
New
in SOFTIMAGE|XSI 6.5:
Both
SOFTIMAGE|XSI 6.5 Essentials and Advanced software will include more than
thirty enhancements that were developed for key customers such as Lionhead
Studios, Valve, EA, Animal Logic, Nerdcorps, Pandemic and NCSoft. Some
of the new enhancements, which improve production efficiency and meet
the specific workflow needs of the game development, visual effects and
visualization industries, include:
*
HDR (high dynamic range) rendermap support;
* Additional SDK (Software Developer’s Kit) APIs (Application programming
interface);
* UV Editing enhancements (2D image data on a 3D model); and
* Enhanced audio support.
In
addition, each SOFTIMAGE|XSI 6.5 application delivers specific features
designed to meet the needs of target customers:
SOFTIMAGE|XSI
6.5 Essentials – equips artists with the features they need to create
compelling 3D characters and content for games, film and television. The
Essentials version now includes Hair & Fur, and Syflex Cloth capabilities.
The price for Essentials will increase to $2,995 USMSRP; maintenance remains
unchanged at $799 USMSRP, and upgrades remain unchanged at $999 USMSRP.
XSI 6.5 Essentials will only be available to new customers and customers
on active maintenance.
SOFTIMAGE|XSI
6.5 XSI Advanced – enables technical directors and studio IT managers
to set up and run a creative animation facility with a robust toolset,
including everything in the SOFTIMAGE|XSI 6.5 XSI Essentials package,
plus Behavior, a crowd and behavioral simulation system, as well as five
additional XSI Batch rendering licenses. The price for Advanced will decrease
to $4,995 USMSRP and maintenance will decrease to $1333 USMSRP.

What's
New in Face Robot 1.8
Face
Robot 1.8 boast key new features that make it easier than ever to deliver
compelling, high-quality facial animation performances in record time.
Shape Export System
The
all new shape export system in Face Robot 1.8 allows you to export ready-to-animate
head rigs that animators can use directly in SOFTIMAGE|XSI or Autodesk®
Maya®. Now your technical director can produce cutting-edge head rigs
quickly, and pass them on to animators who can work on them using their
favorite 3D animation tools!
Improved game export pipeline
In
Face Robot 1.5, we brought you a game export pipeline that made it possible
to get lifelike facial animation into games using current game-engine
technologies like skinning and normal mapping. In Face Robot 1.8, we've
made substantial enhancements to the game export tools, especially in
the area of auto-enveloping which is now much more accurate.

Built on XSI 6 Core Architecture
Face
Robot 1.8 is built on the SOFTIMAGE|XSI 6 core architecture—the
same robust platform that provides accelerated animation tools like MOTOR
motion retargeting and animation layers; collaborative workflow features
like Delta Referencing; and cutting-edge interop tools like Crosswalk.
Now
Face Robot users can take full advantage of these features directly in
face robot. Great news for animators, who can use XSI 6 animation layering
technology to modify and refine motion capture animation without affecting
the source data!
New Head Presets
Whether
you want to hit the ground running on your next project, or you want to
experiment with Face Robot's innovative animation workflows, Face Robot
1.8 ships with 7 new head presets that are ready-to-use out of the box.
23-Part Video Tutorial
To
get get you up to speed quickly and easily, Face Robot 1.8 ships with
a comprehensive 23-part series of training videos. The series provides
an in depth look at the simple 6-step process of creating, animating,
and tuning a facial animation performance in Face Robot.


What's New in CAT 3
SOFTIMAGE®|CAT
is packed with new features that make life easier than ever for character
animators using 3Ds Max. Highlights include:
CATMuscle Integration
CATMuscle—a
fully scaleable solution for solving skin deformation problems—is
fully integrated in CAT 3. CATMuscle provides you with the tools you need
to achieve a smooth, organic skin deformation across a wide range of motion.
It's easy to learn, and requires no understanding of anatomy.
CATMuscle
rigs can be as simple or as complex as you wish, so they can suit your
purposes whether you are working in film or game development.
Rigging
New
rigging features include:
Setup Controllers
Layers
can now have a setup controller rather than just a setup value. Any complex
procedural animation can be configured onto the "Setup" or "Base"
controller.
Bones
can also contain a setup controller, which is used to drive animation.
These controllers can contain procedural animation such as constraints,
and script controllers.
Setup
controllers for layers and bones are are saved, and loaded with rig presets.
Layer Configuration Baking
Now
each layer controller can save a mini clip file that defines all of the
settings for that layer.
New Rig Nodes
You
can now add extra information, like props, muscle configurations and skin
meshes, to rigs. The extra information is saves, merged, and/or deleted
with the rigs.
New Rig Saver
A
new rig preset system allows you to save rigs by themselves, without their
animation.
New CATUnits Position, Rotation, and Float Controllers
These
controllers are used to create rigs that resize with the CATRig when CATUnits
are changed.
New Inheritance Settings on Bones
Bones
now have Inheritance options for Animation and Setup Mode.You can disable
position, rotation or scale inheritance for the entire bone, including
all layers, using a single toggle.
Layers
New
layering features include:
Layer Collapsing Tool
A
new layer collapsing tool allows you to collapse layers while preserving
source keyframe times, keep constraints, and plot constraints to keyframes.
New Layer Manager
An
all new layer manager has been written for complete CATRig layer management.
It is both simpler and easier to use than the previous layer manager.
Most layer operations can now be applied to many layers at once simply
by selecting them in the layer manager.
CATMotion
New
CATMotion features include:
Arbitrary Numbers of Feet Per CATMotion Limb
CATMotion
now supports arbitrary bones as feet. You can turn any bone that is the
child of a limb—a walking stick, for example—into a foot using
a simple toggle.
CATMotion Foot Nodes Automatically Placed on Ground Plane
Should
your rig's setup pose not place the character's feet flat on the ground
(for example, the "Da Vinci" pose), CAT 3 can place them there
automatically. Previous versions required the use of large offsets.
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