New XSI Mod Tool Questions


#21

Nope, it’s there in my version and I don’t have any other version of XSI on my PC.

Just ran through it here and it all works a treat, though I wasn’t in “Mod” mode but XSI mode.


#22

drat!..i’ll uninstall it then…and go and RE download the 450mb installer again!


#23

You can tell if you have the “right” version Steve because the early one they put up was missing the poly reduction tool.
With the model module active, go to Model->(Modify)->Polymesh near the bottom of the dropdown you should see polygon reduction.

On the version I first downloaded it wasn’t there. Oh, and the new downloaded file was 1k bigger :stuck_out_tongue:


#24

yeah look like i have the early version…uninstalling now!

thanks for the info!


#25

You’re more than welcome! :slight_smile:


#26

re installed with the newer version so its now all shiny and smells of new carpet and washed rubber!

err… cool!:smiley:


#27

Hehe,
Ahem, yes, quite. :stuck_out_tongue:

Couldn’t get anything out of the renderer last night, dunno if it’s my OGL or what, tried using the rounded corners node in the renderer with zero sucess.


#28

Hi Colin.
The Mod Tool just about has no render capabilities other than displaying basic textures and light information. As stated in the “readme”, the only function of Mental Ray that wasn’t stripped out was the ability to bake texturers.
It is after all a content creation tool for games, rather than a demo of XSI as a whole.

I admit it’s a bit confusing that Softiage have left all the Mental Ray nodes visable in the Render Tree, but it was probably easier to do it this way than spend a lot (more) money creating a custom program that was to be given away free.


#29

Question:
In LW, when I want to use an ‘odd’ modelling plane, I normally use JettoLocal so I can work in world axis co-ords.
I know other programs have the ability to define a modelling plane which it treats as ‘origin’.
Does XSI/XSI ModTool have such a function, or is there an alternative way to working to be able to model in relation to a non-world X/Y/Z rotation?


#30

Could you animate via the valve source engine with this? I think it would look really cool for an animated short. The only restriction is mental ray doesn’t work?


#31

Hi,

  1. Can Mod Tool render a scene I have staged with detailed high polygon models I have imported from a program that is like ZBrush called 3D-Brush after I have painted them? This is assuming they can be imported properly using whatever format.
  2. Please verify that I have the choice of DirectX or OpenGL real-time renders in the viewport where I will assemble the painted models, then render them to a final still image.
    Thanks.
    Peter

#32

Hiya, check the limitations on Softimage’s site…

http://www.softimage.com/products/modtool/limitations.aspx


#33

Hey guys, i think these tutorials related to mod tool will help.

Introduction and Animation with XSI 6 Mod Tool

<< LINK >>


#34

softimage is pretty cool. i mainly use maya, so i am trying softimage for the first time. its not that hard to picku up at all. i downoladed mod tool so i can give xsi a try without worrying aboutt the 30 day trial. i have 5 chapters of digital tutor beginner training for xsi, which i got for free at the avid make your makr seminar in new york last year. eventually i will also download the mod tool tuts. i notice in mod tool it puts a watermark, its not up in your face though.


#35

I have a few questions.

1, Are the exportable files formats the same as XSI outside of the 64k limit?

2, Can animation from XSI be brought into the mod tool? and vice-versa?

3, Is animation mixing available in the mod-tool?


#36

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