ICE kinematics! - Softimage 2011!

尽管还没有发售,但几项新特性已经足够让人侧目。
        ICE kinematics就是一个千呼万唤始出来的牛逼特性,由此创建的骨骼系统打破了传统骨骼的层级结构理论,甚至可以说不再需要传统的骨骼,用一堆null物体通过ICE驱动SRT动画,就可以实现全新理念的动画装置,骨骼的行为,甚至骨骼的定义和依赖关系都可以再动画过程中改变,这有什么用?这就是可控性,能够应对任何复杂的动画结构,要用它来做什么取决于艺术家的需求,能用它来做什么取决于TD的水平,对我来说,一个全自动化的坦克行进系统终于不需要依赖脚本和表达式了,可以依靠一系列节点图形化地实现动画装置,很黄很暴力!
        自带python实在非常体贴(对我来说),以后向别人提供自己的XSI插件时不必再担心对方没装python运行环境了。
        PhysX物理引擎升级至2.83,支持CUDA显卡加速(包括ICE)
        Face Robot的语音动画匹配是一个很强大的功能,对表情动画师来说应该算是惊喜吧。(可能吧,我又不是表情动画师。)
        另外还有新版本mental ray,新的匹配ICE数据类型的shader端口,新加入海量的mental ray材质节点等等等等,还有很多界面细节上的改进,下面是原文内容,慢慢看吧!

New Feature Videos


General

  • Icon to Maximize Floating Windows
  • Extra-wide icon to close PPGs and Views
  • New Views
    • Shader Code Editor
    • Shader Version Manager
    • Cache Manager
    • Lip Sync
  • Netview
    • New Preference for Softimage Announcements


Camera and Viewports

  • Viewport object transparency
    • Object>Display>XRay Surface Display Opacity slider
      • Change the viewport opacity of geometry using a slider
    • Display Options>XRay Display Type>Transparent
    • Viewport visibility menu>XRay Surfaces
      • Does not draw any object which has XRay display opacity set to less than 1.0
  • New buttons in Camera PPG to keyframe camera
  • Camera frustrum display
    • Camera clipping planes values now sliders
  • Viewport Slate
    • Text or tokens can be used to display scene information
  • New menu toggle for X-Ray (display option)


Modeling

  • Updated Booleans
    • Booleans are now faster and more stable
  • Polygon Mesh Internal Edges
    • Symmetrize Polygons now mirrors the internals edges.
    • Invert Polygons no longer flips internal edges.
  • New implicit bone primitive
    • Useful for ICE kinematics


Texturing

  • Update to UV unfolding
    • New option to unfold islands generated by the unfold operator
    • Symmetry - if the geometry and cutlines are symmetrical so will be the unfold
    • New PPG option to update the Unfold without packing as well
  • Multiple UVs in the Texture Editor
    • control+click to set the UV editable/non-editable
  • Copy/Paste UV Improvements
    • Edit > Paste UVs
    • Edit > Paste Special > Using Source UVs Indices
    • Edit > Paste Special > Using Target UVs Indices
  • RenderMap/Ultimapper now use Pass Renderer (including 3rd party)
  • Automatic Tangents and Binormals
    • Softimage can automatically create tangents and binormals on-the-fly for OpenGL and DirectX RTS display modes


Animation

  • Function Curve Editor & Dopesheet & Mixer
    • Highlight playback range in background
  • Preference for Collapsing Animation Layers
    • Preserve Animation or Preserve Tangent Handles
  • Preference for scanning for old plug-ins in fcurve editor
  • Get>Property>Static Kinestate
    • Used for reference (neutral) poses


Face Robot

  • Automatic Lip syncing
    • A new workflow for creating phonemes (and visemes)
    • A new lip sync tab for Stage 5>Act
      • Viseme Setup
    • Support for English and Japanese phonemes
    • Lip Sync Creation options
      • Use AIFF, AVI, Quicktime or WAV
      • Add text
      • Automatically creates animation
    • The new views can display the Phonemes and weight curves


Simulation

  • Update PhysX library to version 2.83
    • NOTE: Due to a change in the PhysX library, actual shape collision results will be different in 2011
    • Support for CUDA acceleration for PhysX Rigid Body Dynamics (including ICE)


ICE

  • Springs and damper attributes for ICE rigid bodies


  • ICE Kinematics
    • ICE can now drive the Global kinematic property
    • The rigs' relationships can be expressed in a graph contained on a separate object (like a null)
    • You can use the simulate ICE tree to easily do secondary dynamics
    • ICE Kinematics and traditional Kinematics can live side by side


  • ICE Tree
    • User Tools>Replace model name with this_model
    • Preference for disabling cycle checking when connecting nodes in ICE tree


  • ICE Compounds and Nodes
    • Includes much of Phil’s ICE Pack
    • Around 130 new compounds and nodes
...ArrayDebuggingExecutionParticles – Conditionals
Find Closest in ArrayBuild CapsuleExecute OnceTest Particle ID
Get Array Maximum 2Build CircleRepeat with Counter
Get Array Minimum 2Build CrossWhile with CounterParticles – Emission Control
Reverse ArrayBuild RectangleFilter by Particle IDs
Select Sub Array in ArrayBuild SquareGeometry QueriesOffset Particle From Emitter
Display ArrowReinterpret Location on New Geometry
Array 2DDisplay Debug GridParticles - Getters
Build 2D ArrayDisplay LineKinematicsGet Next Particle Position
Calc Sub Array SizeDisplay Strand ShapeAdd ConstraintsGet Next Particle
Get 2D Array SizeDisplay PointConstrain Between 2 PointsGet Particle Speed
Get 2D SubArray SizeGraph Value Over TimeConstrain OrientationGet Particle Transform
Initialize 2d ArrayConstrain PoseGet Prev Particle Position
Push SubArray on 2D ArrayDeformation – Hull DeformerConstrain PositionGet Prev Particle
Select SubArray in 2D ArrayDeform by HullConstrain to Closest Surface
Set SubArray in 2D ArrayFind Hull Surface PointLook AtParticles - Setters
Set Particle Transform
Binary FlagsDeformation - SkinningMath - Basic
Bit Shift FlagsCalculate Deformer WeightsWorley NoiseParticles - Strands
Clear Flag by IndexCleanup Painted WeightsSoft ClampCurl Strand
Set Flag by IndexDual Quaternion DeformationSoft MinGet Strand Length
Set FlagsDeformation - EffectsSoft MaxShape Strand with Curve
Test Flag by IndexTransform Mesh
Turbulize MeshMath – TrigonometryParticles – Strand Dynamics
ConversionCalculate Polar EllipseAdd Strand Forces
Deg To RadDeformation - VerletCalculate Quadrant EllipseEmit Filler Strands
Rad to DegApply Surface StiffnessLaw of CosinesEmit Strands
(node) 3D Vector to 4D VectorBlend Verlet EffectMath - VectorInit Strand Dynamics
(node) 4D Vector to 3D VectorCorrect Edge LengthsLimit Vector LengthStrand Drag Force
(node) 3D Vector to 4x4 MatrixInflate VolumeGet Closest Point Between 2 LinesStrand Dynamics Framework
(node) 4x4 Matrix to 3D VectorInit Verlet Geometry DataGet Closest Point Between 2 Line SegmentsStrand Gravity Force
Move Points Outside Geometry
CurvesSimulate Mesh using VerletRotationString (nodes)
Bezier4Verlet FrameworkIncrement Quaternion with 2 VectorsString
Bezier5Quaternion nlerpString File Path
Cubic B SplineDeformation – Verlet ForcesFishing RodString File Path Sequence
Curve Distance to Curve LocationAdd Verlet ForceConcatenate String
Curve Location to Curve DistanceAdd Verlet ForcesFind in String
Curve Location to Normalized URestitution ForceGet Sub String
Fit Bezier CurveVerlet Drag ForceSplit String
Normalized U to Curve LocationVerlet Wind Force
Piecewise Cubic B Spline


  • Following compounds available from the new ICE Kinematics Workgroup:
...EnvelopingGeometry QueriesInverse KinematicsRigging Binding
Linear Blend EnvelopingBasic Collide Geometry2 Bone IKBind Deformer to ICE Rig
Raycast Geometry3 Bone IK ReversedDisplay Bone Properties
FK HierarchiesRaycast Ground Under toes3 Bone IK
Calc FK Manipulated Chain4 Bone IKSecondary Dynamics
Calc Single Chain FKMathCalc Bone NApply Point Spring
Calc Volume PreservationCalc Bone N Minus 1Calc Curve Driven Springy Chain
Foot ControlsCalc Bone N Minus 2Calc FK Driven Springy Chain
Foot Ground Pivot Multi RaycastSpinesToe IK
Foot Ground PivotBezier Spine


Scripting and SDK

  • Python now installed with Softimage
  • Script Editor now support tabs
    • MMB or control+W to close tab
    • RMB on tab to open containing folder
    • New file options including "save all tabs"
  • Scripting Preferences
    • Show spaces instead of Tabs
    • Use Python installed with Softimage (Windows only)
  • Custom Dynamic Shader creation
  • RenderMap exposed to Custom Renderers
  • Documentation Improvements
  • Shaders
    • Shader Plugin API
    • Shader Parser Plugin API
    • RT Shader Wizard (HLSL and CGFX)
  • ImportFromSI3D Command No Longer Supported


  • Object Model Changes
...New ObjectsNew PropertiesNew Commands
MetaShaderRendererDefProjectItem.EvaluationIDCopyCacheFiles2
MetaShaderRendererDefCollectionProjectItem.HierarchicalEvaluationIDDeleteUnusedCacheSources
ShaderArrayParamDefScene.DefaultImageClipExportShaderDefinition
ShaderArrayParameterShader.ShaderDefExportShaderTree
ShaderballOptionsUserDataBlob.Array32FBXExportAscii
ShaderDefView.RectangleFBXExportAutomaticUnit
ShaderDefCollectionXSIApplication.ShaderDefinitionsFBXExportDeformerAsSkeleton
ShaderParamDefFBXExportUnit
ShaderParamDefCollectionNew ConstantsFBXImportAutomaticUnit
ShaderParamDefContainersiCollapseLayersPlottingTypeFBXImportUnit
ShaderParamDefOptionssiGraphicDriverImportShaderTree
ShaderParametersiHardwareInputSemanticReplaceShadersDefinition
ShaderParameterCollectionsiHardwareSurfaceDimensionReplaceShaderWithProgID
ShaderStructParamDefsiPasteUVsModeSetReference2
ValueMapsiResourceSharingSetShaderCompoundPropertiesEx
siShaderballDimensionSIAddConnectionEntryToOverride
New MethodssiShaderCustomDataTypeSIApplyShaderToCnxPoint2
PluginRegistrar.RegisterShadersiShaderFamilyTypeUpdateReferencedModel
PluginRegistrar.RegisterShaderLanguageParsersiShaderParameterAttribute
SceneItem.GetLocalPropertyFromNamesiShaderParameterDataType
SceneItem.GetPropertyFromNamesiShaderPropertyFilterType
X3DObject.FindChild2siShaderReferenceFilterType
X3DObject.FindChildren2siViewportFeature
X3DObject.GetActivePrimitive2
XSIApplication.GetShaderDef
XSIApplication.RegisterShaderCustomParameterType
XSIApplication.RegisterShaderFamily
XSIFactory.CreateShaderDef
XSIFactory.CreateShaderParamDefOptions
XSIFactory.RemoveShaderDef
XSIUtils.ReadTextFile
XSIUtils.WriteUTF16TextFile



  • C++ API Changes
...New ClassesNew FunctionsNew EnumsNew Enum Values
CDataArray2DStringApplication::ExecuteScriptsiCollapseLayersPlottingTypesiClassID::siGraphicDriverID
CDataArray2DString::AccessorApplication::GetShaderDefsiGraphicDriversiClassID::siHardwareShaderContextID
CDataArrayStringApplication::GetShaderDefinitionssiHardwareInputSemanticsiClassID::siHardwareSurfaceID
CHardwareAttributeApplication::RegisterShaderCustomParameterTypesiHardwareSurfaceDimensionsiClassID::siMetaShaderRendererDefID
CHardwareAttributeArrayApplication::RegisterShaderFamilysiPasteUVsModesiClassID::siRenderTreeNodeID
CICEAttributeDataArray2DStringCGraphicSequencer::GetFramebufferInfosiResourceSharingsiClassID::siShaderArrayItemParameterID
CICEAttributeDataArrayStringCGraphicSequencer::GetGraphicDriversiShaderballDimensionsiClassID::siShaderArrayParamDefID
GraphicDriverCGraphicSequencer::GetRendererPropertysiShaderCustomDataTypesiClassID::siShaderArrayParameterID
HardwareShaderContextCGraphicSequencer::GetSettingsiShaderFamilyTypesiClassID::siShaderballOptionsID
HardwareSurfaceCGraphicSequencer::GetViewportSizesiShaderParameterAttributesiClassID::siShaderBaseID
HardwareSurface::OptionsCGraphicSequencer::IsPlaybacksiShaderParameterDataTypesiClassID::siShaderCommentID
MetaShaderRendererDefCGraphicSequencer::PutFramebufferDatasiShaderPropertyFilterTypesiClassID::siShaderCompoundID
ShaderArrayParamDefCGraphicSequencer::RegisterViewportCallbacksiShaderReferenceFilterTypesiClassID::siShaderCompoundParameterID
ShaderArrayParameterCGraphicSequencer::RegisterViewportModesiViewportFeaturesiClassID::siShaderContainerID
ShaderballOptionsCString::LowersiClassID::siShaderDefID
ShaderDefCString::UpperDeprecated EnumssiClassID::siShaderDefManagerID
ShaderParamDefCTime::ConvertFromPlayControlFormatsiParticleAttributeTypesiClassID::siShaderParamDefContainerID
ShaderParamDefContainerCTime::ConvertToPlayControlFormatsiParticleRenderTpesiClassID::siShaderParamDefID
ShaderParamDefOptionsCTime::RoundsiClassID::siShaderParamDefOptionsID
ShaderParameterDesktop::DirtyAllViewportssiClassID::siShaderParameterID
ShaderStructParamDefDesktop::SetDefaultOpenGLContextsiClassID::siShaderStructParamDefID
ValueMapFactory::CreateShaderDefsiClassID::siTimeTransportContextID
Factory::CreateShaderParamDefOptionssiClassID::siTimeTransportID
Factory::CreateTimeTransportsiClassID::siValueMapID
Factory::RemoveShaderDefsiComponentDataType::siComponentDataTypeIcon
GraphicSequencerContext::GetAttributesiEventID::siOnAddShaderPort
GraphicSequencerContext::PutAttributesiEventID::siOnConnectShader
ImageClip2::GetHardwareSurfacesiEventID::siOnCreateShader
PluginRegistrar::RegisterShadersiEventID::siOnCreateShaderDef
PluginRegistrar::RegisterShaderLanguageParsersiEventID::siOnCustomShaderExport
ProjectItem::GetEvaluationIDsiEventID::siOnDisconnectShader
ProjectItem::GetHierarchicalEvaluationIDsiEventID::siOnRemoveShaderPort
RendererContext::SetObjectCleansiICENodeDataType::siICENodeDataIcon
Scene::GetDefaultImageClipsiICENodeDataType::siICENodeDataString
SceneItem::GetLocalPropertyFromNamesiMenuAnchorPoints::siMenuTextEditorContextID
SceneItem::GetPropertyFromNamesiRenderProcessType::siRenderProcessGenerateRenderMap
Shader::GetShaderDefsiRenderQueryType::siRenderQueryWantDirtyList
View::GetRectanglesiShaderParameterType::siArrayParameterType
X3DObject::FindChild2siShaderParameterType::siColor3ParameterType
X3DObject::FindChildren2siShaderParameterType::siCustomParameterType
siShaderParameterType::siGradientParameterType
siShaderParameterType::siMatrix3ParameterType
siShaderParameterType::siQuaternionParameterType
siShaderParameterType::siVector2ParameterType
siShaderParameterType::siVector4ParameterType


Data Management

  • New Tokens
    • [Camera] [CameraAspect] [CameraFormat] [CameraProjection] [CameraType] [Model] [Object] [Version] [CameraDisplayInfo]
    • New Tokens and Templates page in documentation


  • Cache Manager
    • View>Animation>Cache Manager, Animate>Plot>Cache Manager, Simulate>ICE>Edit>Cache Manager
    • UI Simplification
    • Cache Manager hosts Read, Write and Simulation caches
    • New Cache lists
      • to read and write multiple objects at the same time (cache list or add one by one)
    • Automatically scans the selection for available attributes to cache (listbox)
    • Tokens are saved with the scene not copied from the template preference
    • Simulation tab list all cache file node in read mode
    • Animation read tab lists all source caches with their corresponding object


  • Caching Improvements
    • Multiple objects can be cached at at time (in the same path)
    • Default template Preferences are used at scene creation, but can be overridden per caching session
    • Consistent paths and file name tokens for all types of caching
    • Current output path for caching is now visible
    • Universal tokens supported (see Tokens and Templates [Data Management])
    • Version token supported
    • No frame padding in the cache File Name mean the frame padding setting from Scene Render options is no longer used.
    • ICE particle ID attribute can be cached
    • Setting the new XSI_CACHE_ASCII environment variable lets you save the .icecache file sequence in ASCII.


Rendering

  • Shader Authoring
    • All shaders available in Softimage 2011 now use the new Dynamic Shader architecture
    • No longer have to load *.cgfx or *.fx files into hard-coded CgFX or DXFX shader nodes.
      • Files are read directly by the Softimage CgFX or HLSL parsers
    • Shader Versioning
      • Shader Version Manager
      • Versioning of shader compounds supported
    • Option to make shader compounds uneditable
    • Shader Editor
    • Shader Wizard
    • New Shader Events
      • OnCreateShaderDef
      • OnCreateShader
      • OnConnectShader
      • OnDisonnectShader
    • New Shader Port Types to match ICE types.
    • New Array Port Type.
    • Improved Gradient Port Type.
    • Shader Tree XML Export .xsishadertree
    • New CGFX Parser
    • New HLSL Parser
    • New SPDL Parser
    • New .mi Parser
    • New generic .xsishaderdef Parser


  • General
    • Common mental ray
      • Softimage, Maya and Max now share the same version of mental ray
    • mental ray 2011 (3_8_1_13) integration
    • Faster and more stable
    • Stand-ins for rendering animated ICE particle instances
    • Improved setup for Physical Sky and Sun shaders
    • RMB Material commands available in render tree material node
    • Render Pass Partitions now support Stand-ins.


  • Lighting
    • Support IES light Profiles
      • Use mia_photmetric_light in the light's render tree
    • New flatlight
      • Flat Light Mode on+Area Light(User)
    • Additional Area Lights Parameters
      • Use Geometry a light source (Area Light>Geometry>Object)
      • Area light>Geometry>User
      • Low Samples options
    • Raytraced Soft Shadows
      • New light parameter controls softness and samples
    • New Light shape attenuation options
      • Barn Door effect
    • Light lists
    • Local Ambient Lighting Property
      • Get > Property > Ambient Lighting


  • Render Tree
    • Connect shaders to the camera node and pass node directly in the render tree (dynamic input ports)
    • New shader families and new node color coding
    • Shader nodes support new data types for their input and output ports: 2D vector, 4D vector, 3x3 matrix, 4x4 matrix, quaternion, reference, string, and custom


  • Render Slate
    • Show scene information (using tokens) in renders and render region
    • Layout and color options
    • Pass options control render, region and preview


  • Multi-Camera Rendering
    • Specify a "group" of cameras to be rendered per pass


  • LUTs
    • Softimage now supports Autodesk LUSTRE .3dl 3D LUT files
    • New LUT Preconditioning options control linear to logarithmic conversions


  • New shaders
…..SI Utility ShadersHLSL ParserCgFX Parser
BooleanPassthroughbrixbrix
BooleanSwitchBumpReflectHLSLcage
Color4Passthroughcagechecker3d
Color4Switchchecker3dclock
IntegerPassthroughclockDebugSpaces
IntegerSwitchDebugSpacesDebugValues
LensBackgroundDebugValuesdurer
Matrix3Passthroughdurergoochy
Matrix3SwitchgoochylambSkin
Matrix3ToMatrix4lambSkinmetal
Matrix4PassthroughmetalMrWiggle
Matrix4SwitchMrWiggleplastic
Matrix4ToMatrix3plasticThinFilm
QuaternionPassthroughThinFilm
QuaternionSwitchultimap_preview
QuaternionToVector4uvDetective
ReferenceSwitch
ScalarPassthrough
ScalarSwitch
TextureSwitch
Vector2Passthrough
Vector2Switch
Vector2ToColor
Vector2ToScalar
Vector2ToVector3
Vector2ToVector4
Vector3Passthrough
Vector3Switch
Vector3ToVector2
Vector3ToVector4
Vector4Passthrough
Vector4Switch
Vector4ToColor
Vector4ToQuaternion
Vector4ToScalar
Vector4ToVector2
Vector4ToVector3



  • ~ 170 mental ray shaders
....mibmental raymimipmiamisss
mib_amb_occlusionAdjustmentsmi_bump_flakesmip_binaryproxymia_cieskymisss_fast_shader
mib_bent_normal_envBeammi_car_paint_phenmip_cameramapmia_envblurmisss_fast_shader_x
mib_blackbodyBumpCapturemi_car_paint_phen_xmip_card_opacitymia_exposure_photographicmisss_fast_simple_phen
mib_bump_basisdgs_materialmi_metallic_paintmip_fgshootermia_exposure_simplemisss_fast_skin_phen
mib_bump_mapdgs_material_photonmi_metallic_paint_output_mixermip_gamma_gainmia_lens_bokehmisss_fast_skin_phen_d
mib_bump_map2dielectric_materialmi_metallic_paint_xmip_grayballmia_light_surfacemisss_lambert_gamma
mib_cie_ddielectric_material_photonmi_soft_bumpmapmip_matteshadowmia_materialmisss_lightmap_write
mib_color_alphaDistortionmi_soft_colormip_matteshadow_mtlmia_material_xmisss_physical
mib_color_averageEdgemi_soft_globillummip_mirrorballmia_photometric_lightmisss_physical_phen
mib_color_intensityEdgeShadowmi_soft_illuminationmip_motion_vectormia_physicalskymisss_skin_specular
mib_color_interpolateFacademi_soft_lookup_color_texturemip_motionblurmia_physicalsun
mib_color_mixGlaremi_soft_materialmip_rayswitchmia_portal_light
mib_color_spreadGlassmi_soft_reflectionmip_rayswitch_advancedmia_roundcorners
mib_continueGlowmi_soft_refractionmip_rayswitch_environment
mib_dielectricIlluminationmi_soft_refraction_indexmip_rayswitch_stage
mib_fast_occlusionLandscapemi_soft_remap_coordsmip_render_subset
mib_fg_occlusionLume Glow (Lambertian)mi_soft_shadow
mib_geo_add_uv_texsurfLume Metal (Phong)mi_soft_shadowselect
mib_geo_coneLume_Translucent_(Lambertian)mi_soft_staticblur
mib_geo_cubeMetalmi_soft_textures
mib_geo_cylinderMist
mib_geo_instanceNight
mib_geo_instance_mlistOcean
mib_geo_sphereoversampling_lens
mib_geo_squareparti_volume
mib_geo_torusparti_volume_photon
mib_glossy_reflectionpath_material
mib_glossy_reflection_phong_phenphysical_lens_dof
mib_glossy_refractionphysical_light
mib_glossy_refraction_phong_phensib_slate
mib_illum_blinnStain
mib_illum_cooktorrSubmerge
mib_illum_hairTranslucency
mib_illum_lambertWaterSurface
mib_illum_phongWaterSurfaceShadow
mib_illum_wardWet
mib_illum_ward_derivWrapAround
mib_lens_clamp
mib_lens_stencil
mib_light_infinite
mib_light_photometric
mib_light_point
mib_light_spot
mib_lightmap_sample
mib_lightmap_write
mib_lookup_background
mib_lookup_cube1
mib_lookup_cube6
mib_lookup_cylindrical
mib_lookup_spherical
mib_opacity
mib_passthrough_bump_map
mib_photon_basic
mib_ray_marcher
mib_reflect
mib_refract
mib_refraction_index
mib_shadow_transparency
mib_texture_checkerboard
mib_texture_filter_lookup
mib_texture_filter_lookup_2
mib_texture_lookup
mib_texture_lookup2
mib_texture_polkadot
mib_texture_polkasphere
mib_texture_remap
mib_texture_rotate
mib_texture_turbulence
mib_texture_vector
mib_texture_wave
mib_transparency
mib_twosided
mib_volume


Crosswalk

  • Version 5.0
    • Crosswalk 5 supports 3ds Max 2011, Maya 2011, and Softimage 2011
  • FBX 2011
    • New FBX scene scaling import and export options
    • New FBX batch processing commands to support the scaling options


Installation and OS

  • Ability to install in "Program Files"
  • New common Autodesk installer
  • Supported Platforms
    • FC11 - Linux 64
    • XP - 32 & 64
    • Vista - 32 and 64
    • Windows 7 - 32 and 64
    • VS 2008 SP1
  • Platforms which should work
    • FC9 - Linux 64


Environment Variables

  • XSI_CACHE_ASCII
  • XSI_ALLOW_EDIT_FACTORY_SHADER
  • XSI_SHAVEINSTANCES : From 1 to 8. Default is 8.
  • XSI_AUDIO_MODE for switching type of audio support for Linux (ALSA is default)
  • The following is not supported
    • XSI_UNSUPPORTED_METASL
    • XSI_UNSUPPORTED_KINEMATICS
      • This must be removed for new ICE Kinematics to work properly


CER - Crash Error Reporting

  • New method Crash Error Reporting


CIP - Customer Involvement Program

  • Opt-In to help Softimage improve usage


Deprecated

  • SI3D Loader removed
  • No longer supporting .ani, .key, or .exp files from SOFTIMAGE|3D
  • No longer supporting RTS1 or RTS2
  • No longer supporting Legacy Particles Rendering

转载于:https://www.cnblogs.com/Antonieo/archive/2010/03/10/1700008.html

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