Posts Tagged ‘XSI’

28th January 2010

From Blue to Yellow…

As I’m sure you know, XSI (and almost all 3D/graphics programs) mix colour in an addative RGB(A) manner. This is reasonably obvious and straight forward for most of the time, but when I was playing around with the Add Colour nodes I’ve blogged about previously I happened on something slightly off: The idea of this [...]

27th January 2010

Test Distance and Add Colour ICE Node

My previous ‘Add Colour on Distance’ node for playing with particle colour had something of a limitation in that it could only be used once in an ICE Tree – trying to use multiple colour inputs just wouldn’t work. This is due to the fact that it uses a ‘Set Particle Colour’ node in the [...]

17th January 2010

CamSlice ICE Particle Compound

For this I’ll be using a little bit of vector maths to ‘slice’ thorugh the point cloud, deleting any particles heading for the camera, for example to create a disc effect around a spherical emitter. We can get the direction vector of the camera by subtracting the interest’s global position by it’s own. Nicely there’s [...]

14th January 2010

Using XSI Rigs with the Unity Games Engine – Part 2

As a follow up to Part 1, I’m now going to run through how to bake out your animation into a Unity-friendly format. The benifit of this particular way of doing it is that the animators will be free to add any extra controls they fancy (such as a direction constraint for the head, for [...]

12th January 2010

Blending between stretchy IK and FK Arms with ICE

As well as being a rather nifty effects-device, ICE also has a lot to offer as a tool for rigging, particularly for those more inclinded to the art side of things. It offers a visual apporach to scripting compared to more traditional operators or expressions. Being able to drag in object and riffle through their [...]

10th January 2010

Add Colour on Distance ICE Particle Compound

As part of a personal project I’ve got going at the moment I’ve been playing around with particle colours in ICE. The most obvious way of doing this is with the Modify Colour node. It’s pretty easy to link this up with the age percentage to get a nice gradation in hue: Now this is [...]

10th January 2010

Using XSI Rigs with the Unity Games Engine – Part 1

Recently I’ve been doing some rigging and animation for a games project, where the final assets will need to be exported to the Unity engine.  This means that we won’t be able to give the game engine a straight XSI rig to play with – we’ll need to simplify it a bit first. What we [...]