![]() * 2D/3D Primitives: Arc, circle, cone, cylinder, cube, dodecahedron, grid, icosahedron, null, octahedron, square, sphere, spiral, torus, tetrahedron. * Meta-Clay Modeling: Density-based modeling for organic, sculpted objects. * Geometrical Objects: Face, polygonal mesh, polygon, patch, Bezier/Linear/Cardinal/Free Form/B-spline/ NURBS spline. The following is not an exhaustive list of features:, Microsoft, 1996] ![]() Menus in Softimage|3D are divided between five modules: Model, Motion, Actor, Matter and Tools. XSI is still in active development as of 2007 but has yet to regain the popularity of its predecessor. By the end of the decade, Softimage|3D had reached the end of the line with the release of version 4, concurrent with the debut of its replacement Softimage|XSI. The Softimage Corporation, which Microsoft sold to Avid in 1998, was unable to introduce its next generation package before Maya established a firm hold on the market. Highly customizeable environments like Maya and Houdini became the vanguard of studio-level 3D software. , Microsoft, April 7, 1997]īy the late 1990's, faster processors and cheap memory heralded the next generation of extensible, object-oriented 3D animation packages. , Microsoft, May 16, 1996] 3D paint functionality was added a year later in version 3.7. In 1996, Microsoft began offering Softimage|3D Extreme 3.5, which included particle effects and the mental ray renderer. As the first high-end 3D package on the NT platform, it marked the beginning of the end of SGI's dominance in the computer animation industry. In 1994, Microsoft acquired the Softimage Corporation and renamed the package Softimage|3D, releasing a Windows NT port a year later. This process was often facilitated through the use of custom-made software like file converters and pipeline management tools.Ī widely popular commercial 3D package by the mid 1990's, Softimage was used by Industrial Light and Magic to animate the dinosaurs in Jurassic Park, by Cyan to create the adventure game Riven, and by many other companies for scores of film, television and video game projects. In a large visual effects studio environment, 3D models were typically created with NURBS in Alias|Wavefront's PowerAnimator, animated in Softimage, and rendered with Pixar's PhotoRealistic RenderMan. The Softimage Creative Environment evolved a comprehensive and innovative toolset with particular strength in animation, and it was the first commercial 3D package to feature inverse kinematics. ![]() It was also quite expensive: an SGI workstation running Softimage cost upwards of $50,000. Developed solely for Silicon Graphics workstations, it was a fast, integrated animation package that became highly regarded for its powerful animation capabilities. Softimage|3D was originally released at Siggraph in 1988 as the Softimage Creative Environment. Website = [ Softimage|3D was a high-end 3D graphics application developed by " Softimage, Co.", a subsidiary of " Avid Technology, Inc.", which was used predominantly in the film, gaming and advertising industries for the production of 3D animation. Through explaining and categorizing these graphics tools and their primary appUcations, we hope to provide learners and researchers with different means and appUcation areas in computer graphics, and help them understand and use visualization, modeling, animation, simulation, virtual reality, and many online resources.Caption = Screenshot of Softimage3D 3.9.2 ![]() The reference list may contain some inaccuracies, since new tools are constantly emerging VI Preface and old tools become obsolete. The purpose is to provide an exhaustive list of graphics tools with their major applications and functions. It categorizes current graphics tools according to their applications and provides many weblinks to important resources on the Internet. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. ![]() Overview This book aims to be a shortcut to graphics theory, programming, tools, and applications. Hopefully, if we know how a graphics system works and what basic functions many graphics tools provide, we can understand and employ some graphics tools without spending much precious time on learning all the details that may not be applicable, and we can become graphics experts through such a shortcut. More often than not, they choose the wrong software tools and end up with unsatisfactory results. Many scientists in different disciplines realize the power of graphics, but are also bewildered by the complex implementations of a graphics system and numerous graphics tools. ![]()
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