Zoom on Cursor
The preference now affects all navigation tools in all views that support zooming. There is a separate Zoom on Cursor preference
for zooming with the mouse wheel. See Camera Preferences.
An annotation object is a text balloon that can be used to communicate messages to colleagues who are working on the same
scenes and models. Annotation objects can be selected, transformed, and parented like any other 3D object in the scene, so
the balloon can point at specific elements in the viewport. See Annotation Object.
There have been several improvements for component selection:
You can Shift+double-click to select loops and ranges (Quick Loop). The Alt key workflow is still supported. See Selecting Ranges and Loops of Components.
You can double-click on a polygon to select a polygon island. Press Shift to add to the selection, Ctrl to toggle, and Ctrl+Shift
to deselect. Note that Shift+double-clicking is also used to select ranges and loops. If a range or loop selection is possible
in the circumstance, it will take precedence.
There are new commands on the menu. See Modifying Range and Loop Selections.
- extends the selection as far as possible in both directions. For border edges, it extends across junctions where three edges
meet but stops at any other junction.
- is similar to , but in the case of border edges it selects the entire border.
- extends the selection by one component in both directions if possible.
- reduces the selection by one component in both directions, until only one component remains. If a closed loop is completely
selected, then an arbitrary component is deselected.
selects the edges on the outline of the selected polygons. See Selecting Polygon Outlines.
selects all components in the same island as the current selection. See Converting Selections to Islands.
Using the Rectangle tool and clicking without dragging selects the closest element. This was always the case for objects,
but now it works for components as well. You must click and drag to select all elements under the pointer.
You can access the from the menu. In addition, the , , and options are all available as toggles directly on the menu.
The preference is on by default.
The preference toggles the display of points and other targets for snapping. See Snapping Preferences.
The FBX plug-in for Softimage uses version 2012.2 if the FBXSDK.
The compound solidifies polygon mesh objects by adding thickness, similar to the Shell modifier in 3ds Max. See Apply Thickness.
"rotates" edges by cycling their endpoints around the vertices of their two adjacent polygons. See SpinEdge Op.
Preserve Mesh Curvature
Curvature Continuity = 1.0
Curvature Continuity = 0.0
Apply Slice Between Two Vertices
The compound adds a range of edges intersecting all other edges between two points on a polygon mesh. See Apply Slice Between Two Vertices.
The compound fills a hole in a polygon mesh. See Cap Hole.
The new option in the Store Action dialog box allows you to bake animation layers into the base layer's animation when you store
an action. See Collapsing or Storing the Animation Layers for more information.
The new preference in Animation Preferences lets you set a highlight around the active viewport and the timeline when autokey is on. You can also select the highlight
There are some new faces on the block! New polygon mesh character envelopes with predefined UVs are available in the menu: Mesh - Bull, Car, Fish, Horse, Lizard, Male, and T.rex.
There is a new option in the Brush Properties to turn off normalization when painting weights. It is also linked to the existing option in the weight paint panel. You can temporarily turn this off to remove some weight from an existing deformer in order
to add weight for a new one.
- You can define layouts groups for exposed input ports using the interface. See Grouping Ports in the Layout.
- You can define callbacks that get executed automatically when users open and interact with the compound's property page. See
- Randomize Around Value now works properly with non-scalar values and arrays.
You can now set data on the EdgeCrease attribute.
Bullet Physics for ICE Rigid Bodies
The Bullet physics engine (v2.78) has been integrated into ICE as the Simulate Bullet Rigid Bodies node.
This node is similar to the existing Simulate Rigid Bodies node (which uses the PhysX dynamics engine) except for the following:
- You can use the actual shape of an obstacle object for its collision geometry - see Collision Geometry for Rigid Body Obstacles
- You can use convex hull approximations of a particle's instanced shape's geometry as the collision geometry. You can also
use a bounding box shape for quicker but less accurate collisions. See Collision Geometry for Instanced Shapes.
- A bounding cone shape is used on particles set with the Cone shape (bounding capsules are used for cones with the Simulate
Rigid Bodies node) - see Collision Geometry for Basic Particle Shapes.
- If Bullet detects a valid CUDA™-enabled GPU in your system, GPU acceleration is used for the broadphase collision detection
process. This is available on Windows only. CUDA (Compute Unified Device Architecture) is NVIDIA's parallel computing architecture.
- Static and dynamic friction are not recognized separately by Bullet: it combines the two to support just one friction value
(Static Friction) - see Setting the Elasticity and Friction.
- The Elasticity value for collision objects can be higher than 1: it is not clamped to 1 as it is in the Simulate Rigid Bodies
node. Values higher than 1 will create energy upon collision, which is an effect that you may or may not want. High values
can sometimes create instabilities in the simulation.
- Springs and dampers are not supported by Bullet.
There are additional sample scenes with simple examples of ICE modeling in the XSI_SAMPLES\ICE directory:
The port ( parameter) of the Edit UV shader can now be driven by connections in the render tree.