CGTalk Cool things in XSI no one knows!
 08-20-2004, 05:42 PM #31 ThE_JacO MOBerator-X   portfolio Raffaele Fragapane That Creature Dude Animal Logic Sydney, Australia   Join Date: Jul 2002 Posts: 10,952 in any text field, assuming you have multiple selections, not only you can type simple maths operations, you can also use incremental linear and random values with L and R and indicating ranges for the values. IE: select 10 cubes, type in the Y translation box L(2,20) and, according to the order of selection the first will be moved up by 2, the second by 4, the third by 6 and so on. typing R(1,10) will assign a random value inside that range. __________________ "As an online CG discussion grows longer, the probability of the topic being shifted to subsidies approaches 1" Free Maya Nodes share quote
 08-20-2004, 10:15 PM #32 dg in d'box   portfolio Diogo Girondi São Paulo, Brazil   Join Date: Jan 2003 Posts: 660 When working with spot lights you can use the following shortcuts to tweak different parameters: B then Tab activates the Light manipulator Control+Click on the outer ring of the light cone toggles Light Falloff Control+Shift+Drag in the middle of the light cone controls the distance of the light cone Click+Drag in the Spread area (Yellow cone) will set the spread angle Click+Drag in the white lines of the light cone will set the cone angle Alt+Left and Right Arrows will toggle between Light and interest Control+': Closes the PPG under the mouse pointer Hitting Enter with something selected will open it's PPG Alt+1: Toggles COG Alt+2: Toggles Proportional Mode (Prop) Alt+3: Toggles Symmetry Mode (Sym) Alt+4: Toggles Parent/Object Alt+5: Toggles Reference Alt+6: Toggles Plane Alt+7: Toggles Global Alt+8: Toggles Local Alt+9: Toggles View J: With a projection selected tweaks the projection Shift+J: With an object selected hides it's projections __________________ diogo girondi | ••• | IMDB share quote
 08-22-2004, 03:07 PM #33 yog Vertex basher   Mark CMark United Kingdom   Join Date: Mar 2002 Posts: 1,428 Blending two shaders with a weight map It took me a while to work this one out. I thought I could use the weight map in the "weight" slot of a mix2colours node, unfortunately this always gave odd results(seemed to override the image maps and just used the original colours from the Mix2colors node), so instead I used a gradient mixer with the weight map plugged into the Input slot and each Phong node plugged into a colour input. The weight map is extracted using a Map_lookup_color node. __________________ Kernow bys vykken!!! share quote
 08-22-2004, 03:24 PM #34 yog Vertex basher   Mark CMark United Kingdom   Join Date: Mar 2002 Posts: 1,428 Displacement maps. In XSI by default black is the neutral colour on a displacement map, white is the maximum displacement, and mid-grey is halfway between. This means that by default any displacemnt map will always enlarge the volume of the surface it is applied to, with areas of black having the least "enlagement". If you want a single displacement map to displace "in" as well as "out", it can be done with a Scalar_Math_Basic node with the operation set to Subtract and a value of 0.5 in Input2. Now mid-grey will be the neutral area of the map, helping to keep the original surface volume. __________________ Kernow bys vykken!!! share quote
 08-22-2004, 06:06 PM #35 ThE_JacO MOBerator-X   portfolio Raffaele Fragapane That Creature Dude Animal Logic Sydney, Australia   Join Date: Jul 2002 Posts: 10,952 I suggest not to use the scalar math basic but rather use a change range. old value range 0, 1, new value range -1,1 subtracting 0.5 you end up with the top value being different from the expected 1 when you need to do the maths for other displacments that don't need the range conversion and would force you to either adjust the geometry approximation value for the object or overload other trees that wouldn't need it. both things can become tricky with groups and overrides. __________________ "As an online CG discussion grows longer, the probability of the topic being shifted to subsidies approaches 1" Free Maya Nodes share quote
 08-24-2004, 05:56 AM #36 aydinu Frequenter portfolio Aydin Uluc Senior 3D Artist Dubai, United Arab Emirates   Join Date: Jan 2002 Posts: 173 I also have a very cool thing. You know how often you have to change your camera settings from NTSC to PAL or the otherway around or you want a different Default value for the Bevel command. You can change all the Default values of most of the Tools in XSI. Here is how: Go to this folder: C:\Softimage\XSI_X.X\Data\DSPresets\Primitives simply uncheck the Read Only of the Preset you want to change. Now launch XSI change the values of that preset you made writable and save the values in the ppg and overwrite that Preset. Don't forget to make it read-only again and make a copy of the Preset before doing this Aydin share quote
 08-24-2004, 07:25 AM #37 withanar Animator Wrangler   Bradley Gabe Senior Technical Animator Janimation USA   Join Date: Jul 2002 Posts: 124 **PageUp button: Opens the most recent PPG, then browses back through your PPG history. PageDown button: Moves forward through your PPG history. CTRL-~ Closes current active PPG or view. CTRL-Shift-Right-Click on a PPG title bar gives you access to the PPG source SPDL. **-All time favorite. share quote
 08-24-2004, 09:02 PM #38 withanar Animator Wrangler   Bradley Gabe Senior Technical Animator Janimation USA   Join Date: Jul 2002 Posts: 124 Fun with displacement Something I appreciate is the precision you have over converting gray values into worldspace distance. Black = 0 SI units White = 1 SI units Displacements can be thought of as a push operator where the numerical value is distance in SI units in the normal direction (multiplied by the scale of your object center). So black = 0 distance travelled while white = 1 SI unit. Try it with a checkerboard texture in profile. Use a Math>Change Range node if you want to precisely tune quantity and direction. Make sure your object center scale = 1. Example: Old Range Start: 0 Old Range End: 1 New Range Start: -1 New Range End: 1 This pushes black -1 SI unit into the surface, and white out 1 SI unit. To push in 2 units, and out 5 units, set the range to the following: Old Range Start: 0 Old Range End: 1 New Range Start: -2 New Range End: 5 You can also invert the values: Old Range Start: 0 Old Range End: 1 New Range Start: 1 New Range End: 0 share quote
 08-26-2004, 09:37 PM #39 RayenD Know-it-All   Join Date: Apr 2004 Posts: 407 If you leave render region active (Q) and capture viewport it makes nice quick rendered preview instead of OGL only. share quote
 08-27-2004, 06:08 PM #41 tomzx New Member Student   Join Date: Sep 2003 Posts: 22 holding ctrl while browsing in the left panel will make the next property window to not popup. share quote
08-27-2004, 10:06 PM   #42
Martin_G_3D
Frequenter
Martin G
Netherlands

Join Date: Aug 2003
Posts: 154
Quote:
 Originally Posted by horst hrubesch To do a quick uniform numerical scaling Shift+rightclick just below the S in the Transform Panel and enter your number in any field.

You can also hold shift and richtclick under S, R and T to have ALL values selected and modified. Or you could just ofcourse only do S, R or T or combinations.

Great Thread btw, I'm a newb but learned alot of handy stuff in this thread that probably some pro's don't even know off.. keep them coming.

 08-28-2004, 09:50 PM #43 SheepFactory Expert portfolio x y Canada   Join Date: Dec 2001 Posts: 16,141 Opening up help files in netview: Drag drop the start.html file to netview or open it and copy the url to netview to view the XSI online help files inside XSI. that way you dont have to alt+tab between IE and XSI. Last edited by SheepFactory : 08-28-2004 at 10:08 PM. share quote
 08-30-2004, 04:46 PM #44 asis New Member Marco Izzo Sweden   Join Date: Oct 2003 Posts: 7 I am sure a lot of you already know this but these are things that increases my animation workflow in xsi. -transform setup to go to a manipulator when you select an object -create marking set for setting key on for example translation and rotation when you press alt-k share quote
 08-31-2004, 12:17 AM #45 DougNicola Living on XSIsland   Doug Nicola Real Fun Art, LLC Denver, USA   Join Date: May 2003 Posts: 148 Let's say you want to: -preview 20 seconds of character animation -change the preview as you watch and see it from any angle or distance -preview at full-screen, full-frame, totally smooth, 24 fps -get all this ready in less than one minute -with a character that is about 85,000 triangles at one level of subd. Fast Playback is your friend! (only catch, it will be wireframe!) -Turn on Fast Playback in the view type menu. -Open display options, performance tab -Turn on Wireframe Capture Only and Use 3D cache -Hit play and go! XSI will make about three very quick passes as it caches the animation, then it will play back totally smooth as you track, dolly and orbit the animation to your heart's content. __________________ Real Fun Art, LLC share quote