Category Archive for 'Plugins'

If you read further you”ll find posts dealing with XSI plug-in development.

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More Jitters

December 9th, 2006 by Patrick Boucher. Viewed 3310 times.

A while ago I posted a Scripted Operator for XSI that generates jittering animation.
Well, a colleague of mine, Etienne Pellerin, and myself are starting to work in C++ in XSI so the Jitter tool was rewritten.
New in Jitter v1.5:

Installation is smoother - just drop it into your favourite Application/Plugins folder
Performance is increased when you have [...]

Enveloping rigid elements

August 21st, 2006 by Helge Mathee. Viewed 8914 times.

how to get elements on a surface, while they are not deforming.

Writing a Phenomenon for Softimage XSI and Mental Ray

July 2nd, 2006 by Stefano Jannuzzo. Viewed 26320 times.

Have you ever used Apple’s Shake? Have you ever built macros with Shake? Have you ever wished you could create macros in XSI’s Render Tree?
Well you can, these are called Phenomenon. A Phenomenon is group of shaders exposed to the users as a single entity. You can hide or show, as you see fit, any [...]

The ScriptedSequencer

November 27th, 2005 by Andrea Interguglielmi. Viewed 6085 times.

When it comes to math, sometimes is hard to visualize what you are doing, if you are working with vectors and transformations the debugging process can be slow and tedious, you cannot even use primitives to trace positions and rotations if you are writing scripted operators.
My workflow was to write quick run-once scripts in the [...]

Setting the Camera Angle to Match a Real Camera

November 19th, 2005 by Francois Lord. Viewed 7111 times.

When you are working on a shot with a live background plate, chances are that you will have to match the angle of view from the camera that shot the plate with the virtual camera in the your scene. XSI has some tools to facilitate this process, but it’’s still not easy enough for most artists without a good knowledge of the relation between the focal length and filmback to understand. I wanted to ease the process more so that anyone could find the right camera angle as easily as possible. I wrote RealLens.