texture editor
incremental
key points on function curves
manipulation modes and
options
slope handles on function curves
targets
tools that use
snapshots of function curves for editing
snipping surfaces
soft body
choosing geometry
collisions with obstacles
combining with envelopes
creating deformation
muting
on animated objects
on clusters
optimizing performance
plotting deformation
presets
removing
sampling to control resolution
stabilizing the deformation
stiffness
with envelopes and other deformations
Soft Light (mixer shader)
soft material shader
Softimage
exiting
interface
starting
start-up options
Softimage default selection model
Selecting Components
Selecting Objects
Softimage interaction model
Changing Interaction Preferences
The First Time You Start Softimage
Softimage scaling
Softimage units
SOFTIMAGE|3D
drawing chains in style of
importing animation as action sources
importing models from
importing scenes from
preferred X rotation as roll for bones
slope angle display for function curves
slope handle style for function curves
solving joint rotations behavior
soloing
animation layer
texture layers
tracks in animation mixer
solvers for inverse kinematics
Choosing How an IK Chain Reaches Its Goal
error threshold
sorting
elements in explorer
spreadsheet queries
sources
cached rigid body simulations
image
namespaces
spatial texture projection
about
computing in world space
Spawn on Collision compound
Spawn on Trigger compound
Spawn Particle Trails compound
spawning
adding attributes for spawned particles
ICE particle trails
ICE particles into different point clouds
SPDLDISABLECACHE
specular channel
specular illumination
about
blending with 2D textures
in toon shading
speed, ICE particles
speed of particle emission
sphere shader (3D) for particles
spherical constraint See ball and socket constraint
spherical texture projection
Spin Particles compounds
spine deformations
about
modifying weights
spines
creating for skeleton
crunching
depth for curve
quaternion rotation
quaternion rotation in rig
rolling
scaling
spinning, ICE particles
splashing, ICE particles
spline, interpolation for function curves
splitting
clips in animation mixer
Creating New Clips Based on Driven Objects
Splitting Clips
edges
Adding and Editing Polygon Mesh Components
Adding and Editing Polygon Mesh Components
hair interpolation
polygons
Adding and Editing Polygon Mesh Components
Adding and Editing Polygon Mesh Components
Dicing Polygons
Knifing and Slicing Polygons
splitting factor
SPM server, mental ray licenses
SPM_HOST
Editing the Environment Script (setenv.bat and .xsi_7.5)
Environment Variable Reference
Setting Up For Distributed Rendering
Spotlight view
spotlights
3D manipulators
cone angle and spread
setting
view from
spread, cone of light
spread angle, particle emission
Spread from Controller compound
spreadsheet
about
animation queries in
annotation query
local materials and textures
navigating in
opening
selecting elements in
simulation queries
sorting
updating display
spring constraint
for rigid bodies
offsetting attachment point
spring nets for cloth
spring operator
SpringOp
springs
accuracy of simulation
blending simulation with animation
caching simulation
damping
editing curves for dynamic properties
finding the spring operator controls
in rig controls
initial state
mass
muting the simulation
rest state
speed of movements
stiffness
type of spring
sprites
for defining particle shape
rendering for ICE particles
shader for particles
stack
operator
shader
standalone flipbook (flip.exe)
standalones
composite
diffpic
flipbook (si3d_flipbook)
getthumb
imf_copy
imf_diff
Getting Image File Information
Getting Image File Information
imf_disp
imf_info
imgconv
imginfo
imgshow
interleave
printver
sequence
setthumb
standard transition in animation mixer
stand-ins
start angles for primitives
start frame in timeline
starting Softimage
command-line options
on Linux
on Windows
State compounds
state ID, ICE particles
State Machine compound
states, ICE particles
static actions (poses)
static blur, for particles
static fcurves, removing animation from
static friction
static kinestate properties, pose offset
static particle clouds
Attaching Objects to Particles
deformations on
stepped keys (constant fcurve interpolation)
Stick to Surface compound
sticking
ICE particles to objects
texture projections
sticky key mode
stiffness
in chain joints
of hair with dynamics
stitching
cloth pieces
curves
surfaces
storing
actions
animation in actions
files in projects
shapes in sources (keys)
STORMPATH
strand multiplier for increasing hair
Strand Sin Wave Movement
strands of hair, selecting
Strauss shading model
streaking in texture projection
stretch resistance for cloth
stretching
hair segments for deformations and styling
quickstretch
Stretchy mode for hair
structure keys, importing actions
styling hair
about
brushing
clumping
combing
copying styles between objects
deformations
freezing
locking points
merging interpolation
operator stack
Progressive Styling by Freezing the Stack
Styling and Animating Guide Hairs
puffing
recombing
resetting
rotating
scaling
setting length
shattering interpolation
splitting interpolation
spreading
straightening
Stretchy mode
styling operators
translating points
unlocking points
with dynamics
subchains
creating
pinning joints with pseudo-roots
removing
subcharacter key sets
subcurves
about
About Curves
Components
extracting
selecting
subdividing
edges
polygons
Adding and Editing Polygon Mesh Components
Dicing Polygons
Dicing Polygons
Knifing and Slicing Polygons
subdivision geometry shaders
subdivision surfaces
about
Geometric Objects
Subdivision Surfaces
algorithms
Catmull-Clark
combining methods
creases
About Subdivision Surfaces
Making Creases and Spikes
Doo-Sabin
emitting hair from
for envelopes
generating objects
About Subdivision Surfaces
Creating Subdivision Surfaces
geometry approximation
About Subdivision Surfaces
Creating Subdivision Surfaces
hidden polygons
hulls
levels of subdivision
linear
local subdivision
Loop
painting weights
Modifying Envelope Weights
Weight Maps
pre-built face models
selecting components on
simplified wireframe
viewing
subdivisions
curves
local
on surface for rendering
primitives
when extruding polygon mesh components
subprojections
applying
contour stretch
Creating Subprojections
selection guidelines
creating
support objects for
transforming in texture editor
transforming in viewports
subregion, rendering
subsurface scattering, fast
subsurfaces
about
About Surface Meshes
Components
selecting
subtracting polygon meshes
SUMATRAPATH
support objects, texture
supra keys
Surf Mesh > Assemble
Surf Mesh > Continuity Manager
Surf Mesh > Snap Boundary
Snapping Boundaries
Snapping Boundaries
Surf. Mesh > Birail
Surf. Mesh > Curve Net
Surf. Mesh > Extrusion - 2 Profiles
Surf. Mesh > Extrusion Along Axis
Surf. Mesh > Extrusion Along Curve
Surf. Mesh > Four Sided
Surf. Mesh > Loft
Surf. Mesh > Revolution Around Axis
Surf. Mesh > Revolution Around Curve
surface approximation
adjusting an object's
fine
LDA (length/distance/angle)
parametric
setting
subdivisions
view dependency
surface attributes, transferring
surface color map
Choosing and Configuring Maps to Generate
transferring
surface continuity manager
surface curves
about
Components
Components
creating
extracting
selecting
using
Surface force compound
surface location
surface meshes
about
About Surface Meshes
Geometric Objects
applying SCM
assembling
Assembling Surface Meshes
Assembling Surface Meshes
creating
for envelopes
holes
About Surface Meshes
Modifying Surface Meshes
junctions
About Surface Meshes
Considerations for Modeling Component Surfaces
local materials and textures
Considerations for Modeling Component Surfaces
Modifying Surface Meshes
multiknots
non-fixing points
About Surface Meshes
Modifying Surface Meshes
snapping boundaries
surface position map, generating
surface shaders
About Surface Shaders
The Shader Library
about
applying
About Surface Shaders
Creating and Assigning Materials
attaching to hierarchies
deleting
detaching
editing
editing properties
materials and
optimizing
propagating
properties of
property editors
reflectivity, defining
refraction, defining
replacing
simple
transparency, defining
uses for
workflow
surface tension, fluids
surfaces
about
About Surfaces
Geometric Objects
adding knot curves
birail
blending
boundaries
building
building from curves
cleaning
closing
components
constraining objects to
continuity
converting to polygon meshes
creating multiknots
cubic
curve net
deforming by
deforming components and clusters
degree
About Building from Curves
Building Surfaces
Degree and Continuity
display optimization
extending curves to
extending to curves
extruding (2 profiles)
extruding curves along axis
extruding curves along curves
filleting
fitting
four sided
geometry approximation
hulls
inverting
isolines
knots
linear
lofting
merging
multiknot curves
multiknots
normals
opening
points
removing knot curves
removing multiknots
reparameterizing
revolving curves around axes
revolving curves around curves
selecting U/V rows of points
shifting UV
snipping
stitching
subdivisions
subdivisions when generating
surface curves
swapping UV
transforming components and clusters
Transforming Components and Clusters
Transforming Components and Clusters
trim curves
swapping UV
sweep See birail, extruding
swimming, texture projections
switchers see tray switchers
Syflex Cloth in Softimage
Sym button
About Transforming Objects
Manipulating Components Symmetrically
symmetrical manipulation
symmetry
about
brush properties
constraint
drawing chains in
drawing curves
duplicating chains in
duplication
manipulating points
mirroring envelope weights
polygons
reference planes and
weight maps
symmetry mapping templates
symmetry maps
applying
for weight maps
on envelopes
synchronizing
audio and animation
audio with animation while scrubbing
synoptic properties
about
applying
synoptic view editor
about
displaying
options
synoptic views
about
About Synoptic Views
Synoptic Views
applying
creating
describing hotspots
displaying
editing
for biped rig
for character animation
for quadruped rigs
images
linking to other views
linking to scripts
navigating
opening files
samples
About Synoptic Views
Synoptic Views
saving files
scripting languages
using
syntax conventions, VBScript
system locks
SYSTEMDRIVE
tab-style property editors
tag channels, displaying in render region
tagging
character parts for retargeting animation
parameters
tails
controls in character rigs
tail controls for spring
tangency, on curves
tangents
about
applying tangent property
editing tangent maps
exporting (collada)
exporting (dotXSI)
normal and tangent maps (Ultimapper)
transferring (Ultimapper)
taper deformation
target render models for Behavior
task size, rendering
TCP/IP service protocol, using same port number for distributed rendering
tearing UV samples in the texture editor
tear-off menus
Telnet
template, in 2D Tracking
templates
connection-mapping for sharing actions
output path templates
value-mapping for actions
terrain actor (floor) in Behavior
tessellating, converting curves
texel coverage map, generating
text
about
beveling
converting to curves
creating
exploding into curves
extruding
font attributes
line attributes
textprop property
text boxes
entering property values in
math operations in
moving among
texture coordinates, about
texture editor
"all" selection filter
applying subprojections
auto-show preference
auto-sync preference
bleeding polygons
checkerboard display
choosing a projection
cluster selection filter
collapsing
contour stretch type subprojections
copy paste on NURBS
copy paste on polygons
copying and pasting sample points between projections
copying sample points
creating subprojections
cycling polygons
Flipping and Cycling Polygons
Flipping and Cycling Polygons
dimming image clips
displaying image clips
displaying UV coordinate sets
edge selection filter
editing multiple UV sets
flipping polygons
Flipping and Cycling Polygons
Flipping and Cycling Polygons
healing separated points
hiding selections
highlighting connectivity
highlighting overlapping UV coordinates
highlighting texture coverage
highlighting UV island boundaries
image clips, dimming
interactive updating
inverting selections
island heal
island selection filter
lock mode
matching sample points
mirroring polygons
move component tool
moving sample points
pasting sample points
pivot, using
polygon cluster selection options
polygon selection filter
polynode bisectors, displaying
preferences, setting
projection selection filters
relaxing polygons
rotating polygons
selecting points
snap gravity
snap targets
snapping
Moving Selections
enabling
stamping UV meshes
subprojections, contour stretch
syncing 3D view selections
tearing
texture projections and
toolbars, hiding and showing
transforming subprojections
using
using proportional
UV position boxes
vertex selection filter
texture layer editor
about
base layers
adding
connecting ports to
disconnecting
editing properties
base layers in
clearing
collapsing and expanding layers and inputs
collapsing layers
collapsing ports
dsplay order for layers
hiding layers
hiding ports
layer/port cells, selecting
layers, selecting
list view
opening
ports, selecting
preferences
resizing layers and ports
shaders, accessing
stack view
texture layers
adding
adding ports to
removing ports from
reordering
working with
texture layers in
texture projections, assigning to layers
tooltip information
updating
viewing shaders in
texture layers
about
adding in the texture layer editor
adding to shaders
base layers, render tree
blank, adding in the render tree
blending
blending modes
color input
ignoring alpha
inverting alpha
options
premultiplying
setting
using alpha as
explorer, finding in
in render tree
layer/port
inverting color
muting
scaling layer weight
using alpha as color
layer/port properties, setting
locking
mask input
color input alpha, creating from
from color input intensity
from color input threshold
inverting
setting
MAT panel
mix weight
mixing
mixing modes
muting
other tools for working with
properties
accessing from the render tree
setting
property editors, in
renaming
render tree
adding ports in
connecting in
creating from shader presets
deleting in
disconnecting
editing properties from
in the
in the
reordering
reordering in the texture layer editor
soloing
texture layer editor
weight
workflow
texture maps
colors for particles
creating and connecting
filtering ICE particle emissions with
ICE trees and
on hair colors
texture projection
about
applying
applying to group
attaching objects to
camera
Types of Texture Projection
applying
connecting objects to
contour stretch UVs
Types of Texture Projection
applying
polygon selection guidelines
stretching methods.
Applying Texture Projections
Creating Subprojections
cubic
Types of Texture Projection
applying
cylindrical
displaying
explained
fitting to components
freezing
Modifying Texture Projections
Operator Stack
freezing transformations
implicit
lollipop
modifying
muting
name
planar (XY, XZ, YZ)
purely implicit
referencing with tspace_id
renaming
reordering in operator stack
reproject
seams
spatial
spherical
stick
swim
texture operator
Texture Projections and the Operator Stack
repositioning
types of
Creating Texture Supports
Types of Texture Projection
unfolding
unique UVs
Types of Texture Projection
applying
rendermapping with
UV
Types of Texture Projection
Types of Texture Projection
wrapping
texture projections
assigning to layers
assigning to nodes in render tree
operator stack, dragging and dropping in
texture shaders
The Shader Library
removing
texture support
adding projections to
applying to branch
applying to multiple objects
creating on-the-fly
defining
displaying
duplicated objects and
multiple, applying to objects
parenting
pre-applying
simultaneous projections for
swapping UV
texture support objects
about
connecting
constraining to bounding box
copying
displaying
removing
texture projection
texture UV coordinates, editing multiple sets
textured decal display type
textures
2D
2D and images
3D
Types of Texture
Types of Texture
Types of Texture
Types of Texture
about
adding
animating
Loading (Creating) Sources and Clips
Using the Texture Support Object
applying
Applying Textures
Applying Textures
applying on multiple objects
applying to polygons
applying with connection icon
applying with drag and drop
applying with render tree
applying with texture button
baking
Baking Surface Attributes with RenderMap
RenderVertex
blending
blending from SOFTIMAGE|3D
bump map step
clamping
coordinates, manipulating
deformations and
editing on an object
editing projection
hardware display
image clips
images
local
local textures
management
memory-mapped
Converting Images
Textures
Using Memory-Mapped Textures
MipMapping (pyramid)
missing
mixing
OpenGL texture settings
operator stack
optimizing
Tips, Optimizing & Troubleshooting (Textures)
Tips, Optimizing & Troubleshooting (Textures)
overlapping polygon clusters
polygon meshes
polygons
presets
projections
fitting to components
freezing transformations
rendering
Textures
Textures
Textures
RenderMap
RenderVertex
repeating
saving presets
sequence
shaders
Applying Textures
Applying Textures
support vs.projection
tiling
tips & troubleshooting
using TIFF files as
wrapping
this
token in expressions
variable in action clip values
this_model, token in expressions
three-point constraints
threshold, sampling for aliasing
thumbnail images
creating for scene, preset, and external model files
extracting from scene, preset, and external model files
thumbnail viewer
selecting objects from
using
thumbnails
about
assigning to scene elements
creating from render regions
displaying in the render tree
finding
folder in the project structure
image proxies and
managing size of
on clips in animation mixer
relational view
setting for scene elements
thumbnail viewer
time
global and local in action clips
global and local in animation mixer
ICE trees and
in scene
infinite value for clips in animation mixer
particle simulations
rigid body simulations
Time Control property editor
time range
time-display format, animation editor
timeline
about
in animation editor
keying current values at different frames
keys in
looping playback
mini dopesheet view
playback cursor
range of frames
setting preferences for keys in
start and end frames
time format
viewing audio waveform in
timers, ICE particle
timewarps
applying to source
for cycled and bounced clips
in animation mixer
in clip effects
removing
tips of hair, selecting
tokens
tool shaders
toolbars
about
The Autodesk Softimage Interface
Toolbars and Shelves
adding commands to
adding custom commands
adding presets to
Animate
changing the display
creating
creating and editing
custom
modifying
removing
removing a button
tools
activating with shortcut keys
tracking active tools
toon shaders
The Shader Library
background color
bas surface color
bulge distortion
fisheye distortion
highlights
ink lines
applying globally
applying locally (per object)
applying to specific objects
blending
compositing (transfer) modes
controlling global color
controlling global spread
controlling local color
controlling local spread
detecting
facet detection
sampling
simulating pressure
tapering
tapering transmitted and reflected
texturing global
texturing local
unblending
varying spread
lens
lens distortion
library of
material
paint
Painting Object Surfaces
Painting Object Surfaces
ambience
highlights
rimlights
painting, base color
reflection depth
reflections, creating
refraction depth
render pass
rendering pass
rimlights
surface color
Toon Host
Toon Mixer
Toon Paint
Toon Paint Ambient
Toon Paint and Host
Toon Paint Highlight
Toon Paint Rimlight
Toon Paint Rounded
trace depth
Creating Transparency and Reflections
tapering
trace depth and raytracing depth
transparency, creating
utility shaders
topology
topology operators
Operator Stack
Operator Stack
and the operator stack
with shape animation
toric force (for simulation)
torus, force for simulation
track point, in 2D Tracking
tracking
3D views, tracking in
objects with render region
tracks
in animation mixer
in dopesheet
trails
showing particle velocity
spawned ICE particles
trails for animated objects
trajectories, animation on (path)
transferring, clusters and properties
Transform > Align Objects
Transform > Freeze commands
Transform > Ignore Transformation Setups
Transform > Kinematics
Transform > Match commands
Transform > Move Center to Vertices
Center Manipulation
Center Manipulation
Transform > Remove Neutral Pose
Transform > Reset commands
Transform > Set Neutral commands
Transform > Transform Components Independently in Local Mode
transform groups for parenting
Transform panel
About Transforming Objects
editing multiple parameters
transform setup
character animation
ignoring
Transform Setup
Transform Setup
transformations
Transformation Basics
and object render archives
animating
animating centers
animating hierarchies
area light
axes
About Component Manipulation
Transformation Basics
bounding-box manipulator
branch mode
Cartesian coordinates
center
clusters
Manipulating Components and Clusters
Transforming Components and Clusters
Transforming Components and Clusters
COG mode
About Component Manipulation
About Component Manipulation
About Component Manipulation
components
Manipulating Components and Clusters
Transforming Components about the Mouse Pointer
Transforming Components and Clusters
Transforming Components and Clusters
Using the Tweak Component Tool
edges
editing multiple parameters numerically
envelopes
freezing
global
hidden objects
hierarchies and
ICE trees and
interaction speed
keyframing
kinematics property editor
About Transforming Objects
Tools for Animating Transformations
local
manipulation modes
manipulators
Transformation Basics
Transforming Components and Clusters
marking parameters for
matching
neutral poses
nudging
Nudging Components
Nudging Objects
numerical
Transformation Basics
Transforming Components and Clusters
offsetting in animation mixer
pivot
plotting
points
polygons
preferences
preferred tool
relative to mouse pointer
removing keys
resetting
rotation
scaling
setting the pivot
Transformation Basics
Transforming Components and Clusters
setup
spotlight
storing in actions
symmetrizing polygons
translation
trees
using reference planes
visual cues
waves
when extruding polygon mesh components
while duplicating objects
transient reference planes
Transition shape key mode
transitions
between clips in animation mixer
bridge for action clips
Cardinal
muting
removing
setting automatically
shape clip modes
standard
translations
Transformation Basics
Translating Objects
animating
animating chain's effector (inverse kinematics)
clusters
COG mode
components
Transforming Components about the Mouse Pointer
Transforming Components and Clusters
Transforming Components and Clusters
Using the Tweak Component Tool
creating path animation from
editing multiple values numerically
global manipulation mode
About Component Manipulation
Translating Objects
hair
interaction speed
limits
local manipulation mode
About Component Manipulation
About Component Manipulation
Translating Objects
manipulation modes
About Component Manipulation
Translating Objects
manipulator
nudging
Nudging Components
Nudging Objects
numerical
object manipulation mode
par manipulation mode
plane manipulation mode
About Component Manipulation
Translating Objects
plotting (position)
ref manipulation mode
About Component Manipulation
Translating Objects
relative to mouse pointer
setting the pivot
Transformation Basics
Transforming Components and Clusters
snapping multiple objects
view manipulation mode
About Component Manipulation
Translating Objects
with manipulator
translucency, hair
transparency
about
caster
controlling with textures
falloff for particle shape
hair
Setting the Hair’s Transparency
Using the Geometry Hair Shader
of particles
setting values for
static blur for particles
visibility
visibility options, setting
transparency map
transparency maps
creating
painting
using alpha
tray switchers
tree deformations
tree selection
About Selection
Useful Tools for Modeling
trees
about
selecting in hierarchies
triangulating polygon meshes
Adding and Editing Polygon Mesh Components
Quadrangulating and Triangulating Polygons
triangulation, OpenGL
triggers, for ICE particle states
triggers for particle events
trim curves
about
About Surfaces
Components
creating
deleting
extracting
selecting
trimming
audio in and out frames
clips in the animation mixer
surfaces with curves
tri-wings
tspace_id
tumbling
turbulence
flow for drag force
Drag Property Editor
Types of Forces
ICE particle strands
modifying ICE particle values
on ICE particles speed
turbulence force
Turbulize Around Value compound
Turbulize Color Using Gradient compound
Turbulize Emitter Value compound
Turbulize Particle Velocity compound
Turbulize Strands compound
Turbulize Value by Range compound
turbulizing
ICE particle strands
ICE particle values
tweak component tool
twist deformation
Twist Strands compound
twisting, ICE particle strands
two-point constraints
type, finding elements by
UIWidget variable (.cgfx files)
Ultimapper
about
ambient occlusion options
editing tangents
maps
previewing results
using
umbra, soft shadows
undoing, camera moves
undoing changes, number of levels
unfolding texture projections
unhiding
objects
polygons
uni manipulation mode
scaling components
scaling objects
uniform parameterization
Parameterization
Parameterization
union of polygon meshes
unique UVs texture projection
units, Softimage
unlocking, points on hair
Unstick from Surface compound
up vectors
constraints for chains
Constraining the Chain’s Up Vector (Direction)
Constraints and Rigs
constraints for objects
controlling flipping with path animation
removing constraints
UpdateContext
user application data path
Custom File Locations
Where Files Get Stored
user data
about
creating a data maps
creating a template
exporting
importing
on particles
setting map values
user keywords
finding elements by
user locks
user tools, editing configuration files
user-defined normals
USERNAME
UV
meshes, stamping
swapping
texture projection
UV basis maps, generating
UV coordinates
about
texture editor, displaying in
UV position boxes, in texture editor
UV texture coordinates
generating automatically
transferring and merging
valid polygon meshes
value-map expressions in action clips (clip effect expression)
value-mapping templates, for action clips
variables
declaring in scripts
global
scripted operators
About Scripted Operators
Variables
variance, particles
VBScript
about
comments
syntax conventions
with scripted operators
vector, aligning ICE particles along
vector paint
about
brush strokes in
flood fill
line tool in
magic wand
mask shapes operator
operator
operators, locating in the explorer
paint mask and
stroke shape, editing properties
vector shaders, for particles
velocity
computing for an object
of particles
quickstretch
see also speed
velocity limits on rigid bodies
verbosity, in render messages
versioning, scenes saved with
Displaying Scene Information
Getting Scene Version Information
vertex bleeding
vertex colors
Working with Vertex Colors
See color at vertices
vertex shader input semantics (effects shaders)
vertical sync
about
displaying
setting
View manipulation mode
displaying local or global coordinates
rotating components
rotating objects
translating components
translating objects
view plane pivot transform tool
Transforming Components about the Mouse Pointer
Transforming Objects about the Mouse Pointer
viewing
animation sequences (si3d_flipbook standalone)
constraint information
critical zone for chain root
display-only gamma correction
expression information
filtering chain elements
flipbooks
joint circles
joint stiffness
options in animation mixer
path information
rotation limits
rotoscoped images
sequences with scripts (sequences standalone)
shadows for chains
x-ray view of chains with envelopes
viewpoint buttons
viewpoints
about
synchronizing with cameras
viewports
Working with Views
capturing animation (flipbook) in
changing views in
disabling v-synch on graphics cards for faster playback
displaying frame number in
displaying frame rate in
displaying properties
layout of
letter identifiers of
maximizing
muting and soloing
optimizing playback for animation
playback in only one
property editor docked in
Realtime Shaders display mode
resetting
resizing
restoring
transforming subprojections in
views
browser
camera
displaying custom information
docked
explorer
floating
geometry
net view
render tree
schematic
spotlight
spreadsheet
storing (memo cams)
synoptic
About Synoptic Views
Synoptic Views
viewports
XSI explorer
virtual sliders for changing parameter values
Displaying Custom and Proxy Parameters in 3D Views
Setting Values for Parameters
viscosity, of fluid
visibility
about
instances, options for
node in Behavior viewer
options, toggling for objects
parameters, grouping
property for objects
reflection options
refraction options
transparency options
visibility options
final gathering
reflection, setting
refraction, setting
shadow casters and receivers
transparency, setting
visibility property, on polygon clusters
vol manipulation mode
scaling components
scaling objects
volume
adding to object
adding to scene
volume controls, approximating envelope for rig creation
volume deformations
volume shaders
about
effects
fog effect
particles
volume shading, ICE particles
volumic lights, creating
vortex deformation
vortex (force for simulation)
v-sync
about
displaying
setting
v-synch, disabling on graphics cards for faster playback
walk cycles
cid clip effect
cid (cycle ID) value in action clip
preventing backsliding with plateau fcurve slopes
walking, with camera
warp, variable for action clips
warping, images and sequences
warps
time in clip effects
time in clips
WAV (Windows waveform) files
waves
about
amplitude
applying operator
circular
control objects
displacement direction
falloff
periodicity
planar
profiles
speed
spherical
spread
transforming
wavy hair
weight, token in action clip values
weight editor
Modifying Envelope Weights
Modifying Envelope Weights
weight maps
about
changing color
creases in subdivision surfaces
creating
cutting render hairs
defined
deforming with
displaying
envelopes
filtering ICE particle emissions with
freezing
ICE trees and
on curves
on shapes
on subdivision surfaces
Modifying Envelope Weights
Weight Maps
on terrain actor for Behavior
operator stack
painting
Weight Maps
Weight Maps
referenced models and
selecting
spine deformation
symmetry
transferring and merging
using
weight paint panel
weighting, animation layer clip in mixer
weights
custom slider panel for shape clips
envelopes
About Envelopes
Modifying Envelope Weights
mirroring
mixing actions in animation mixer
mixing shapes in animation mixer
operator stack
preset in animation mixer
welding
edges
points on polygon meshes
Adding and Editing Polygon Mesh Components
Filtering Polygon Mesh Components
wet hair
white hair
wiggling, of hair with dynamics
wind force, ICE particles
wind (force for simulation)
Window > Close All
Window > Minimize All
Window > Restore All
window managers
windows
setting default size and position
starting Softimage on
wireframe
display type
rendering
simplified subdivision
wireframe color, setting for scene layers
workgroup application data path
Custom File Locations
Where Files Get Stored
workgroups
about
Creating and Using Workgroups
Setting a Workgroup
creating
cross-platform
path priority
setting
Creating and Using Workgroups
Softimage Startup Options
using
workspace, Softimage
wrapping, textures
x-ray shading, on envelopes
XSI explorer
about
locking
opening
updating
XSI_BINDIR
XSI_CPU
XSI_CPU_OPT
XSI_CURVER_HOME
XSI_CURVER_VERSION
XSI_CUSTOM_BUFFERED_IO
XSI_DSPRESETS
XSI_EMULATE_OPENGL
XSI_EXT
XSI_GTK_INIT_ON_STARTUP
XSI_HOME
XSI_LOG_LOAD_TIME
XSI_LOG_LOAD_TIME_FILE
.xsi_n.n (Linux environment script), editing environment variables
XSI_NO_VSYNC
XSI_NOSIGNAL_CATCHING
XSI_NOSTD_REDIRECT
XSI_OPERATOR_EVALUATION_TRACKING
XSI_PLAYER
XSI_PLUGINS
XSI_PRELOAD_DLLS_LIST
XSI_USERHOME
XSI_USERROOT
Editing the Environment Script (setenv.bat and .xsi_7.5)
Environment Variable Reference
XSIA (asset description language)
xsibatch
Batch Scripts
Batch Scripts
xsikm files
XSIMIXER (animation mixer) files
xsipref files
xsiprojects files
XSISDK_ROOT
xsitb files
XY
planes
texture projection method
XYZ
axes
coordinates
XZ
planes
texture projection method
yielding (quickstretch)
YZ
planes
texture projection method
Z-depth, pass
Z-depth information for shadow maps
zero (anchor) keys in animation layers
zeroing out joints (neutral poses)
zero-order continuity
zooming
cameras, zooming with
in a rotoscoped view
in animation mixer
in dopesheet
in fcurve editor
Zooming, Panning, and Framing in the Fcurve Graph
Zooming, Panning, and Framing in the Fcurve Graph
mouse wheel
on cursor
rectangular
speed, adjusting