Softimage Resources: plugins, scripts, compounds and shaders

All 1119 entries of the Softimage Resources as a simple list, 501–550 on this page. To search and filter by tags, use the interactive Resources page.

QuickPrimitive v0.93Author: Piotrek MarczakosAll, customtool osAll customtool
Updated September 2012 to support light primitives, new preference options. Following the popular QuickInset modeling tool (listed below), Piotrek releases this new custom tool, allowing the user to draw primitives interactively.

This can be done using a number of preset objects (pickable from a radial array), and using a variety of placement/creation options such as on surface/on scene grid, along curve, align along X/Y/Z axis, create UV projections, snapping, merge etc.

A video introduction is available here. See the si-community thread linked below for more details.

local backup: quickprimitive_093.xsiaddon

Motion Tools 1.1Author: Gustavo Eggert BoehsosAll, ICE, python osAll ICE python
Updated September 2012 to support polygon island pivots/rotation fixes. Motion Tools is a small collection of tools that aims to aid Motion Graphic work being created inside Softimage. The idea is to create a workflow for the creation, distribution and animation of instances as intuitive as the ones found in commercial solutions. Since it is created ontop of ICE the tools have speed and combustibility considerably superior to similar solutions.

Demo video available here. For demos of the previous beta versions, see here for v0.1, here for v0.2 and here for v0.3.

local backup: motiontools.zip
Align Particles to UVAuthor: Vincent UllmannosAll, ICE, particle, shadingworkflow, texturing osAll ICE particle shadingworkflow texturing
A compound that aligns particles along the UV coordinates of the underlying emitter.

Video demonstration available here.

Loosely related: Paul Smith aka. pooby's »Vector Flow« themed videos including this, texture instancing shader.

local backup: 120720_Align_to_UV.xsicompound
WeightMap Tools v1Author: Simon AndersonosAll, python, workflow, weightmaps osAll python workflow weightmaps
It allows the user to select an object which may have one or multiple weightmaps. Users can specify the weightmap and then do a wide variety of things to their weights: Specify Value for selected points Mirror Weights – a symmetry map is needed Smooth Weight (does a linear smooth) – you can specify the amount of points you want it to take into consideration and a percentage you want to apply Copy Weights from a specific point onto Selected point.

It came to be due to the fact that I was doing alot of shape work and needing to use weights to modulate them.


local backup: xsi-plugins-2-sa-weighttool.xsiaddon
ICE Tree TraceAuthor: Bradley GabeosAll, ICE, python, workflow osAll ICE python workflow
Tool for tracing instances of strings inside ICE Trees. Can be used, for example, to track down the number of times a specific attribute is called. Via filters, may also be used to determine how an attribute is called, whether by Get Data, Set Data, or other ICE nodes that handle string parameters [..]

Usage: Specify search options, enter a Match String, then press the trace button. If matches are found, the address of the ICE Nodes are listed in the Match List at the bottom of the GUI. If items are selected in the Match List, their corresponding nodes are selected in the scene.
[..]

Continue reading in the SI-Support blog entry linked to below. Installs under ICE Tree View->User Tools

local backup: ICETreeTrace.zip
submit bug pluginAuthor: bottleofram @si-communityosAll osAll
Adds two menu items to the help menu linking to the bug report and feature suggestion forms on autodesk.com.

local backup: GreatestPluginEver.xsiaddon
Blending Displacement using RaylengthAuthor: Guillaume LaforgeosAll, shader, mentalray, scene osAll shader mentalray scene
Chris Marshall asked this question on the mailing list: I have a camera very close to a surface which has some displacement detail in the very foreground. I'm using the BA raylength shader to try and blend this so the displacement reduces the further away from the camera the object is. But it doesn't appear to be working. I've tried to clamp the scalar range, but even though the BA Raylength is showing a grad from black to white on the object, the displacement never reduces. Any thoughts on how this might be achieved?

Guillaume posted this scene file as a response, demonstrating a way to combine displacement and raylength, with raylength taking the undisplaced surface into consideration instead of the displaced surface. In the August 12th »Screenshots of the week« series, Stephen Blair shows some more screenshots from the thread looking at some other methods of doing the same thing.

local backup: BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn
Bake ICE DataAuthor: Oleg BliznukosAll, js, ICE osAll js ICE
This script bakes all ICE attributes containing UVs, User Normals and Materials on a mesh to cluster data on a new mesh, ready to be accessed from regular program operations. The UV ICE attribute must be named »self.Texture_projection«. Click here for a demo screenshot.

Further down in the mailing list thread where this was posted (which is linked below), Vincent Ullman suggests a »live« method for UVs that doesn't require a second mesh object.

Show related plugins: Bake ICE UV Script

local backup: BakeICEData.zip
ICE GreebleAuthor: Stephan WoermannosAll, ICE, scatter osAll ICE scatter
Instantiates randomly scaled objects on a surface, moving them above the surface. Demo scene available here.

local backup: Greeble.xsicompound
Emit from Points as DotsAuthor: Der JanoschosAll, ICE osAll ICE
aka »ICE LED Compound«. An easy-to-use compound which converts an animated or static texture to a colored point cloud grid, using 1 point per texture pixel. Options offered include a 2-color mode with threshold, various point shapes, using image alpha.

Available video material: Introduction part 1 and part 2.

Show related plugins: PixelParticles

local backup: Emi from Points as Dots.xsicompound
m|ImageChangerAuthor: Martin YaraosAll, js, modeling osAll js modeling
Lets you quickly switch the file extensions of all Image Clips matching a given prefix. In the same process, it converts PSD files using the Photoshop CS5 Automation API, offering various options for output file formats/rescaling/compression. For PIC, use Photoshop Optional Plugins (archive). Using presets is also possible with this addon.

local backup: mImageChanger.xsiaddon
String Custom NodesAuthor: Alok Gandhiwin64, ICE, text win64 ICE text
A set of compiled custom ICE nodes that do string manipulations/conversions. Contained in this package are: integerToString removeSubStringFromString scalarToString stringToASCII stringToInteger stringToScalar.

These nodes were created at the request of Alan Fregtman, and then posted by Alok in the mailing list thread linked below. In there, Alan also shares this scene (click here for a screenshot), demonstrating how to use the stringToASCII node to convert a string into ICE instances of letters. See also here for Alan's alternative version that's not using this node.

local backup: customNodesString.zip
ICE to TextAuthor: Vincent UllmannosAll, ICE, topo, kinematics, extrusion, text osAll ICE topo kinematics extrusion text
A demo scene file where the numerical X position of a null is converted to a text polygon mesh object using ICE. Vincent posted this as a reply on the mailing list to a request from Jeff McFall. He notes: Yes its possible, but a bit tricky... here is a little compound i made some time ago. The Naming of the ports are currently in german, because it was just a Test a made. You could also check out the emTool_NumberToString-Compund from the free emTools by Eric Mootz. It does basically the same (also internally)

local backup: ICE_text.zip
DW_2 Bone IK With UpVectorAuthor: David WigforssosAll, ICE, kinematics, rigging osAll ICE kinematics rigging
Here's an ICE 2 Bone IK chain with UV support that I've been working on for a while. I think I've got it stable now (no weird flipping). If you've got ideas to maybe optimize or expand this, I'd love to hear it.

I'll try to make a video sometime, but in the meantime hopefully you can follow my screenshot. First I create 4 nulls and 2 implicit bones. 2 of the nulls are the root and effector controllers, 1 of the nulls is the Up Vector controller, and 1 of the nulls is for the ICE rig. I had problems with reference names, that's why you see the same name in the screenshot.
[..]

Continue reading in the si-community thread linked to below.

local backup: DW_2 Bone IK With UV.1.1.xsicompound
Add Nulls to PointsAuthor: Olivier OzouxosAll, vbs, workflow, controllers osAll vbs workflow controllers
A script from 2001, recently posted by Claudio Pavan on the mailing list in reply to Gerbrand Nel asking for an extended version of the factory script, that he remembers having used. From the script code:

This tool will create a single Null for each point of the selected object(s) (you can also select a point cluster, or tag points). Then based on the dialog choice, it will either Constrain the Null to the Point using Object to Cluster constraint, or Deform the point to the Null with a Cluster Center operator.

Possibly still working in current versions. Installation instructions can be found inside the script.

local backup: OO_AddNullToPoints.zip
MX Loft 2Author: Belyatsky DeniswinAll, curves, modeling, extrusion winAll curves modeling extrusion
Updated July 2012. MX_Loft 2 creates a polymesh extrusion of 2 »blendable« profile curves along a guide curve. Parameter controls include subdivision, adaptive subdivision, automatic UV generation, path twist fcurve, capping, growing. This new release adds a lot of control over the resulting extrusion. See the author download page for more details.

Note that for linear guide curves, MX Loft automatically makes the corner profile longer, resulting in all cross sections of the extrusion matching the original profile shape.

related plugins: Power Extrude, TinyCurveExtrude, Custom_Loft, KP CurveTools, keyvis Curve Tools, ICE Rope Rig

local backup: MX_Loft_2_v1.0.xsiaddon
ICE Rope RigAuthor: Vincent UllmannosAll, ICE, topo, kinematics, extrusion osAll ICE topo kinematics extrusion
This compound creates a rope/tube along a series of Null controllers. Allows adding controllers between existing ones, controls edge-hardness with controller scale. Automatic even mesh subdivision. Configurable using an fcurve for thickness, roll parameters, custom profile etc.

Show related plugins: Power Extrude, TinyCurveExtrude, Custom_Loft, KP_CurveTools, keyvis Curve Tools, MX_Loft

local backup: 120706_Rope_Rig_v01.xsicompound
Image ICE NodeAuthor: Vincent UllmannwinAll, ICE, shadingworkflow, scene winAll ICE shadingworkflow scene
The ICE equivalent of the render tree »Image Lookup« node. This C++ compiled node receives an image path and a UV coordinate or coordinate array and outputs a color or color array. It allows a lot of interesting workflows without having to use a temporary object to hold the texture. A video introduction by the author.

For a related endeavor, see Paul Smith's videos on ICE image manipulation here and here.

Show related plugins: Image I/O from ICE, Pixel Particles

local backup: 120629_Image_ICE_Node_v01.rar
Nyu ProjectAuthor: JunkiosAll, js, workflow osAll js workflow
Creates XSI Projects, minus unwanted subfolders, plus arbitrary subfolders....stuff like that. Written & tested only on 2012.

Show related plugins: Default Project Directory Structure

Instruction page here (archive) (in Japanese, click here for an English translation by google translate). Look at the rray.de jhBatchie entry for links to Junki's massive page and a translation of it.

local backup: NyuProject.xsiaddon

Anatoto Isshoni Isasete (Match Anything)Author: JunkiosAll, js, workflow osAll js workflow
It basically is »Match Layer/Groups/Partitions/Parent« tool. You select something, start the tool, (select one or more of »Layer«, »Groups«, »Partitions« and »Parent«), hit OK, pick an existing object and done. The objects you selected rush into the same layer, same groups, same partitions under all passes, same parent as the picked object.

Instruction page here (archive) (in Japanese, click here for an English translation by google translate). Look at the rray.de jhBatchie entry for links to Junki's massive page and a translation of it.

local backup: AnatatoIsshoniIsasete.zip
Delete Double EdgesAuthor: Guillaume LaforgeosAll, ICE, topo osAll ICE topo
In a response on the mailing list to Olivier Jeannel asking for a quick way to remove double edges from a Cityengine import, Guillaume posted this compound which should also work in similar situations.

local backup: Delete Double Edges.xsicompound
Vertex Blur Plus PlusAuthor: Rob ChapmanosAll, ICE, scene osAll ICE scene
This compound generates a blurred vertex color map from an input vertex color map. The input color map must be set inside the compound. See this post for details. Has parameters for strength and distance.

Rob posted this in a si-community thread started by Pete, asking for a way to blur vertex colors using ICE.

local backup: Vertex_blur_plus_plus.xsicompound
AI Repeat GeometryAuthor: MJD Boukhari @ AI ProductionosAll, ICE, topo, modeling, scatter osAll ICE topo modeling scatter
AI Repeat Geometry creates a pattern from a mesh by repeating its geometry in an endless-mirrors kind of way. The extent of the repetitions is configurable interactively for each dimension, not only by the number of repetitions but also by the exact length. Has an option for welding boundary points.

local backup: AI Repeat Geometry.xsicompound
DigiboardAuthor: Werner ZiemerinkosAll, ICE, strands osAll ICE strands
Digiboard displays a tronesque animated effect as shown in the thumbnail and this video.

The compound emits particles with strands, so create an empty point cloud with simulated ICE tree, and plug in a grid as emitter object..

local backup: Digi_Board_Strands.xsicompound
MM_ShaderToolsAuthor: Felix GeremusosAll, js, shader, mentalray osAll js shader mentalray
MM ShaderTools is a plugin which helps you to batch replace, create or modify shaders in all your materials at once. This can save huge amounts of time, especially in later stages of a project. You can select multiple materials or lights and run the plugin to modify your render trees with three different operations:

Replace shaders: will replace all instances of the same shader by a new one. You have options which will help you to keep all connections in and out of the shaders intact. Additionally you can set parameters in the newly created shader, either directly or based on parameter values of the old shader

Insert shader: insert a new shader between a specified connection. Similar to replace shaders you have options to keep all connections intact and additionally set parameters in the new shader. You can also use this to simply import and connect a shader without inserting it into an existing connection.

Set Shader Parameters: allows you to set parameters of all kinds in a target shader.


Includes numerous presets. Visit Felix's blog for a much more detailed explanation and a small use case scenario.

local backup: mossman/MM_Shadertools.rar
Soft TransformAuthor: Piotrek MarczakosAll, cppsrc, customtool osAll cppsrc customtool
AKA its full name Screen Space Proportional Object Transform. This tool works similarly to the built-in Proportional Transform Tool, but operates on objects instead of on points. Features as listed in the si-community thread:

TAB switches modes translate/rotate/scale (like in tweak tool) l/m/r mouse button for t/r/s (like in view space transform tool) .Rot. and scale is temporary, after releasing m/r button, tool switches to translate mode fcurve falloff from Move Proportional tool R hotkey for size change (like tweak tool) auto key handling for animation distance is measured to object's pivot point lock transformation to selected objects fancy buttons basic collisions (raw triangle mesh vs swept bounding sphere)

video demo / video demo (updated version) . Source available here. More details inside the si-community thread.

local backup: SoftTransform_x64_v11.xsiaddon
Compiled Cubic Bezier Curve NodeAuthor: Mohammad AbdulfatahosAll, ICE, strands, cppsrc, curves osAll ICE strands cppsrc curves
SO Cubic Bezier Curve is an ICE node for Autodesk® Softimage® 2011 SAP and above that computes a position on a Bezier curve, where the curve is defined by four input control points (P0, P1, P2, P3), and the distance along the curve is controlled using a parametric input parameter »S«.

It's possible to replicate this functionality using nothing more than the basic ICE math nodes, but my tests showed that the performance in that case is unacceptably slow; typical results were 500 milliseconds per evaluation for the native math nodes compared to 20 milliseconds for the C++ implementation.


Source code is available here.

local backup: BezierCurvePlugin.zip
Cache Retime 1.2Author: Rob ChapmanosAll, ICE, retime osAll ICE retime
here is a compound that could be useful. It may not work for you but it is has so far got me out of a difficult corner. A very simple retime cache node, as we know that the substeps implementation does not always work with all compounds as its based on the simulation using velocity and not point positions and sometimes the director says 'exactly that but 1.5 times slower' and having to go through someone else's complicated ICE tree that has already had umpteen revisions, simply adding substeps is not always the easiest solution right now - if it works at all. But if you have already cached and all you want to do is slow down or speed up the existing cache point positions with a linear interpolate between the frames then this compound might be just for you.

Firstly its annoying that I can't have an external file read node, if so I could make this compound a lot easier to setup. so for this compound to work you have to manually go inside and edit the two cache on file nodes to point to your cache location. Or set up a cache on file node already and copy and paste the path into these two nodes. Once thats done you are good to go. It is still very limited and for now it only interpolates between point positions. This is only version 1.2 it has speed up / slow down amount with a toggle between the two and these values can be key-framed or have fcurves plugged in and if anyone wants to enhance it with rotations and colour etc then be my guest.


local backup: retime a cache.1.2.xsicompound
Syflex JiggleAuthor: Tim MarinovosAll, ICE, deformer, scene, secondary motion osAll ICE deformer scene secondary motion
Someone from the softimage mailing list was asking how to use ICE to create a jiggle effect.Most popular way is to use verlet integration in ICE but this one has some limitations, mainly because you have to have second copy of the mesh.So I remember that while back I did some tests with Syflex and it seems to work pretty well.

Video available here. See the thread linked below for all the details.

local backup: tim_SyflexJiggle.xsicompound Syflex_Jiggle.scn (demo scene)
Procedural FeatherAuthor: Tim MarinovosAll, ICE, strands, scene osAll ICE strands scene
Generates a procedural feather. Includes a number of useful strand-related compounds that can operate on their own. From the si-community thread: you have to create the curve along Y axis the center of the curve has to be on the first point the pointcloud has to be parented under the curve and to be at 0.0.0 TR ‐ Then you can transform or deform your curve and the feather will follow.

Video available here. See the thread linked below for all the details.

local backup: FeatherTool.rar
WaveToSpectrumAuthor: Claude VervoortosAll, ICE, deformer, cppsrc osAll ICE deformer cppsrc
In case someone is interested, I've set up a Custom ICE Node that uses simple WAVE file loader and feeds it in a Fast Fourier Transform to get a Spectrum decomposition.

I've checked in the code on Github. I am by no mean a C++ expert nor a Softimage Plugin developer on that matter! So mileage may vary, better use a plain vanilla stereo WAVE (the one generated by Itunes worked for me), And I'd appreciate anything I would have missed or done wrongly.
[..]

Cont'd on si-community. For visuals, see the demo, this introduction and this tutorial.

local backup: wave_spectrum.xsiaddon
GoZAuthor: Kostas RoukisosAll, interop, exporter, importer, workflow osAll interop exporter importer workflow
GoZ for Softimage is a One Click Solution for 3d mesh exchange between ZBrush and Softimage using GoZ file format.

This is the official Pixologic-approved GoZ addon for Softimage. It is developed using the GoZ SDK and the Softimage C++ API and provides the functionality to automatically set up a proper render tree in Softimage ready for rendering with Mental Ray. It supports both 32 bit and 64 bit versions of Softimage on Windows.

Related plugins: GoSoftimageLite, XGoZ

local backup: GoZ For Softimage.zip
Camera ShakeAuthor: Fabricio ChamonosAll, js, python osAll js python
Creates a shaky camera or adds shake to an existing one. Independent control of movement frequency/amplitude for the camera and interest position and camera roll. Leaves the camera and interest free to animate, shake applied on parent nulls. (XSI v6.5, 7.0, 7.01)

Usage: 1. Get > Primitive > Camera > ShakyCam (creates a new camera)
Or: 1. select an existing camera / 2. Get > Primitive > Camera > ApplyShakeOnCamera


Related plugins: Paparazzo

local backup: cameraShake.xsiaddon
CrowdFX - Material CompoundsAuthor: Fabricio ChamonosAll, crowd, ICE osAll crowd ICE
Helper compounds for dealing with material randomization in crowdFX: Append Materials: simple compound to add new materials to Actor copies (I think there's already one in the sample scenes) Randomize Materials by Weights: assign and control the distribution of added materials, supports unlimited number of ports. Port creation/deletion, weight normalization (up to 20) and value locking handled by PPG Logic. It already comes preseted for the default pedestrian model ( Original mat ID to be replaced = 2 (shirt) )

Usage screenshot / Introduction video (archive)

local backup: CrowdFX_Materials_Compounds.rar
Bake ICE UVs ScriptAuthor: Fabricio ChamonosAll, ICE, texturing, js osAll ICE texturing js
Javascript code to bake ICE UVs onto a regular texture projection. Freeze your ice operator without losing object UVs.

Bake ICE UVs/Loft Introduction video

Show related plugins: Bake ICE Data

local backup: bake_ICE_UVs.rar
LoftAuthor: Fabricio ChamonosAll, ICE, topo osAll ICE topo
ICE Loft Operator that supports an unlimited number of curves and generates automatic UVs.

Usage screenshot, Bake ICE UVs/Loft Introduction video. Netview drag'n'drop link

local backup: Loft.xsicompound
Gradient/Debug Distance to CameraAuthor: Fabricio ChamonosAll, ICE osAll ICE
Generates per point gradient data with values relative to input camera.

Usage screenshot 1 / screenshot 2

local backup: GradientByDistToCamera.rar
Slice to PiecesAuthor: Constantine TarasenkovosAll, ICE, topo osAll ICE topo
I'm trying to work with K.I.S.S. principle keeping in head now. This compound is a result of 2 hour full of fun work. Extremely simple and fast.

So what it does it slice geometry with capping in a super fast way because of merge topo array technique. You can dive into the compound and see how it works, there's not so many nodes actually. Accepts arrays on input. It means that we can create a procedural exploding pizza boxes simulator with use of momentum in four steps!


Also included in Constantine's Procedural Topo Pack. See the si-community thread for comments, updates and an illustrated step-by-step instruction.

local backup: Slice to Pieces.rar
Select Polygons InteractiveAuthor: Constantine TarasenkovosAll, ICE osAll ICE
An interesting application of ICE PPG logic event handling code, originally meant to operate »inside« the PPG, to control the polygon selection on an object (selects polygons greater than/smaller than a specified area).

Also included in Constantine's Procedural Topo Pack. Youtube demo.

local backup: Select Polygons Interactive.rar
K-Means ClusteringAuthor: Constantine TarasenkovosAll, ICE, scene osAll ICE scene
Partitions a polygon mesh with the k-means method.

In the thread linked below, Constantine shows some applications of that method.

local backup: k-means.rar
Draw Bones Inside MeshAuthor: Constantine TarasenkovosAll, python osAll python
Inspired by Cesar Saez's Bone Sketching tool. Select desired mesh and click on Animate -> Skeleton -> Draw Bones Inside Mesh menu. You can quickly choose prefix name and color for the chain which will be drawn.

Youtube demo.

local backup: DrawBonesInsideMesh.rar
Get Viewport KinematicsAuthor: Constantine TarasenkovosAll, ICE, topo osAll ICE topo
ICE can do it too. Steve's scene objects list was a good starting point to try to get hidden attributes, like I was doing earlier with accessing FxTree nodes. You can set viewport transformations also. I don't know how useful it can be, but here it is.

See the si-community thread for comments, updates and an illustrated step-by-step instruction.

local backup: Get%20Viewport%20Kinematics.rar
SSS2 CompoundsAuthor: Reinhard ClausosAll, shader, mentalray, shadercompound osAll shader mentalray shadercompound
Conversion of the SkinSSS and SimpleSSS compounds using the new Mental Ray 3.10 fastSSS2 shader. This shader renders more realistic looking imagery by allowing a different radius to be set for each of the red, green and blue components, simulating wavelength dependency.

Usage: Drag and drop the SkinSSS2 or the SimpleSSS2 node into the render tree, connect its »Surface« and »Lightmap« outputs to the main material, pick »User Tools->Create SSS Lightmap«, connect the new lightmap to SSS2's Lightmap input. More information can be found in the si-community thread, including some great looking test renders by Kzin.

local backup: SkinSSS2.xsirtcompound SimpleSSS2.xsirtcompound
Strands Grid/Fence MeshAuthor: Dusan GrofosAll, ICE, topo, strands, fabric osAll ICE topo strands fabric
These two compounds create a grid with a strands pattern following a woven grid/fence-like structure.

Demo and downloads: Strands Fence Mesh / Strands Grid

local backup: strands_fence_mesh.xsicompound strands_grid.xsicompound
Winding compoundAuthor: Shekn @si-communityosAll, ICE, topo osAll ICE topo
Similar to Simon Reeves' Dynamic XSI ICE Bar Tape, this compound allows wrapping a polygon strip around a cylinder-like object employing collision detection/noise/thickness etc. Results can serve as a starting point for organic modeling for objects like taped wrists/ankles etc.

Demos: introduction / taped forearm demo.

local backup: Winding generator.xsicompound
Blend Between Sim and AbsoluteAuthor: Andy MoorerosAll, ICE, particle, scene osAll ICE particle scene
This scene file demonstrating the blending of particle positions between simulation and a static goal was posted in the mailing list, following a question by Byron Nash. the results you are seeing with a combination of forces (one to move particles along a curve, the other to draw particles towards a curve) is one I'm familiar with. It's easy to fall into the »simulation trap«, where you drive yourself crazy trying to find a perfect balance of forces to get the results you want. There are a couple of suggestions I can give you [..]

Continue reading in the mailing list thread linked below.

local backup: example_BlendBetweenSimAndAbsolute.zip
Sound to CurveAuthor: Guy RabillerosAll, python osAll python
This addon asks for a wav file which it then converts to an fcurve animation on 1 null (mono) or 2 nulls (stereo). The fcurve value represents the RMS power of the input sound which works well for audio synchronization tasks.

See the download page for more information. This addon is from 2003 but still works with current versions of Softimage.

local backup: Sound2Curve.v0.2.xsiaddon
Default Project Directory StructureAuthor: Guy RabillerosAll, python osAll python
This addon lets you alter the default directory structure (Actions, Audio, Backup, Composites, ...) for new projects including the creation of subdirectories.

See the download page for more information. Softimage has to be started from an admin account. This addon is from 2003 but still works with current versions of Softimage.

Related plugins: Nyu Project

local backup: ProjectDirectoryStructure.v1.1.xsiaddon
Key CamAuthor: Guy RabillerosAll, vbs osAll vbs
Current versions of Softimage support Camera autokeying and keying from the camera property page, but this addon might offer a bit more control/a different workflow.

See the download page for more information. This addon is from 2002 but should still work with current versions of Softimage.

local backup: KeyCam.v1.5.xsiaddon