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Old 08 August 2004   #46
This keeps getting asked:


To make the S key behave like the ALT key in maya go to preferences > Tools > Use alternate mapping.

Under transform options turn on use 3d manipulators to be able to move the manipulators in the viewport with the mouse.
 
Old 08 August 2004   #47
Merge points and set value

ok, here's something for the LWers among the xsi's.

Just first a quick quote from Ablefish, to important to get lost:

Quote: Under the Transform menu there is a toggle called Collapse Points for snapping/Absolute Translation. When it's on, you can tag points and set a value for them. If you leave it on, the center of that selection will move to the set value. Is that the same behaviour you're looking for?
I tried it, perfect, but now how merge the extra points ( I used a sphere for a test )?
The sphere has 58 points but after collapsing one axis it should have 33 points.
Well, press t select and all the points, select Modify->Poly.Mesh->Filter Points. Deselect the cleanup selections and play with the distance slider to get what you want. Look at the points count and look at the view window.

Edit:All merged points/edges are drawn thick. Wrong, those are the double sided ones.
Can't manage to delete them, grrrr
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Last edited by preludian : 08 August 2004 at 11:56 PM.
 
Old 09 September 2004   #48
This is a very general tip - but try RIGHT-CLICK everywhere. There are context menus all over the place. One I use very often when modeling is to r-click on a component selection, you'll get a list of commonly used commands, and check out the short cut key for the commands. It's short work to select some faces, r-click the selection and press V (to dissolve, for example)

R-click on the render region border to access the ppg or save out a still or toggle the refresh.

Assign the Global command "Repeat" to something handy, I use the G key. It'll save you even more time than middle-clicking on a menu to repeat the last command.

Shift-d will subdivide selected edges.

You can duplicate passes by selecting them in the explorer and Ctrl-D. Note that in 4.0 your new passes will have a different output name so no accidental rendering over passes.

When you have Transformation Manipulators active, in the preferences you can adjust it so that when the mouse is outside of the manipulators, you get a free move (works on the plane of the viewport). Also - r-clicking outside the manipulators will give you a menu to adjust your transform reference/cog/prop/sym, etc...

Oh, and if you're using the Softimage 3D style (which I DON'T like...), you'll have to Alt-Right
click to get most of these context menus.

In 4.0 you can adjust the viewport to sync up with the current Construction Mode. This will let you view your enveloped and animated model in the context of the Modeling Mode, ie, with no deformations. Makes it a breeze to make modeling changes (then Freeze M button to freeze just the Modeling area of the history stack).
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Last edited by Ablefish : 09 September 2004 at 12:12 AM.
 
Old 09 September 2004   #49
Originally Posted by preludian: ok, here's something for the LWers among the xsi's.
Edit:All merged points/edges are drawn thick. Wrong, those are the double sided ones.
Can't manage to delete them, grrrr

Generally in XSI you want to avoid any operation that produces coincident or overlapping faces, because those can be hard to get rid of. eg in the sphere example, i would first delete half the faces, to get a hemisphere then collapse the points.
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Old 09 September 2004   #50
Originally Posted by tachy0n: Generally in XSI you want to avoid any operation that produces coincident or overlapping faces, because those can be hard to get rid of. eg in the sphere example, i would first delete half the faces, to get a hemisphere then collapse the points.

Yeah, gives quite a headache to find a way to delete these double-sided polygons. I really can't imagine that there isn't a command for this. The only solution I can imagine right now is to export to LW, do the stuff and reexport to XSI again, can this be true??
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Old 09 September 2004   #51
XSI doesnt let you have double sided polygons like you can in LW. You simply cant have 2 polygons with the same points, XSI will always insert a double edge to keep them seperate from each other. This also applies to other kinds of offending geom like more then 2 polys sharing the same edge etc. Even if you export/import from LW, XSI will still insert the double edges for the offending polygons. Your only option is to delete the extra polygons.

This is mainly because in XSI every poly mesh is a potential SubD just at div level 0, and the algorithms dont allow non-manifold geom. (even in other apps like Maya this limitation is present)
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Old 09 September 2004   #52
Link with tip
Let's say you're doing a "Link with" of a Obj A Y Rot Chanel with Obj B Z Pos Chanel. You also set various "Set Relatives Values" . This automaticly create an expression.
Now the cool part :
If you RMB on Obj A Y Rot Chanel (the one you applied "Link with") and choose "Animation Editor", you see a Fcurve with all your "Set Relatives Values" .
You can now edit/change those values to your liking, and, for example, create some super smooth transitions using the Slopes as the "Set Relatives Values" is reached.
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Old 09 September 2004   #53
Camera Tricks

Here are some lesser known camera functions:

1- ALT-Right-Click on the empty space in any camera view, you'll get a camera specific context menu. From this menu you can:

-Start Capture
-Select Camera
-Select Interest
-Isolate Selection
-Set or reset the background colors
-Open camera properties

This works for any and all scene cameras, including the Object View. This is one way to get at many settings for the Object View camera that aren't directly available from the icons in the window.


2- Open a camera properties, lock it, and switch the PPG to the camera visibilities tab. Scroll down to Clipping Planes. Select some items in your scene and Clip To Selected. This will set your Near and Far camera clipping plane based on your selection. This works for selected components as well as objects, and comes in quite handy for many modeling situations.


3- Try the following script (jscript):

SelectObj("Views.View*.*");


This will select all your scene view cameras. You can press enter and edit the properties for all your scene cameras at the same time using the multi PPG that opens.
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Old 09 September 2004   #54
I recently started using Isolate selection and isolate all options inside the camera Button menu

very useful with HUGE scenes or a quick object view, Just select your object and then go Camera(icon)>Isolate selection, then isolate ALL to return everything, its great becasue it doesnt change the visibility options in the objects(which can take AGES if you are working with a huge scene with lots of objects, it is instant

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Old 09 September 2004   #55
Moving UV trick

I don't know if everybody noticed, but the trick for having UV Projection modified at the same time as the modeling (ie M move point) has changed in something better

Lets say, you want a UV projection to follow your modeling :
Drag and drop the Texture OP on the Modeling Construction Mode node.
It follows !
Now you want this thing to stop :
Drag and drop the Modeling Construction Mode node on the Texture OP
it keeps the UV as is, stops following the modeling from now.

Ain't that powah.....
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Old 09 September 2004   #56
Originally Posted by Facial Deluxe: Moving UV trick

I don't know if everybody noticed, but the trick for having UV Projection modified at the same time as the modeling (ie M move point) has changed in something better

Lets say, you want a UV projection to follow your modeling :
Drag and drop the Texture OP on the Modeling Construction Mode node.
It follows !
Now you want this thing to stop :
Drag and drop the Modeling Construction Mode node on the Texture OP
it keeps the UV as is, stops following the modeling from now.

Ain't that powah.....
Oh this sounds very handy. Where can I find those nodes? I open up explorer and go to scene root, but can't find them anywhere. Can you be painfully more specific? I would really like to try this one out.

Last edited by .oO-cloak-Oo. : 09 September 2004 at 06:58 PM.
 
Old 09 September 2004   #57
make a cube, move a point, open explorer, find your cube, open it, and open the P/Polygonmesh operator, it's in there. All the construction mode nodes and the operations you're doing are stored and accesible from there.
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Old 09 September 2004   #58
Thumbs up To me, this is a big deal!

In Foundation, if you attempt to rig from a proportional guide, you get the funky behavior where it looks like it's working to rig from your guide, then all of the rigging disappears and you get the warning that you need to rig from the "proper" guide.

xzevlin had come up with a tip for getting the proper proportional guides through a net search (alt-5). However, I found that those biped and quadruped proportional guides ALREADY exist in my XSI samples/Models folder as:

BipedPropGuide.emdl
Quadruped_PropGuide.emdl

So even as a Foundation user, you can do an explicit "import" of the desired proportional guide from your local drive, then adjust and auto-rig away!!!

I haven't had a chance to work with these rigs yet, but according to xzevlin, there are some missing elements, such as "foot roll" in the rig. Still, it's a great rigging shortcut.


UPDATE: The foot roll and hip controls aren't missing: you just have to make sure that you do a full right-click select of the guide, otherwise certain rig elements don't get added. Also, you need to either use the default rigging options, or select one of the presets that includes foot roll.

This functionallity IS meant to be included with foundation. However, I can't find anyrhing in the documentation telling you that you have to explicitely import the guide models, which you do have to do.

Finally, I DID get the menu-created biped guide to rig by renaming the hierarchical sub-tree to match the sub-tree in the file-based guide (added the work "Details" to the name). This allowed the "rig from biped guide" to work, although elements such as ears and belly weren't available, and I noticed that the foot rig had fewer joints than the guide. I'm sure that this is due to the fact that Foundation includes only the "standard" character rigging scripts, without all of those little extras.

But hey, even this basic autorigging from a guide is sweet sweet sweet.

Last edited by SevenString : 09 September 2004 at 06:49 PM.
 
Old 09 September 2004   #59
Originally Posted by Sheep Factory: This keeps getting asked:


To make the S key behave like the ALT key in maya go to preferences > Tools > Use alternate mapping.

Under transform options turn on use 3d manipulators to be able to move the manipulators in the viewport with the mouse.
,,,,furthermore (for Users from Maya to XSI) u can go to preferences and create a new keybord Layout and reassign W E R to work like Maya ....be carefull to assign what was under that keys to X C V .

EDIT. Then again here is the key mapping for XSI keyboard Layout to work as Maya's

You save this in C:\users\<USER>\Softimage\XSI_4.0_Foundation\Data\Preferences\Key Maps

I have remmaped SPACE to work as Maya Space (switch 4-1-4 Viewports)
Render Region is NOT at Q ...It is under F12
SELECT is under Q
TRANSLATE is under W
ROTATE is under E
SCALE is under R
PAINT TOOL is under X
RESET CAMERA is under C
SELECT EDGE TOOL is under V

If u have any questions just write it here.

i hope i helped some of the Maya newcomers (as me ) to XSI

Attached Files
File Type: zip Maya SETUP.zip (40.9 KB, 82 views)
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Last edited by DimitrisLiatsos : 09 September 2004 at 06:36 PM.
 
Old 09 September 2004   #60
I dont' know if anyone knows this.

Shift+r for resetting your selected transformation.
Ctrl+shift+r to reset all the transformation.
 
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