I can’t quite believe that three years have passed since I last posted here. Lots of things have happened (mostly good, but a few bad!) and I thought it would be appropriate to summarise them before I move on to posting other articles.
This tutorial was written for the November 2008 of 3D World magazine (issue 109). It shows how to create a rig for a 4 wheeled vehicle that uses spring dynamics to simulate suspension movement.
A question and answer session discussing the techniques used for the AT&T Spring commercial. This was a job I jointly led in our Mill New York office earlier this year.
Written for 132nd edition of Digital Media World Magazine.
The Replace ICE String tool lets you effortlessly change attribute names in your ICE trees.
This is the second article of two that show solutions to common problems faced when using Python in XSI.
It discusses a useful way of importing your own Python modules into your plugins.
This article is the first of two that will show you solutions to a couple of common problems you’ll face when using Python in XSI.
Here we look at passing functions to PPGs to be used as PPG logic. Something simple in other scripting languages, but harder in Python.
Exporting ICE compounds. What could be simpler?
Well, as it turns out, quite a lot. Especially if you forget to tick a certain checkbox…
How many times have you tried to cache out data in XSI’s ICE and found that your custom attributes have disappeared?
Check out this post for a tried and tested method of working around this problem.
The SaveRenderMesh shader allows you to capture the actual tesselated geometry that mental ray uses to produce the final render and saves it out as an OBJ file.
This means you can create geometry from sub-division surfaces, displacement maps, particle instances, hair, and geometry shaders.
A tool for visualising particle distributions in XSI
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