Softimage Resources: plugins, scripts, compounds and shaders

All 1119 entries of the Softimage Resources as a simple list, 301–350 on this page. To search and filter by tags, use the interactive Resources page.

Positive Mean Value Coordinates DeformationsAuthor: Ahmidou LyazidiosAll, deformer, ICE, workflow, bind osAll deformer ICE workflow bind
A new ICE based cage deformer utilizing positive mean value coordinates (PMVC) resulting in a deformation with superior quality to that of the factory/legacy cage deformers. (PMVC is described in this (archive) Eurographics paper by Yaron Lipman et al.).

One requirement has to be met: the deformed object must be fully enclosed by the cage object.

local backup: PMVC_deformer.xsiaddon
Silhouette Edge Drawing - AlphaAuthor: Jakob SchindeggerosAll, ICE, strands osAll ICE strands
A technique by VFX designer/director Jakob Schindegger, employing ICE to draw sketchy ink lines following the contour of a polygon mesh object. Research based on papers such as Artistic Silhouettes: A Hybrid Approach (archive) and Object Space Silhouette Algorithms.

Currently in alpha with the following author warnings: Performance problems when used on meshes with a higher polycount temporal consistency not yet implemented.

For example images and tree setup instructions, see the download page — link below.

local backup: fak_SED.xsiaddon
Push objects outside of NullAuthor: Wim FortonosAll, ICE osAll ICE
Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

Deformer that takes a null or group of nulls and pushes the object's points outside the nulls. The nulls can also be rotated and scaled. It can be useful for "muscle type" deformation or correcting volumes in characters etc.

local backup: spherize.xsicompound spherize.scn (demo scene)
4 Point 3D GridAuthor: caledonian tartanosAll, ICE osAll ICE
Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

i'm trying to get used to arrays. so after playing around a bit i got a »4 point 3d corner pin«. the downside is: only works for grids you need to match the Resolution of the Grid and ICE compound manually. (is it really impossible to get or set the resolution from the geometry operator? i guess so...)

local backup: 4 Point Corner Pin.xsicompound
Cable through SurfacesAuthor: unknownosAll, ICE, strands osAll ICE strands
Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

This plugin was spotted by si-community user caledonian tartan: A small modification of the »Bezier Movement along Surfaces« compound. unfortunately i can't remember who was the author of this source... anyway, you can now use the new compound to create strands by/through many surfaces.

local backup: Cable through Surfaces.xsicompound
Normal AlignAuthor: Der JanoschosAll, modeling, align, measure osAll modeling align measure
A plugin that "magnetizes" any subcomponent selection of two objects, making it easy to align them perfectly.

Available videos: Introduction and Version 0.5 updates.

local backup: NormalAlign.xsiaddon
FuzzAuthor: Paul SmithosAll, ICE, strands, python osAll ICE strands python
A set of compounds along with a script that automates the setup of this ICE based system for realistic fur. Features automatic flow computation from a starting selection of points, as well as paintable ridges (matting effect) and clumping of the fur.

After the initial application, the fur remains configurable, including curve-based modification of the flow. This plugin is a good example of how to use scripting to deploy ICE based tools for users that don't have a deep knowledge of ICE. On the same topic, have a look at Paul's ongoing scripting tutorial series on his vimeo channel.

Post any renders you create with this plugin in the si-community thread linked below. Also available: An introduction video (archive) (with a tip bucket).

local backup: fuzz.zip (follow the included instructions to install)
ns_ThreadFromCurveAuthor: Niclas SchlapmannosAll, ICE, strands, fabric osAll ICE strands fabric
Niclas shares this compound resulting from following Vincent's tutorial »Strands from Strands«, which shows how to dynamically create strands following another strand which is created following the source curve object.

Demo video.

local backup: ns_ThreadFromCurve.xsicompound.
ns_SimpleTextAuthor: Niclas SchlapmannosAll, ICE, python, text, scene osAll ICE python text scene
Niclas shares this model file which demonstrates how to use ICE to create dynamic instances of letters out of the entered string.

Demo video.

local backup: ns_SimpleText.emdl.
ns_StrandNetAuthor: Niclas SchlapmannosAll, ICE, strands osAll ICE strands
As part of his ICE experimentation series, Niclas shares these compounds creating strands from a source mesh/nulls using four different methods.

Demo video.

local backup: ns_StrandNetAll.xsicompound ns_StrandNetNearest.xsicompound ns_StrandNetNearestNull.xsicompound ns_StrandNetRepeat.xsicompound
ns_ScannerAuthor: Niclas SchlapmannosAll, ICE osAll ICE
Niclas shares this model file which demonstrates how to use ICE to create a 3D scanner effect (sliced points) *better description needed*

Demo video.

local backup: ns_Scanner.emdl.
ns_SpiralAuthor: Niclas SchlapmannosAll, ICE osAll ICE
As part of his »daily little ICE« experimentation series, Niclas shares this compound creating a spiral.

Demo video.

local backup: ns_CreateSpiral.xsicompound.
ns_PointsOnCurveAuthor: Niclas SchlapmannosAll, ICE osAll ICE
As part of his ICE experimentation series, Niclas shares this compound which distributes points along a curve.

Demo video.

local backup: ns_PointsOnCurves.xsicompound.
OpenGL Mix8Colors 1.05Author: Clement MallardosAll, shader, mentalray, shadercompound, realtime shader osAll shader mentalray shadercompound realtime shader
Updated September 2013 »OpenGL Mix 8 colors« is a realtime version of the rendertree node of the same name. This OpenGL realtime shader provides a lot of possibilities for viewport previewing such as: Mix several textures, Paint the influence of your textures in realtime, Visualize several weightmaps, Use the vertexcolors as clusters.

Instructions are included inside the rtcompounds. Video instructions here. Testimonials from the vimeo comment thread:
Working blind for years...this would give new light, »literally« to the artist side of softimage. Hyper good stuff! —Active Motion Pictures
Finally we can see the light :) —Kwesto

local backup: OpenGL Mix8colors-1.05beta.xsirtcompound OpenGL Mix4colors-1.05.xsirtcompound (recommended if no more than 4 colors used) OpenGLMix8colors-1.05.zip (zip w/full readme and compatibility versions)
Convert between Mesh and UVAuthor: Sakana-Ya aka GOTETZosAll, ICE, shadingworkflow, deformer osAll ICE shadingworkflow deformer
Similar to ringpull's »UV Edit by Mesh« but utilizing ICE, the first of these two compounds converts a mesh into a flat representation of itself using the existing UV coordinates, disconnecting edges if necessary.

The second compound lets you transfer the flat shape back as UVs to the original mesh, enabling in-viewport UV editing, and possibly opening up a lot more potential applications. Video introduction.

local backup: Convert Mesh to UV.xsicompound / Convert UV to Mesh.xsicompound (drag and drop from netview to an ICE tree)
Non-registered Script LauncherAuthor: Sakana-Ya aka GOTETZosAll, js, rigging, compilation osAll js rigging compilation
Dynamically creates menu entries for (non-plugin-structured) scripts found inside a specified folder and runs them on menu selection. A menu entry for the last called script (accelerator key 'R') is created as well as entries for browsing the script folder and for displaying the configuration dialog which lets you set an external editor and the script folder location. The scripts can be edited by ctrl clicking them.

Notes: Some UI items are in Japanese Plugin is from 2010, but verified running in SI2014.

local backup: NRScriptLauncher.xsiaddon
Scripting PropertyAuthor: Sakana-Ya aka GOTETZosAll, js, rigging, compilation osAll js rigging compilation
This adds a »scripting property« on an object — coming with a property page with a script text box, a description, a language selector and an execute button. Notes: Some UI items are in Japanese Plugin is from 2010, but verified running in SI2014.

local backup: ScriptingProperty.zip
JSON CamAuthor: Gene CruceanosAll, interop, python, updated osAll interop python updated
Cross-application importer/exporter for camera animation data using javascript/python's native JSON format for data exchange.

JSON Cam is a free open-source camera I/O suite. The goal of this effort is to have a spec in an open format that is easy to read/write from any 3D application, while keeping things as lightweight and reliable as possible. Json (a bit like XML) is a very popular file type that is a 1:1 python dictionary. This makes it easy to support, update and add new applications to the list. It also makes it easy to drop into an existing pipeline. Simply create a dictionary that contains the data needed by the spec and save it out to a json (.cam extension) file. That's it. If you have any interest in supporting an application that isn't in the list. Please feel free to fork the repo and send me a pull request.

Currently supported apps are: Softimage Houdini Maya (coming very soon)

All code provided in the JSON Cam repo is provided under the LGPL license.


Video demo available here (archive).
m|CombineAuthor: Martin YaraosAll, js, modeling osAll js modeling
Lets you quickly merge objects while respecting hierarchy and enveloping. Video introduction. Details from the si-community thread (link below):

An update to my old and simple mCombine tool. It merges, reparent, renames, matches center, copy animation, copy envelope, vertex colors, and re-paints weight colors (matching them to their bone color) [..] Custom Preference Menu: You can access this menu through the SI Preferences window, or by pressing ctrl or alt or shift and clicking in "m.Combine Polygons". It now also supports groups, layers and partitions.

You can also use it as a custom command: mCombine ( objects, tolerance, moveCenter, copyAnimation, Gator, ReColor )

Ex: mCombine ( "cube, cube1", 0.1 , true, false, true, true ). It will merge cube with cube1 with a weld tolerance of 0.1, move the center to match cube1 center, it won't copy any animation even if cube1 is animated, it will acquire cube1 properties like envelope and vertex colors through gator and it will re-color points and weight maps to match their deformers wire colors.


local backup: mCombine.xsiaddon
Evenly Spaced EdgesAuthor: Martin YaraosAll, python, deformer, modeling osAll python deformer modeling
Averages the edge lengths in a selected edgeloop or a closed edgeloop. This is a plugin file; copy it to a Plugins directory of your choice (user, workgroup). It will add a menu entry 'Evenly Spaced Edge' inside the MCP transform menu. Demonstration video available here.

Based on Alan Fregtman's evenCurves.py script which does the same for curves. Loosely related to Andy Nicholas' popular »Taut« plugin.

local backup: mEvenlySpaceEdge.py (copy to a Plugins folder)
mhBlurAuthor: Michael HeberleinosAll, texturing, shader, mentalray osAll texturing shader mentalray
This shader applies a blur effect to an image in texture space. Blur filter type (Gauss, ..) and sampling mode (Grid, ..) are configurable, as well as sample count and blur strength.

The following two images point out the difference between image space (as available in Softimage) and texture space (this node) blur: image space vs texture space. Related: Alan Jones' »UVWBlur«.

local backup: mhBlur.xsiaddon
rsNonLinearShapesAuthor: rigstudio / Roberto Rubio CorralwinAll, rigging, python, ICE winAll rigging python ICE
The shape animation produces a linear interpolation. With this tool you can create non linear shapes. This tool creates an ICE tree to manage the shape information. It is possible to add several non linear shapes to the same object. This tool is inspired on a procedure of Paul Smith: Arrays / Bezier Shape sequence.

Demo video on free3dtutorials.com. Also have a look at the rigstudio team members' reels: Roberto Rubio, Juan Lara (archive) and Jaime Bescansa (archive)

local backup: rsNonLinearShape.zip (put in a plugins folder)
World Units conversionAuthor: Daniel BrassardosAll, ICE, workflow, js, math, align, measure osAll ICE workflow js math align measure
The node is used to convert unit lengths into several world length units: SI units, kilometres, metres, decimetres, centimetres, millimetres, miles, yards, feet, or inches. The node can be expanded as required using the properties of the unit length input combo list of the node to suit your needs. The node is based on two values for the conversion: one (1) SI unit equal to 10 centimetres, and one (1) inch equal to 2.54 centimetres.

The node uses an input value and a combo box to convert the value in two ways: Convert the input value from SI units to the user selected unit (meter, inch, etc) in the combo box, and/or Convert the input value from the user selected unit of conversion (input combo box) to a new value in SI units.


Visit the si-community thread where Daniel shows different use cases of these nodes.

local backup: Unit_Scaler.xsicompound / Units_Converter.xsicompound
Jester's ToolkitAuthor: Szabolcs MatefyosAll, python, vbs, shadingworkflow, compilation osAll python vbs shadingworkflow compilation
A collection of python/VB helper plugins written/collected by the author back in 2010. It contains:

Align2SC - Like the factory »Match transform« with the additional feature of flipping on the x/y/z axis depending on whether shift/ctrl/mmb is pressed CenterOnSC - Like factory »move center to vertices«, but for edges and polys as well, and matching the local reference frame RandomTransform - apply random S/R/T, similar to the factory R(..) syntax but with UI, remembering values UVFit - fits UVs into default (0,1) space, preserving aspect ratio UVFill - fits UVs into default (0,1) space UV Move and Sew - sort of a "heal edge loop"? idk please submit info UV Straighten Edge - idk please submit info FlattenPolys - Flatten polygons (=scale 0 in local Y) Attach - Quick 1-step merge second selected object into first, keeping all of first's properties, no residuals (see also the m|Combine plugin above) DisplayModes - commands for setting the viewport display modes for hotkey mapping XRay toggle - command for toggling Xray mode for hotkey mapping FixSymmetry - resymmetrizes selected point positions on an object with an existing symmetry map in either direction FlowConnect - similar to »InsertSmoothEdgeloop« that exists in newer versions of Softimage 3/4 point scaling - like 3-point scaling in 'Architectural modeling tools'? idk please submit info Preserve plugin - uses GATOR to preserve mesh properties on a temporary duplicate

local backup: JesterAddon.xsiaddon
Impact CompoundAuthor: Tim MarinovosAll, ICE, deformer, scene osAll ICE deformer scene
This is a Softimage ICE compound that I made recently for a project and I decided to share it .I made a simple example what you can do with it and combination with XSI man and some softimage motion files :)

For the example I also used emFluid 5 beta which is a great and very flexible fluid simulator.


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

local backup: Tim_Impact.xsicompound / Impact_demo.scn
pb_CopiesOnTargetAuthor: Pedro Alpiarça dos SantososAll, ICE, scatter osAll ICE scatter
Places an instance randomly picked from a group of objects on each polygon of a target mesh.

[..] just an addition to what is found here: http://xsisupport.com/2011/12/14/ice-modeling-placing-copies-on-another-object/. I've made this to ease up when I model with instances in LightWave and want to replicate them in SI without baking them.

local backup: pb_CopiesOnTarget.xsicompound
ReadPC2ICENodeAuthor: Alok GandhiosAll, ICE, interop, workflow osAll ICE interop workflow
This ICE node reads/streams .pc2 files directly, combining the abilities of Kai Wolter's KP_PointCache non-ICE operator (which it is based on) and the factory cache-on-file ICE node, adding features like:

access to the pc2 data without an existing mesh move geometry around in the scene even after a pc2 file has been applied support for files >2GB read just one frame time warp/morphing select different modes of interpolation (linear, bezier, hermite or cubic, which really affects motion blur) options for loading the file in memory, streaming it or reading and closing it every frame (preferable so that you can read/write from different machines simultaneously)

ReadPC2ICENode outputs the position data (as a single array of points) and information about the start and end frame of the pc2 file itself (2 scalars). For more details refer to the mailing list thread.

local backup: ReadPC2ICENode_1.1.xsiaddon
Select in Array until Max SumAuthor: Julien CarmagnacICE, math, osAll ICE math osAll
This compound uses a repeat loop to select random or sequential entries of an input array until their cumulative sum reaches a given threshold. For the sequential selection it offers the options to loop/clamp/bounce through the array with a user defined pivot index. Related: »Cumulative Array Sum« compound by Julian Johnson. Go here for an introduction video.

local backup: Select in Array until Max Sum.xsicompound
Delete Particles Near to Boundaries EdgesAuthor: Julien CarmagnacosAll, curves, modeling, ICE, particle, scatter osAll curves modeling ICE particle scatter
I want to share with you a simple compound that delete particles near to boundaries edges.

Nothing extraordinary but can be useful in some case. This compound is commented, so feel free to open and read it..


Video available here

local backup: Delete Particles Near to Boundaries Edges.xsicompound
SpeedometerAuthor: Alan FregtmanosAll, align, measure osAll align measure
Creates and attaches an annotation object to another object which measures and displays its own speed. Features a customizable scale factor and the ability to have several speedometers. See the links below for more information.

local backup: AF_Speedometer.xsiaddon
purgeUnusedAuthor: Alan FregtmanosAll, python, rigging osAll python rigging
Purges unused deformers from an envelope. A paste-and-run script from Alan's Gist repository.

local backup: purgeUnused.py
gatormultiAuthor: Alan FregtmanosAll, python osAll python
GATOR for multiple objects. A paste-and-run script from Alan's Gist repository.

local backup: gatormulti.py
evenCurvesAuthor: Alan FregtmanosAll, python osAll python
Evenly distributed points on a Softimage curve. A paste-and-run script from Alan's Gist repository.

local backup: evenCurves.py
randomXSISelectionsExampleAuthor: Alan FregtmanosAll, python osAll python
XSI Example: Random Component or Object Selections. A paste-and-run script from Alan's Gist repository.

local backup: andomXSISelectionsExample.py
Variable FKAuthor: Renato PolimenoosAll, ICE, rigging, private osAll ICE rigging private
Here is my approach on Jeff Brodsky's Maya technique using Softimage ICE kinematics. [..]

Continue reading on the download site. A demo video is available. Note: download requires a twitter account and granting transactsocially.com rights to access it.
Instances to MeshAuthor: Grahame FullerosAll, ICE, topo osAll ICE topo
Here's a set of compounds for converting an instance particle cloud to a polygon mesh. You can transfer UVs, etc. It's designed to work when you use a group for the instance shapes. Note that if you are using a small number of shapes (small enough that you can reference each one directly), then Guillaume Laforge's compounds are probably faster. You can get them here.

Usage Notes: To use, put Convert Instances to Mesh in an ICE tree on an empty mesh. It works only with the »self« object. You also need to store the shape index on the point cloud and reference it in the compound's ppg. To transfer attributes, attach one of the Transfer compounds to the Execute port — there's one for each component type.

If you transfer the MaterialIDs, then you can use the Copy Materials checkbox. This works only if all objects in the group have identical Materials arrays. The transfer is based on finding locations on the group geometry, so it's best to move the instance masters apart if they overlap. It uses the 2013 version of »Build Array from Set« which supports topology-type attributes. To use it with Softimage v2012, you'll need to replace it with »Build Array from Per Point Data«.


local backup: Convert Instances to Mesh.2.0.xsicompound Convert Instances to Mesh.2.0.xsicompound Transfer Edge Attribute.xsicompound Transfer Polygon Attribute.xsicompound Transfer PolyNode Attribute.xsicompound Transfer Vertex Attribute.xsicompound
OctaneRender for SoftimageAuthor: Stephan Woermannrenderer, commercial, win64 renderer commercial win64
Otoy releases the Softimage plugin for the unbiased GPU render engine »OctaneRender« for purchase. After the initial announcement was posted about a year ago, a lot of work has been put into the current integration by plugin author Stephan Woermann AKA face.

We are proud to announce the release of the long awaited OctaneRender™ for Softimage plug-in, which fully integrates the OctaneRender™ engine into the modelling environment of Softimage, drastically improving the workflow by making the need to export your scene from Softimage to OctaneRender obsolete. OctaneRender™ is currently recognized by many industry professionals and 3D graphic visualization artists as the most advanced and fastest GPU-based physically-based render engine with an advanced and flexible node based workflow and user interface. Now, with our new plugin products, you can have the unparalleled quality and ease of use of the fastest physically-based render engine on the market tightly integrated into your 3D modeling and animation software.

OctaneRender and the plugin are available as a bundle for 379€. A demo is available on the otoy site. Documentation available here. Many more details and videos are available on the forum announcement page linked below.
TCPServer For SoftimageAuthor: Thomas MansencalosAll, interop, cppsrc, workflow osAll interop cppsrc workflow
Updated April 2013 for Softimage 2013 and Linux compatibility. This addon allows to remote connect to Softimage and control it in a similar way to Maya®'s commandPort command. It has been created as a replacement for sIBL_GUI_XSI_Server addon for two main reasons: The fact that sIBL_GUI_XSI_Server was a C# addon needing to be recompiled for each Autodesk® Softimage® version. The need for a generic socket server that could be easily extended and modified because it's written in Python.

Instead of keeping it dedicated to sIBL_GUI, I decided to make it generic so that people can modify and extend it for their own needs.


Source code is available here on github. A fork made by Alan Fregtman from the older 0.1.0 release which makes TCPServer runnable under Linux is available here.

local backup: TCPServer_For_Softimage-0.1.0-alpha.zip (with Linux support for versions < 2013) TCPServer_For_Softimage-0.2.0.zip (> 2013 compatibility)
Loki's vRayMtl CompoundAuthor: Loki @si-communiywinAll, shader, vray, shadercompound winAll shader vray shadercompound
I just built a Compound shader that extends the current VRayMtl shader with texture inputs and multiplier values for each texture. I reorganized a bit the PPG, due to integrate the texture input ports on bottom of each Tab.

With this compound you can independently manage the color and the texture of each texturable parameter like Diffuse, Reflection, Refraction and so on... as the 3dsmax VRayMtl shader do. On the Compound node I exposed only the texturable ports.


local backup: Loki_VRayMtl.xsirtcompound
GIT for SoftimageAuthor: Cesar SaezwinAll, workflow, python winAll workflow python
Git is a free and open source distributed version control system designed to handle everything from small to very large projects with speed and efficiency. GitForSoftimage brings Git version control features to Softimage projects. [..] It implements Commit history Branching Remotes. If you don't want to continue the 'incremental save' madness, or if you are looking for an easy way to collaborate with others in small projects, give it a try, it's free and open!

Dependencies: Git, PyQtForSoftimage
Installation: Get a pre-packed xsiaddon from here (archive) and drop it on a softimage viewport
or: install/download the package from the Python Package Index (pip install gitforsoftimage). Once it's installed just copy »gitforsoftimage_plugin.py« to a softimage plugin directory.

By the way, if you're not familiar with distributed version control systems there are a few key concepts that must be considered, don't forget to check the documentation.


local backup: GitForSoftimage.xsiaddon
Hyperbolic function compoundsAuthor: Stephen BlairosAll, ICE, math osAll ICE math
Here's some simple compounds for the hyperbolic functions sinh, cosh, and tanh.

local backup: sinh.xsicompound cosh.xsicompound tanh.xsicompound
GEAR_mcAuthor: Miquel CampososAll, python, rigging, rigtoolset osAll python rigging rigtoolset
Miquel Campos of TD Survival fame is actively continuing development on Jeremie Passerin's popular modular rigging toolset for his personal work and his work at Shed Montreal. With the original GEAR no longer being in development, GEAR_mc can be viewed as GEAR 2.0 even though today it's officially still a project fork.

GEAR is an open source project to provide a complete and production quality toolset for rigging and animation inside Autodesk® Softimage®. It includes a lot of things to ease the rigging and animation workflows. Anyone should be able to build custom rigs using GEAR. It has been designed to be flexible and relatively easy to use. Even non-riggers can create advanced rigs and animate them easily, but the system is also open to further expansion so TDs can create their own »components« and use them inside of the GEAR Rigging System. Furthermore, everything is accessible through scripting with a complete API to automate as much as possible.

What's new
[in GEAR_mc]: New Menu re-arrange New Facial components New options for icon creator Selection sets and poseLib not part of Gear poseLib should work now in Linux (but not tested) Zipper tool for curves New solvers Wireframe color tool Guides support for store wireframe color New commands for inspect Guides PPG and solvers options Command for merge symmetry mapping templates.

Miquel demoing some of the additions to GEAR_mc: Installation (archive) / Icons (archive) / Zipper / Wireframe Colorizer (archive) / Solvers (archive). Original GEAR Videos are available on Jeremie's blog and original GEAR page (archive) as well as on Jeremie's vimeo channel. Note that this plugin includes the »Shed Tools« addon (below).

local backup: GEAR_mc-1.0.15.zip
Shed ToolsAuthor: Miquel Campos / shedosAll, python, animation, compilation, rigtoolset osAll python animation compilation rigtoolset
Contains the »Shed Selection Sets« and »Shed Pose Library« addons. This plugin can be installed as a standalone but is also included in the »GEAR_mc« distribution (above).

»Shed Pose Library« is a simple but versatile tool to manage poses and share them between animators and projects. The poses are stored in XML format, and distributed in two main repositories, one global and another base in the current Softimage database. Once we have the poses stored we can create the Poses Sets. The poses sets are the final interface for the animators and doesn't need to be for only one character. They offer a very simplify interface and allow the exchange between scenes, animators and projects. [..]

»Shed Selection Sets« is a handy tool to manage selection groups. This tool creates groups with a special prefix "selSet_" under the model or scene root if the model is referenced.


Video demos for Pose Library (archive) and Selection Sets. More details on the author's download page linked below.

local backup: Shed_Tools.xsiaddon
Spherical Harmonics in ICEAuthor: Vladimir JankijevicosAll, ICE, shadingworkflow, cppsrc osAll ICE shadingworkflow cppsrc
Vladimir tests an application of spherical harmonics by using them to store a directional irradiance cache, subsequently using ICE to light the scene with global illumination inside the Softimage OGL viewport.

The primary motivation behind this, was to better understand what Spherical Harmonics were and how the math behind them works.

The scene in this video contains a polygon mesh which serves as environment. The lighting on the environment is calculated by an ICETree and contains only the direct component. Additionally the scene contains an Icosahedron which is used as the sampler. The evenly distributed points on the Icosahedron are used as direction vectors to shoot rays into the environment to calculate the Spherical Harmonic coefficients of the surrounding global illumination for each color channel separately.
[..]

Continue reading here. This page also includes a video demonstration.

local backup: SphericalHarmonics.xsiaddon (packaged for drag and drop) spherical_harmonics.scn sh_src.zip (source code)
SliceSymmetrizeAuthor: Eugen SaresosAll, modeling, symmetry osAll modeling symmetry
This Command mimics the 3ds max Symmetry Modifier. First it creates a Curve Rectangle of the size of the selection BBox, then applies a Slice and a Symmetrize Op to the selected polymeshes and links their Custom Planes to the Rectangle.

The rectangle can now be used to define the symmetry plane. Since the factory Symmetry Op does not have a convenient option to link it's symmetry plane to an object (as the Slice Op does), SCOPs are needed on the Symm Op's Custom Plane's posx, posy, posz, rotx, roty, rotz parameters.

Note: this does not circumvent the problem in Softimage that you cannot work beneath Topology Operators in the Operator Stack and see the end-result live.

Usage: Select one or more object(s) Model > Modify > Poly.Mesh > SliceSymmetrize.


local backup: SliceSymm.xsiaddon (packaged for drag and drop)
Box PrimitiveAuthor: Eugen SaresosAll, modeling osAll modeling
Brilliant, isn't it? ;) Can you believe it: Softimage still only has a »Cube« Primitive with just one length parameter.

This command adds an empty Polygon Mesh to the scene and applies the Generator Operator »BoxOp« with parameters Length, Width, Height.

Usage: Get > Primitive > Polygon Mesh > Box


local backup: Box.xsiaddon (packaged for drag and drop)
DissolveModelAuthor: Eugen SaresosAll, workflow osAll workflow
Dissolves a Model by moving the Model's children out and deleting the remaining empty Model Null.

Usage: Select a Model Model > Modify > Model > DissolveModel


local backup: DissolveModel.xsiaddon (packaged for drag and drop)
6-Point AlignAuthor: Eugen SaresosAll, modeling, align, measure osAll modeling align measure
Align object(s) to another one by defining source and target plane to match.

Usage: Select one or more objects MCP > Transform > SixPointAlign Pick 3 source and 3 target points.


local backup: SixPointAlign.xsiaddon (packaged for drag and drop)
Image PlaneAuthor: Eugen SaresosAll, modeling, align, measure osAll modeling align measure
This Command creates a Grid Primitive for each selected Image Source, with the correct proportions, Constant Shader and Texture Support.

Usage: Drag&Drop Images from Windows Explorer into SI Explorer / Clips / Images, Select Image(s) in the list Create > Primitive > Polygon Mesh > ImagePlane


local backup: ImagePlane.xsiaddon (packaged for drag and drop)
Disconnect OutlineAuthor: Christian GötzingerosAll, ICE, topo, modeling osAll ICE topo modeling
In a reply post to a question by Mario Domingos about how to disconnect the polygons inside a null using ICE while keeping polygon islands connected, the author posted this compound as his suggested solution. Here's an updated compound with per-polygon input. You can use it the same way as in your picture (i.e. connect a Test Polygon Inside Null or whatever else you like)..

local backup: DisconnectOutline.xsicompound