Contents
Softimage Portal
What's New in Autodesk Softimage
Animation
Basics
Data Exchange
ICE
Installation
Managing Scenes
Rendering
Texturing
Basics
Starting Autodesk Softimage
Starting Autodesk Softimage
Softimage Startup Options
The First Time You Start Softimage
Softimage and Window Management
Exiting Softimage
Interface Overview
Windows and Views
Working with Views
The Explorer
The Quick Filter Box and Scene Search View
The Schematic View
The Spreadsheet
The XSI Explorer
The Browser
The Preset Manager
Netview
Custom Display Host
Viewing and Navigating
Viewports
Object Views
Cameras and Viewpoints
Navigating in 3D Views
Choosing What to Display in 3D Views
Choosing How Things Are Displayed in 3D Views
Configuring the High Quality View
Showing and Hiding Specific Objects
Choosing How to Display Specific Objects
Improving Scene Display Performance
Troubleshooting Viewing Problems
Selecting
Overview of Selection
Selection Basics
Using Selection Tools
Selecting Objects
Selecting Components
Selecting by Name
Defining Selectability
Commands and Tools
Accessing Commands and Tools
Modifying Properties in Property Editors
Setting Values for Parameters
Using Brush-based Tools
Sampling and Bracketing Parameters
Defining Color Properties
Undoing and Redoing Edits
Synoptic Views
Scene Elements
Basic Scene Elements
Element Names
User Keywords
Thumbnails for Scene Elements
Deleting Elements
Locking and Tagging Scene Elements
About Locks
Locking Scene Elements
Unlocking Scene Elements
Getting Information about Locks
Using Locks with Scripts
Tagging Parameters
Properties
What Are Properties?
Default Properties
How Properties Are Propagated
Applying Properties
Applying and Editing Geometry Approximation
Making Annotations
Creating Presets of Property Settings
Selecting Properties
Copying Multiple Properties in the Explorer
Overriding Properties
Components and Clusters
Components
Clusters
Manipulating Components and Clusters
Parameter Maps
About Mappable Parameters
Connecting Maps
Weight Maps
Texture Maps
Using Parameter Maps and Vertex Colors
Vertex Colors
About Vertex Colors:
Vertex Painting Workflow Overview
Creating and Editing Color at Vertices (CAV) Maps
Using Vertex Colors
Hierarchies
About Hierarchies
Creating Hierarchies
Selection and Hierarchies
Navigating in Hierarchies
Cutting Links in a Hierarchy
Deleting Objects in a Hierarchy
Scene Layers
About Scene Layers
Creating and Modifying Scene Layers
Setting Scene Layer Properties
Basic Workflows
Working in 3D Space
3D Objects
What's an Object in Softimage?
Geometric Objects
Organizing Scene Objects
Grouping Objects
Duplicating and Cloning Objects
Deleting Objects
Coordinate Systems
Cartesian Coordinates
Global and Local Coordinate Systems
Transformations
About Transforming Objects
Transformation Basics
Translating Objects
Rotating Objects
Scaling Objects
Transforming with the Bounding-Box Manipulator
Transforming Objects about the Mouse Pointer
Nudging Objects
Center Manipulation
Working with Object Pivots
Freezing Transformations
Resetting Transformations
Setting Neutral Poses
Matching and Aligning Transformations
Transform Setup
Transformations and Hierarchies
Object Velocity & Acceleration
Reference Planes
About Reference Planes
Using Reference Planes
Creating Reference Planes
Activating Reference Planes
Transforming Elements with Reference Planes
Reference Plane Options
Snapping
Snapping to Targets
Defining Targets
Setting Options for Snapping to Targets
Controlling Grid Size for Snapping
Incremental Snapping
Playing Animations and Simulations
Setting the Scene's Frame Format and Rate
Setting the Playback Frame Rate and Format
Playing Animations or Simulations
Optimizing the Playback Speed
Playing Back All Frames or Playing in Real Time
Capturing Animation in a Viewport (Flipbook)
Previewing Animation in a Flipbook
Rotoscopy
Basics of Rotoscopy
Rotoscopy Tips
Managing Scenes, Files, and Projects
Data Management in Softimage
Where Files Get Stored
Tokens and Templates
Workgroups
Models
What Are Models?
Creating Local Models
Exporting Models
Importing Local Models
Using Referenced Models
Instantiating Models
Scenes
Creating Scenes
Deleting Scenes
Opening Scenes
Opening Scenes with Auxiliary Data
Merging Scenes
Saving Scenes
Displaying Scene Information
Analyzing Scene Performance and Memory
Getting and Setting Scene Data with the Scene TOC
Backing Up and Recovering Your Work
Projects
The Project Manager
The Project Structure
Creating a New Project
Opening an Existing Project
Maintaining Project Lists
Managing External Files
External Files Manager Overview
Working in the External Files Manager Grid
Modifying External File Paths
Searching and Replacing Strings in Paths
Copying External Files to Projects
Clearing Unused Image Sources/Clips and Materials
Managing Image Sources & Clips
About Image Sources and Clips
The Default Image
The Image Clip Viewer
Loading (Creating) Sources and Clips
Displaying and Rendering Gamma Correction
Editing Image Clip Properties
Applying Clip Effects
Image Clip Memory Management
De-interlacing Image Clips
Manipulating Image Clips in the Animation Mixer
Using High Dynamic Range (HDR) Images
Using Image Proxies
Caching Animated Deformations and Simulations
The Cache Manager
Writing Cache Files
Reading Cache Files
Creating ICE Simulation Environment Cache Files
Caching Non-ICE Rigid Body Simulations
Setting the Defaults for Cache Files
Cache File Formats
Data Exchange
Importing and Exporting
Preparing to Import
Importing and Exporting Softimage Models
Importing and Exporting dotXSI Files
Importing and Exporting IGES Files
Importing and Exporting Wavefront OBJ Files
Importing and Exporting DirectX Files
Importing and Exporting With Point Oven
Importing a Face Robot Shape Animation Rig
Interoperability with Other Autodesk Products
Interoperability with 3ds Max
Interoperability with Maya Using ICE
Interoperability with Mudbox
Supported nCache Attributes
Using Crosswalk for 3ds Max
About Crosswalk for Max
Scripting Crosswalk for Max
Importing and Exporting with Crosswalk for Max
Softimage to 3ds Max: Supported Scene Elements and Attributes
3ds Max to Softimage: Supported Scene Elements and Attributes
Using Crosswalk for Maya
About Crosswalk for Maya
Scripting Crosswalk for Maya
Importing and Exporting with Crosswalk for Maya
Softimage to Maya: Supported Scene Elements and Attributes
Maya to Softimage: Supported Scene Elements and Attributes
Maya to Softimage: Camera Interoperability
Using Crosswalk for Softimage
About Crosswalk for Softimage
Scripting Crosswalk for Softimage
Importing and Exporting dotXSI Files
Supported Scene Elements and Attributes for dotXSI
Importing and Exporting COLLADA Files
Supported Scene Elements and Attributes for COLLADA
Importing and Exporting FBX Files
Supported Scene Elements and Attributes for FBX
Modeling
Modeling Basics
Geometric Objects
Useful Tools for Modeling
Fundamentals of Polygonal Modeling
About Polygon Meshes
Selecting Polygon Mesh Components
Hiding Polygons
Modeling Polygons & Polygon Meshes
Creating Polygon Meshes
Adding and Editing Polygon Mesh Components
Removing Polygon Mesh Components
Disconnecting Polygon Mesh Components
Extruding, Duplicating, and Insetting Polygon Mesh Components
Offsetting Polygon Contours
Knifing and Slicing Polygons
Dicing Polygons
Symmetrizing Polygons
Beveling Polygon Mesh Components
Bridging Polygons
Blending and Merging Polygon Meshes
Performing Boolean Operations on Polygon Meshes
Filtering Polygon Mesh Components
Polygon Reduction
Quadrangulating and Triangulating Polygons
Converting Curves to Polygon Meshes
Converting NURBS Surfaces to Polygon Meshes
Extracting Polygons
Meshing Point Clouds (and Other Things)
Polygon Shading
About Normals
Showing Normals on Polygon Meshes
Controlling Automatic Normals on Polygon Meshes
Setting User Normals on Polygon Meshes
Controlling Polygon Tessellation
Surface and Curve Modeling
Fundamentals of NURBS Modeling
About NURBS
Degree and Continuity
Points, Knots, and Segments
Parameterization
Multiplicity
Open and Closed NURBS
Geometry Approximation on NURBS
Curves
About Curves
Drawing and Manipulating Curves
Modifying Curves
Creating Curves from Other Objects
Importing EPS Files
Curve Tips & Tricks
Surfaces
About Surfaces
Building Surfaces
Modifying Surfaces
Projecting and Trimming with Curves
Surface Meshes
About Surface Meshes
Overview of Building Surface Meshes
Considerations for Modeling Component Surfaces
Snapping Boundaries
Assembling Surface Meshes
Modifying Surface Meshes
Subdivision Surfaces
About Subdivision Surfaces
Creating Subdivision Surfaces
Making Creases and Spikes
Tips & Tricks for Subdivision Surfaces
Generating Objects from Curves
About Building from Curves
Using Birail
Using Curve Net
Extruding Curves along Axes
Extruding Curves along Curves
Extruding with Two Profiles
Picking Boundaries Using Four-Sided
Lofting Curves
Revolving Curves around Axes
Revolving Curves Around Curves
Building 3D Objects
The Process of Modeling
Operator Stack
Modeling Relations
Immediate Mode
Attribute Transfer
Starting From Scratch: Primitives and Text
Primitives
Creating Text
Manipulating Components
About Component Manipulation
Transforming Components and Clusters
Using the Tweak Component Tool
Using the Move Point Tool
Transforming Points by Brushstrokes
Transforming Components about the Mouse Pointer
Nudging Components
Using Proportional Modeling
Manipulating Components Symmetrically
Paint Push
Manipulating Points by Volume
Cluster Centers
Animation
Animating in Softimage
What Can You Animate in Softimage?
Levels of Animation
Tools for Animation
Where Does Animation Live?
Tasks for Any Type of Animation
Marking Parameters for Animation
Locking Animation for Objects and Parameters
Ghosting Animated Objects
Copying Animation
Scaling, Offsetting, or Retiming Fcurve Animation
Plotting (Baking) Animation
Muting (Deactivating) Animation
Removing Animation
Checking for Animation Dependency Cycles
Keyframe Animation
Animating with Keys
Overview of Setting Keys
Keying Keyable Parameters in the Keying Panel
Keying with Character Key Sets
Keying Marked Parameters
Keying Parameters in Property Editors
Setting Keys Automatically
Moving Between an Object's Keys
Animating Transformations
Animating Local versus Global Transformations
Manipulation Modes versus Transformation Values
Marking Transformation Parameters
Animating Transformations in Hierarchies
Transform Groups (Parenting with Null Objects)
Animating the Transformation of Object Centers
Animating Rotations
Creating a Curve by Plotting an Object's Transformation
Visual Cues for Animated Transformations
Editing Keys in the Timeline
Keys in the Timeline
Viewing Keys in the Timeline
Rippling
Selecting Keys in the Timeline
Moving Keys in the Timeline
Scaling Keys in the Timeline
Cutting, Copying, and Pasting Keys in the Timeline
Deleting Keys in the Timeline
Editing Function Curves
The Animation Editor
Overview of the Fcurve Editor
Commands and Tools for Editing Fcurves
Viewing Function Curves
Setting Up the Fcurve Editor Graph and Timeline
The Profile Curve Editor
Zooming, Panning, and Framing in the Fcurve Graph
Editing Safely with Function Curve Buffers
Selecting Function Curves
Selecting (Tagging) Keys
Moving Function Curves, Keys, and Regions
Snapping Keys
Locking a Key's Position
Adding and Deleting Keys
Cutting, Copying, and Pasting Keys and Function Curves
Scaling Function Curves, Keys, and Regions
Retiming Animation on Function Curves
Flipping Function Curves and Regions
Choosing a Function Curve Interpolation Type
Editing a Function Curve's Slope
Creating Function Curve Cycles
Extrapolating Function Curves
Shaping High-Density Fcurves (HLE)
Cleaning Up Function Curves (Curve Processing)
Editing Quaternion Function Curves
Deactivating (Muting) Function Curves
Removing Animation from Fcurves
Converting Between Raw and Standard Fcurves
Saving and Loading Function Curves
Editing Animation in the Dopesheet
Overview of the Dopesheet
Controlling What's Displayed in the Dopesheet
Zooming, Panning, and Framing in the Dopesheet
Working with Tracks
Working with Keys
Moving Keys
Scaling Regions of Keys
Cutting, Copying, and Pasting Keys
Deactivating (Muting) Animation in the Dopesheet
Animation Layers
What Are Animation Layers?
Overview of the Animation Layer Workflow
Creating Animation Layers
Animating in a Layer
Editing the Layer's Animation
Muting and Soloing the Animation in Layers
Ghosting the Animation in Layers
Collapsing or Storing the Animation Layers
Animating along Paths and Trajectories
Viewing Path and Trajectory Information
Setting Objects on Paths
Constraining an Object to a Curve (Path)
Setting Objects on Trajectories
Creating a Path from Path Keys
Converting an Object's Translation to a Path
Modifying the Path Timing
Modifying the Path Curve or Trajectory
Substituting a Path's Curve
Removing Path or Trajectory Animation
Animating with Constraints
Overview of Working with Constraints
Selecting Constrained or Constraining Objects
Viewing Constraints and Their Information
Position Constraints
Orientation (Rotation) Constraints
Direction Constraints
Distance Constraints
Scale Constraints
Pose Constraints
Symmetry Constraints
Constraints between Points
Object to Cluster Constraints
Surface and Curve Constraints
Bounding Volume and Bounding Plane Constraints
Up-vector Constraints
Tangency Constraints
Creating Offsets between Constrained and Constraining Objects
Blending Constraints
Activating and Deactivating Constraints
Removing (Relaxing) Constraints
Linking Parameters
The Parameter Connection Editor
Linking to a Single Driving Parameter
Linking to Multiple Driving Parameters
Linking to an Object's Orientation
Viewing Linked Parameter Information
Copying and Removing Link Animation
Animating with Expressions
What Are Expressions?
Viewing Expression Information
The Expression Editor
Creating Expressions
Writing Expressions
Validating and Applying Expressions
Copying and Removing Expressions
Editing an Existing Expression
Activating and Deactivating Expressions
Saving and Loading Expressions
Expressions and Other Animation
Tips & Tricks with Expressions
Device Drivers
About Device Drivers
Managing the Device Drivers
Setting Up the Device Driver's Channels
Capturing Animation Information
Nonlinear Animation in the Animation Mixer
What Is Nonlinear Animation?
Sources and Clips for Nonlinear Animation
The Mixer Node
Models and the Mixer
The Animation Mixer
Overview of the Animation Mixer
Viewing in the Animation Mixer
Working with Tracks
Working with Clips
Combining Clips into Compound Clips
Rippling Clips
Moving Clips
Scaling Clips
Copying Clips
Locking Clips
Trimming (Cropping) Clips
Splitting Clips
Displaying Clips with Thumbnail Images
Ghosting Clips
Looping the Clip Playback
Marking Frames on Clips
Creating Transitions between Clips
Setting an Infinite Length for Clips
Linking Clips Together (Relations)
Mixing and Weighting Clips
Importing and Exporting the Animation Mixer
Actions
About Actions
Overview of Using Actions
Action Sources and Clips
Choosing What to Store in an Action
Storing Animation in Action Sources
Creating Action Clips in the Mixer
Baking Clips into New Action Sources
Creating New Clips Based on Driven Objects (Split in Space)
Restoring (Applying) the Animation in Action Sources to an Object
Pasting Animation from Action Sources
Modifying Action Sources
Adding Keys to an Action Source
Mixing Fcurves with Action Clips
Modifying Action Clip Values
Modifying Action Clips with Clip Effects
Modifying Action Clips with Value-Mapping Templates
Offsetting Action Values with an Offset Map
Setting Offset Keys with an Offset Effect
Offsetting an Object's Pose (All Transformations)
Aligning Clip Sequences
Filling the Gaps between Action Clips
Finding Animation Cycles in Action Clips
Cycling, Bouncing, and Holding Clips (Extrapolation)
Changing Time Relationships (Timewarps)
Creating a Bridge Transition between Action Clips
Equalizing Action Clips
Sharing Actions between Models
Copying Action Sources between Models
Connection Mapping Templates
Creating Action Source Presets
Creating External Action Sources
Importing and Exporting Action Sources as Files
Audio and Animation
Supported Audio File Formats
Overview of Synchronizing Audio with Animation
Loading Audio Files in the Animation Mixer
Playing Audio Files
Viewing Audio Waveforms
Shape Animation
Animating Shapes
About Shapes
Shape Sources (Keys) and Clips
Overview of Shape Animation Tools and Methods
Getting Set Up for Shape Animation
Deformations and Shape Reference Modes
Creating Shapes in the Shape Modeling Construction Modes
Selecting Target Shapes to Create Shape Keys
Storing and Applying Shape Keys
Building a Library of Stored Shapes
Applying Shape Keys
Replacing and Duplicating Shape Keys (Sources)
Choosing a Shape Instance Mode for Shape Clips
Using the Animation Mixer for Shape Animation
Mixing the Shapes' Weights
Displaying Phoneme Shape Weight Keys in the Dopesheet
Linking a Shape Deform to Poses or Orientation
Painting Shapes Using Weight Maps
Plotting (Baking) Shape Animation
Sharing Shape Animation between Objects, Models, and Scenes
Using the Shape Manager
Overview of the Shape Manager
Setting Up the Shape Viewer
Creating Shapes
Modifying Shapes
Creating Groups of Shapes
Locking Shapes
Working with Clusters in the Shape Manager
Animating the Shapes
Camera Sequencer
Camera Sequencer Editor Overview
Menu bar
Toolbar and Playback Controls
Sequencer Timeline
Viewing in the Camera Sequencer Editor
Shot Track
Displaying Shot Tracks and Track Names
Shot Track Controls
Selecting Shot Tracks
Shot Track Contextual Menu
Adding and Inserting a Shot Track
Changing the Order of Shot Tracks
Changing the Sequence Time Range in Shot Track
Renaming a Shot Track
Deleting Shot Tracks
ShotClip
Displaying ShotClips Information
Adding ShotClips on a Shot Track
Selecting ShotClips
ShotClip Contextual Menu
Defining the Default Length of a ShotClip
Changing the Default Camera of a ShotClip
Changing the Scene Time and Sequence Time of a ShotClip
Renaming a ShotClip
Deleting ShotClips
Manipulating ShotClips
Moving ShotClips
Scaling ShotClips
Trimming ShotClips
Splitting ShotClips
Locking ShotClips
Plotting Sequencer Camera and Animation
Merging Scenes
Creating Cameras With Interest and Without Interest
Playing a Scene
Viewing the Animation Sequence Output
Character Animation
What Is Character Animation All About?
Character Animation in a Nutshell
Setting Up Characters within a Structure
Getting Started with Ready-made Characters
Tools for Increasing Productivity
Tools for Easy Animation
Skeletons
What Makes Up a Skeleton?
Creating Chains
Displaying Chain Elements
Changing the Chain Element Display
Selecting Chain Elements
Duplicating Chains in Symmetry
Adding and Removing Bones
Resizing (Scaling) Chains
Setting Up a Basic Skeleton
Character Rigging
About Rigging
Overview of Creating Your Own Rig
Constraints and Rigs
Overview of Using the Predefined Rigs
Setting Up the Biped Guides
Creating Biped Rigs
Creating Quadruped Rigs
Creating Character Hierarchy Setups from a Guide
Creating a Spine
Creating a Tail
Spring Operators for Tail, Ear, and Belly Rig Controls
Creating Control Splines for Facial Rigs
Envelopes
About Envelopes
Before You Envelope
Assigning Envelopes to Deformers
Modifying Point Assignment Using Bounding Volumes
Changing Deformer Assignments Manually
Modifying Envelope Weights
Changing Reference Poses
Adding and Removing Deformers
Modifying Enveloped Objects
Enveloping Tips & Tricks
Deformations
About Deformations
Simple Deformations
Curve and Surface Deformations
Lattices
Cage Deformations
Spine Deformations
Smoothing and Relaxing
Shrinkwrap
Quickstretch
Waves
Muting Deformations
Animating Characters
About Forward and Inverse Kinematics
Copying Animation between Characters
Animating with Forward Kinematics
Animating with Inverse Kinematics
Blending Between FK and IK Animation
Choosing How an IK Chain Reaches Its Goal
Setting and Blending the Effector's Orientation
Changing the Joint's Preferred Angle
Constraining the Chain's Up Vector (Direction)
Constraining the Preferred Axis of Rotation
Rolling an IK Bone
Changing the Bones' Order of Rotation
Animating Pivots for Characters
Setting Restrictions on Movement
Creating Subchains for Independent Movement
Creating Neutral Poses for Skeletons
Storing a Skeleton Pose in an Action Source
Using the Animation Mixer for Character Animation
Motion Capture for Characters
Motion Capture Overview
Importing Motion Capture Files
Transferring the Mocap Animation Data to Your Rig
Plotting (Baking) and Storing Mocap Data
Changing the Bone's Axis Alignment for Mocap Data
Cleaning Up Mocap Data (High-density Fcurves)
Adding Offsets to Mocap Data
Converting a Biped's Motion to Deformable Tracks
Softimage® MOTOR (Motion Transformation) for Characters
Overview of Retargeting Animation with MOTOR
Tagging a Rig's Elements
Creating and Editing Structure Files
Retargeting Animation from Rig to Rig
Retargeting Mocap Data from C3D or BVH Files to a Rig
Adjusting the Retargeted Animation on a Rig
Saving Animation Data in Normalized Motion (.motor) Files
Applying Normalized Motion (.motor) Files to a Rig
Plotting Retargeted Animation on the Rig
Face Robot
Getting Started with Face Robot
Working in Face Robot Mode
Loading and Saving Scenes in Face Robot
The Face Robot Interface
The Basic Face Robot Workflow
Modeling the Head and Its Parts for Face Robot
Modeling Requirements
Modeling the Head
Modeling the Mouth Area
Wrinkles
Modeling the Eyeballs
Modeling the Teeth and Gums
Stage 1: Assemble
Doing the Pre-Flight Check
Assembling the Face Objects
Selecting a DNA Type
Creating Face Parts
Diagnosing the Face and Fixing Problems
Stage 2: Objects
Picking the Face Objects
Stage 3: Landmarks
Picking the Landmark Points on the Face
Stage 4: Fit
Fitting the Face
Stage 5: Act
What's on the Act Panel?
Keyframing the Animation Controls
Applying and Creating Poses
Animating Eye Blinking
The Motion Capture Process
Preparing Motion Capture Data for Retargeting
Applying Motion Capture Data
Calibrating the Mocap Data
Adjusting the Retargeted Mocap Data
Adding Offsets to the Mocap Data
Plotting (Baking) the Mocap and Keyframe Data
Lip-Synchronization Animation
Lip Sync in Face Robot
About Phonemes and Visemes
Lip-Sync Workflow Overview
Working with Visemes
Creating a Speech Clip from an Audio File
The Lip Sync View
Adjusting the Phonemes
Blending the Lip-Sync Animation
Weighting the Lip-Sync Animation
Creating and Blending Corrective Shapes for the Visemes
Playing the Audio
Blending the Lip-Sync Animation with Other Animation
Stage 6: Tune
What's on the Tune Panel?
Overview of the Tuning and Sculpting Process
Adjusting Envelope Weights
Painting Weight Maps
Painting Wrinkle Maps
Working with the Region Deform Areas
Overview of Sculpting
Sculpting the Skin (Forehead, Eyebrow, Neck, and Jaw Areas)
Working with the Sculpt History
Tuning and Sculpting the Mouth Area and Neck
Working with the Mouth
Fixing Problems and Regenerating the Mouth
Sculpting the Mouth
Painting the Mouth Blending Area
Tuning the Lips and Mouth
Solving the Sticky Lips Problem
Adding a Tongue
Tuning the Jaw
Working with the Cheek Area
Working with Tendons
Tuning and Sculpting the Eye Area
Sculpting the Eyelid Deformers
Tuning the Eyelids
Building Eyelash Meshes
Exporting from Face Robot
Overview of Exporting from Face Robot
Saving and Loading a Fast Playback Cache File
Exporting Point Oven Files
Exporting Game Rigs (Bones)
Exporting Animation Rigs (Shapes)
Simulation and Effects
Forces
About Forces
Types of Forces
Creating and Applying a Force
Setting Up Forces for Different Simulation Types
Rigid Bodies
Overview of Creating a Rigid Body Simulation
Parts of a Rigid Body Simulation
Exporting Rigid Bodies in Models
Getting Set Up for Rigid Body Simulations
Tips for Working with Rigid Bodies
Choosing a Dynamics Engine
The Simulation Environment
Creating Rigid Bodies
Applying Forces to Rigid Bodies
Setting the Rigid Body's Mass or Density (Inertial Properties)
Collisions with Rigid Bodies
Setting the Rigid Body's Elasticity and Friction
Setting Limits on the Rigid Body's Velocity and Acceleration
Setting the Accuracy of Rigid Body Simulations
Playing Back the Rigid Body Simulation
Setting a Rigid Body's Initial State
Rigid Body Constraints
Constraining Rigid Bodies
Types of Rigid Body Constraints
Constraining Two Rigid Bodies Together
Constraining Multiple Rigid Bodies to One
Constraining Rigid Bodies as a Chain
Constraining a Single Rigid Body to a Point in Space
Replacing Constrained Rigid Bodies
Making Rigid Bodies Move with Constraint Motors
Offsetting Spring and Slider Constraints
Soft Bodies
What Are Soft Bodies?
Getting Set Up for Using Soft Body
Creating a Soft Body Deformation
Applying Soft Body to Animated Objects
Setting Up Soft Body Collisions
Stabilizing a Soft Body Deformation
Cloth
About Cloth Simulations
Getting Set Up for Using Cloth
Creating a Cloth Simulation
Playing the Cloth Simulation
Controlling the Stretch with Spring Nets
Stitching Cloth Pieces Together
Using Clusters for Localized Effects
Setting Up Cloth Collisions
Using Cloth or Soft Body with Envelopes and Other Deformations
Setting Up Forces for Cloth
Saving and Loading Cloth or Soft Body Presets
Tips for Using Cloth and Soft Body
Hair
Hair and Fur Basics
All About Hair
What Makes Up Hair?
Mappable Hair Parameters
Overview of Creating Hair
Creating Hair
About Emitting Hair
Emitting Hair from Objects
Emitting Hair from Clusters
Emitting Hair from Subdivision Surfaces
Creating Hair between Curves
Viewing the Hairs
Styling and Animating Guide Hairs
Hair Styling 101
Progressive Styling by Freezing the Stack
Selecting Guide Hairs
Brushing Hair
Combing and Recombing Hair
Changing the Hair Length
Shaping the Hair with Transformations
Puffing and Straightening Hair
Clumping Hairs Together or Fanning Them Apart
Working with Groups of Guide Hairs
Locking Selected Points on Strands
Making Hair Move with Dynamics
Setting Up Hair Collisions
Stretching Hair Segments
Setting Up Forces for Hair
Copying Hair Styles
Getting the Look with Render Hairs
About Render Hairs
Connecting Maps to Render Hair Parameters
Setting the Number of Hairs Rendered
Increasing the Number of Render Hairs
Removing Render Hairs (Density)
Setting the Render Hair Thickness
Setting the Render Hair Resolution (Segments)
Changing the Length of Render Hairs
Adding Frizz and Waves (Kinks)
Rendering Hair
General Rendering Information
Using Shaders on Hair
Coloring Your Hair
Connecting a Texture Map to Hair Color Parameters
Creating a Surface for Texturing Curve-Based Hair
Setting the Hair's Transparency
Lighting and Shadows for Hair
Using the Hair Gradient Material Shader
Rendering Objects (Instances) in Place of Hairs
Setting Up for Rendering Hair
Tips for Rendering Hair
Lagoa Multiphysics Simulations
Lagoa Basics
Getting Started with Lagoa
Creating a Lagoa Effect from Scratch
Setting Up Emissions in Lagoa Simulations
Setting Up Forces for Lagoa Effects
Lagoa Material Properties
Setting Up Collisions for Lagoa Effects
Creating Phases for Lagoa Effects
Setting the Simulation's Substeps for Accuracy
Lagoa Particle Effects
Creating Lagoa Fluid Effects
Creating Lagoa Soft Body Effects
Applying Cached Post Sim Effects
Deforming Geometry Using Lagoa Simulations
About Lagoa-based Deformations
Deforming Geometry Directly with Lagoa
Advecting Geometry with Lagoa
Pinning Regions with Lagoa Transform Constraint
ICE Guide
ICE Fundamentals
Working with ICE
Introducing ICE
The ICE Tree View
Understanding the ICE Framework
Creating and Editing ICE Trees
Adding Nodes to ICE Trees
Connecting ICE Nodes
Specifying Scene References
Bringing ICE Data into the Render Tree with Attribute Shaders
Building ICE Trees
Understanding ICE Trees
Getting and Setting Data in ICE Trees
Controlling Execution in ICE Trees
Working with the Math Nodes
Working with Transforms
Using Geometry Queries
Working with IDs and Indices
Working with Arrays in ICE Trees
Working with Maps in ICE Trees
Working with Frames and Times
Working with Colors in ICE
Debugging ICE Trees
Documenting Trees: Groups and Comments
Notes on Building ICE Trees
Building ICE Compounds
Overview of ICE Compounds
Creating ICE Compounds
Editing Compounds
Managing Exposed Ports
Overriding Exposed Ports
Setting Compound Properties
Exporting Compounds
Applying ICE Compounds
Versioning Compounds
ICE Simulation and Forces
ICE Simulation Regions and Nodes
The ICE Simulation Environment
ICE Forces
Playing an ICE Simulation
ICE Simulation Subframe Sampling
Creating an Initial State for ICE Particle Simulations
Caching ICE Simulations in the ICE Tree
ICE Particle Simulations
ICE Particles
Overview of ICE Particles
Getting Started with Models and Preset Effects
Creating a Basic Particle Emission
Setting Up Any Type of ICE Particle Emission
Emitting a Particle Blast
Adjusting the ICE Particle Emission
Filtering ICE Particle Emissions
Spawning ICE Particles
ICE Particle Rate (Amount)
ICE Particle Speed
ICE Particle Size
ICE Particle Mass
ICE Particle Direction
ICE Particle Orientation
ICE Particle Age
ICE Particle Color
Using a Texture Map to Set the Particle Color
Using Vertex Colors to Set the Particle Color
Using the ICE Particle Color in the Render Tree
ICE Particle Shapes
Displaying ICE Particles
Using ICE Particle Attributes
Modifying ICE Particle Values
Randomizing Particle Values
Turbulizing Particle Values
ICE Particles Are Points
Working with Unsimulated Point Clouds
ICE Rigid Bodies
ICE Rigid Body Dynamics
Creating an ICE Rigid Body Particle Emission
ICE Particle Collisions with Obstacles
Collision Geometry for Rigid Body Particles and Obstacles
Making ICE Rigid Body Particles Passive
Setting the Elasticity and Friction
ICE Springs and Dampers
ICE Particle Shading
Overview of ICE Particle Shaders
Particle Volume Cloud Shader
Particle Density Shader
Particle Gradient Shader
Fractal and Cell Scalar Shaders
ICE Particle Shader Compounds
Sprites on ICE Particles
ICE Particle Surface Interaction Behaviors
Motion Control and Surface Interaction Behavior for ICE Particles
ICE Particles Bouncing Off Obstacles
ICE Particles Sticking to Obstacles
ICE Particles Sliding on Obstacles
Emitting ICE Particle Splashes Upon Collision with Obstacles
Emitting Particle Trails at Object Intersections
ICE Particle Goals
ICE Particles Flowing Along a Curve
ICE Particles Flowing Around an Object
ICE Particles Orbiting Around an Object
ICE Particle Instances
Using Objects as ICE Particles
Creating Particle Instances
Tips for Optimizing Particle Instance Display
Using Groups of Master Objects
Using Animated Master Objects
Controlling the Instance's Animation
Scaling the Animation to Fit the Instance's Size
Rendering Particle Instances
ICE Particle Strands
What Are ICE Particle Strands?
Creating Strands
Generating Strand Trails
Determining How the Strands Move
Keeping Strands the Same Length
Aligning Strands Along the Particle Trajectory
Shaping the Strands
Creating Strand Dynamics
Viewing and Rendering Strands
ICE Particle States
What Are ICE Particle States?
Overview of Creating a Particle State Setup
Setting Up States
Selecting the Trigger
Defining the Effect That Is Triggered
Setting Particle Timers
ICE Deformations
About ICE Deformations
Applying Predefined ICE Deformations
Footprints
Dual Quaternion Skinning
Verlet Integration
Hull Deformation
Creating Custom ICE Deformations
ICE Modeling
About ICE Modeling
Building Polygons in ICE
Specifying and Modifying Components in ICE
Applying Materials in ICE
Applying Texture Projections in ICE
Applying User Normals and Other "Cluster" Properties in ICE
Extruding Polygons in ICE
Cloning and Copying Topology in ICE
Merging Topologies in ICE
Simple Shattering in ICE
Tips for Procedural Modeling
ICE CrowdFX
CrowdFX Basics
Getting Started with CrowdFX
Overview of the CrowdFX Workflow
Anatomy of a Crowd Simulation
Animation Blending and Behavior
Preparing a Model for CrowdFX
Caching or Exporting a CrowdFX Simulation
CrowdFX Simulation
Crowd Particle Emitters
Creating the Crowd Particle Simulation
Setting Up the Crowd Particle Emission
Terrains for Crowds
Creating a Crowd Simulation with Collision Avoidance
Creating a Basic Crowd Simulation
Creating a Pedestrian Crowd Simulation
CrowdFX Actors
Loading Actors for the Crowd Simulation
Adding and Removing Actors
Viewing the Actor's Envelope
Modifying the Actor's Envelope with Shape Keys
Modifying the Actor's Materials and Textures
CrowdFX Animation
Loading Action Sources for an Actor
How Action Sources Are Used in the Crowd Simulation
Controlling the Actor's Animation
Modifying the Actor's Rig
Adding Variations to the Crowd Animation
CrowdFX Behaviors
Collision Avoidance Behavior for Actors
Setting Up How Actors Avoid Collisions
Anticipating Collisions in the Simulation
Creating Social Groups
Avoiding Collisions with Obstacles (Walls)
Moving Toward Goals
Following Along a Path
CrowdFX Constraints
Looking at Positions, Objects, or Goals
Constraining the Orientation, Scale, or Pose
Constraining the Legs to the Ground
Locking the Feet's Rotation
Modifying Deformer Transformations for the Animation States
ICE Kinematics
About ICE Kinematics
ICE Constraints
Using Particles to Transform Objects
ICE Rigs
ICE Kinematics and Simulation
Tips and Notes for Using ICE Kinematics
Syflex on ICE
Syflex ICE Basics
About Syflex on ICE
Overview of the Syflex ICE Workflow
Creating the Cloth or Curve Geometry
Using WeightMap, Points, and StiffnessMap Ports in Syflex Cloth
Syflex ICE Simulations
Creating Syflex ICE Simulations
Anatomy of a Syflex ICE Tree
Playing and Caching Syflex ICE Simulations
Syflex ICE Forces
About Syflex Forces
Using the Syflex Gravity Force
Using the Syflex Wind Force
Using the Syflex Spring Forces
Using the Syflex Damping Forces
Using the Syflex Volume Force
Using the Syflex Spring 2-Point Force
Using the Syflex Zipper Force
Syflex ICE Collisions
About Syflex Collisions
Creating Collisions with Bounding Shape Objects
Creating Collisions with Polygon Mesh Objects
Creating Self Collisions
Syflex ICE Constraints
About Syflex Constraints
Pinning Cloth or Curve Vertices to an Object
Nailing Cloth or Curve Vertices to an Object
Making a Cloth or Curve Mimic an Object
ICE Reference
ICETree Property Editor
ICE Nodes
Array
Build Array
Build Array from Constant
Build Array from Set
Find in Array
Get Array Average
Get Array Maximum
Get Array Minimum
Get Array Product
Get Array Size
Get Array Sub Indices
Get Array Sum
Insert in Array
Pop from Array
Push on Array
Remove from Array
Reserve Array
Resize Array
Select in Array
Set in Array
Sort Array
Sort Array with Key
Color
Add Color
Blend Color
Color
Color to Brightness
Color to Grayscale
Color to HLSA
Color to HSVA
Color to RGBA
Gradient
HLSA to Color
HSVA to Color
Multiply Color by Scalar
RGBA to Color
Subtract Color
Constant
Boolean
Color
Integer
Quaternion
Rotation
Scalar
Shape
String
2D Vector
3D Vector
3x3 Matrix
4D Vector
4x4 Matrix
Conversion
Axis and Angle to Quaternion
Axis and Angle to Rotation
Boolean to Integer
Color to Brightness
Color to Grayscale
Color to HLSA
Color to HSVA
Color to RGBA
Direction to Rotation
Euler to Quaternion
Euler to Rotation
HLSA to Color
HSVA to Color
Integer to Boolean
Integer to Scalar
Matrix to SRT
Quaternion to Axis and Angle
Quaternion to Euler
Quaternion to Rotation
Quaternion to Scalar
Reference to String
RGBA to Color
Rotation to Axis and Angle
Rotation to Euler
Rotation to Quaternion
Rotation to Scalar
Scalar to Quaternion
Scalar to Rotation
Scalar to 2D Vector
Scalar to 3D Vector
Scalar to 4D Vector
SRT to Matrix
UV to Location
ID to Location
Point Index to Location
2D Vector to Scalar
3D Vector to Scalar
3D Vector to 4D Vector
4D Vector to Scalar
4D Vector to 3D Vector
3D Vector to 3x3 Matrix
3D Vector to 4x4 Matrix
4D Vector to 4x4 Matrix
3x3 Matrix to 3D Vector
4x4 Matrix to 3D Vector
4x4 Matrix to 4D Vector
Switch Context
Data Access
Cache on File
Current Frame
Current Time
Delay Set Data
Frame Step
Get Action Source at Frame
Get Data
Get Data At Previous Frame
Get Element Index
Instance Shape
Simulation Step
Debugging
Log Values
Execution
Execute
Filter
First Valid
If
Pass Through
Repeat
Select Case
While
Geometry Queries
Basic Collide
Generate Sample Set
Get Closest Location
Get Closest Points
Get Geometry Sample
Group Geometry
ID to Location
Is on Geometry
Point in Volume
Point Index to Location
Raycast
Reinterpret Location to New Geometry
Undefined Location
UV to Location
Math Basic
Absolute Value
Add
Blend
Clamp
Divide by Scalar
Exponent
FCurve
Invert
Linear Interpolate
Logarithm
Modulo
Multiply
Multiply by Scalar
Negate
Quaternion Interpolate
Random Value
Rescale
Ceiling, Floor, Round
Square Root
Subtract
Turbulence
Math Comparison
Compare
Maximum
Minimum
Math Logic
Combine Logic
Exclusive Or
Not
Math Matrix
Blend Transform
Get Determinant
Invert
Is Singular
Matrix to SRT
Multiply
Multiply Vector by Matrix
SRT to Matrix
Transpose
3x3 Matrix
4x4 Matrix
Math Statistics
Get Maximum in Set
Get Minimum in Set
Get Set Average
Get Set Median
Get Set Or
Get Set Size
Get Set Sum
Math Trigonometry
Trigonometry
Math Vector
Are Parallel
Are Perpendicular
Cross Product
Dot Product
Get Angle Between
Get Closest Point to Line
Get Closest Point to Line Segment
Get Distance Between
Length
Multiply by Scalar
Multiply Vector by Matrix
Normalize
Project Vector
Rotate Vector
Squared Length
2D Vector
3D Vector
4D Vector
Point Cloud
Add Point
Clone Point
Delete Point
Die
Rotation
Axis and Angle to Quaternion
Axis and Angle to Rotation
Blend Transform
Direction to Rotation
Euler to Quaternion
Euler to Rotation
Quaternion
Quaternion Interpolate
Quaternion to Axis and Angle
Quaternion to Euler
Quaternion to Rotation
Quaternion to Scalar
Rotate Vector
Rotation
Rotation to Axis and Angle
Rotation to Euler
Rotation to Quaternion
Rotation to Scalar
Scalar to Quaternion
Scalar to Rotation
Simulation
Simulate Particles
Simulate Rigid Bodies
Simulate Bullet Rigid Bodies
String
String
String File Path
String File Path Sequence
Concatenate
Find In String
Get SubString
Split String
String to Array
Topology
Add Edge
Add Polygon
Add Vertex
Clone Topo
Collapse Edge
Create Topo
Delete Polygon
Delete Vertex
Disconnect Component
Extrude Polygon Island
Invert Polygon
Merge Vertices
Merge Polygon Island
Merge Topo Array
Merge Topo
Primitive Mesh
Slice Polygon
Split Edge
Subdivide Locally
Transform Topo
Triangulate Polygon
Crowds
Crowd Skinning
Set Crowd PointPosition
Collision Avoidance
Crowd Calculate Bone Hierarchy
Define Animation State
Define Animation State Transition
Actor Proxy Selector
Animation State Selector
Solve Animation State Parameters
Update Animation State Transition
Read Animation State Pose
Get Animation State Parameters
Set Animation State Parameters
Get Animation State Loop
Set Animation State Loop
Get Self Pose
Set Self Pose
Syflex Simul
syflexISimul
Syflex Force
syflexIDamp
syflexIDampAir
syflexIGravity
syflexISpring
syflexISpringBorder
syflexISpringGeo
syflexIVolume
syflexIWind
syflexIGeneric
Syflex Collision
syflexICollideCapsule
syflexICollideMesh
syflexICollidePlane
syflexICollideSelf
syflexICollideSphere
Syflex Constraint
syflexIMimic
syflexINail
syflexIPin
ICE Compounds
Task Tab - Crowds
Animation
Animation Blending Core
Blend Between Poses
Blend Partial Pose
Calculate Pose
Convert Deformer Transforms to Global
Convert Deformer Transforms To Local
Define Actor Animation
Define Move Animation State
Get Actor Rig Hierarchy
Get Actor Speed
Randomize Animation State Speed
Store Deformer Hierarchy
Update Move Params
Animation Cycle
Set Actor Global Transform From Cycle
Set Locomotion
Set Stadium Animation
Behavior
Avoid Obstacles and Walls
Basic Crowd Simulation
Behavior Core
Collide With Obstacles
Get Actor Social Group ID
Get Visible Neighbors According To Social Groups
Sense Neighbors
Sense Walls
Set Animation State
Set Animation States Sequentially
Set Goal By Direction
Set Goal By Follow Curve
Set Goal By Goal Sequencer
Set Goal By Walls
Set Velocity By Speed and Direction
Set Velocity Using Collision Avoidance
Stick To Ground
Constraints
Crowd Legs on Ground Constraint
Crowd Lock Feet Constraint
Crowd Look At Constraint
Crowd Look At Goal
Crowd Orientation Constraint
Crowd Pose Constraint
Crowd Scaling Constraint
Crowd Stride Control
Crowd Transform Offset Constraint
Constraints Legacy
Crowd Legs on Ground Constraint Legacy
Crowd Lock Feet Constraint Legacy
Crowd Look At Constraint Legacy
Crowd Look At Goal Legacy
Crowd Orientation Constraint Legacy
Crowd Pose Constraint Legacy
Crowd Scaling Constraint Legacy
Crowd Stride Control Legacy
Core
Animation Blending Core
Behavior Core
Ignore Neighbors in Same Social Group
Debugging
Get Actor Pose
Get Current Frame in Cycle
Show Deformers Transform
Emitters
Emit Evenly from Geometry
Emit From Horizontal Polygons
Getters
Get Actor ID
Get Actor Transforms
Get Crowd Emitter ID
Get Current Actor Speed
Get Current Frame Velocity
Get Current Goal
Get Deformer Hierarchy Indices
Get Goal Group Index
Get Previous Pose State ID
Get Transforms at Frame
Goals
Closest Goal
Get Current Goal
Get Goal Group Index
Set Goal By Direction
Set Goal By Follow Curve
Set Goal By Goal Sequencer
Set Goal By Walls
Initialize
Initialize Collision Avoidance
Initialize Move Locomotion Data
Randomize Actor ID
Randomize Animation State Start Frame
Legacy
Action State
Action State Transition Weight
Get Pose State ID
Initialize Locomotion Data
Initialize Stadium Data
Load Actor Cycles
Pose State
Randomize Initial Frame
Save Previous Pose State ID
Set Action State
Set Actor Global Transform
Set All Actors Cycles
Set Horizontal Speeds
Set Pose State ID
Set Pose State ID From Speed
Simulate Collision Avoidance
Setters
Ignore Neighbors in Same Social Group
Set Actor Shape Key Weights
Set Emitter Data
Set Wall Data
Shape Deformation
Set Actor Shape Key Weights
Skinning
Set Shape Instance Bones
Shape Instance Skinning
Task Tab - Deformation
Effects
Bend
Deform by Curve
Deform Strand Extrusion
Deformer Template
Footprints
Sculpt
Smooth
Subframe Deformation From Cloud
Transform Mesh
Turbulize Mesh
Getters
Get Bounding Box
Get Cluster Attributes
Get Edges
Get Nearby Points
Get Neighbors
Get Point Normal
Get Point Position
Get Point Texture Map Color
Get Weight Map Value
Hull Deformer
Deform by Hull
Find Hull Surface Point
Modifiers
Modulate by Null
Modulate by Volume
Randomize Around Value
Randomize Rotation by cone
Randomize Value by Range
Randomize Vector by Cone
Turbulize Around Value
Turbulize Value by Range
Setters
Set Point Position
Skinning
Calculate Deformer Weights
Cleanup Painted Weights
Dual Quaternion Deformation
Verlet
Apply Surface Stiffness
Blend Verlet Effect
Correct Edge Lengths
Inflate Volume
Init Verlet Geometry Data
Move Points Outside Geometry
Simulate Mesh Using Verlet Integration
Verlet Framework
Verlet Forces
Add Verlet Force
Add Verlet Forces
Restitution Force
Verlet Drag Force
Verlet Wind Force
Task Tab - Lagoa (Fluids and Deforms)
Cached Sim Post Effect
Lagoa Advect Points
Lagoa Delete by Density
Lagoa Density Color Gradient
Lagoa Duplicate and Stretch
Lagoa Fluid Shaper
Lagoa Point Duplicator
Lagoa Velocity Color Gradient
Collision
Lagoa Set Collision Data
Constraints
Lagoa Transform Constraint
Data
Lagoa Get Collision Data
Lagoa Get Constrained
Lagoa Get Density
Lagoa Get Node Type
Lagoa Get Phase ID
Lagoa Get Point Index
Lagoa Get Pressure
Lagoa Get Simulation Step
Lagoa Get Substeps Data
Lagoa Gradient Axis
Lagoa Gradient Data
Lagoa Gradient XYZ
Lagoa Init
Element Creation
Lagoa Emit Grid
Lagoa Emit Mesh
Lagoa Emit Volume
Lagoa Init
Lagoa Init Curve
Lagoa Init Emitter Volume Data
Lagoa Init Geometry
Forces
Lagoa Add Forces
Lagoa Air Density
Lagoa Air Wind
Material Type
Lagoa Main Material
Lagoa Material Cloth
Lagoa Material Dirt Pile
Lagoa Material Foam
Lagoa Material Generic Liquid
Lagoa Material Granular
Lagoa Material Highly Breakable
Lagoa Material Jello
Lagoa Material Liquid Splashy Water
Lagoa Material Liquid Water
Lagoa Material Melt
Lagoa Material Paste
Lagoa Material Soft
Lagoa Material Soft Loose
Lagoa Material Soft Tissue
Lagoa Material Thick Liquid
Phase
Lagoa Phase
Presets
Lagoa Setup Advect Mesh
Lagoa Setup Basic Emission
Lagoa Setup Cloth Mesh
Lagoa Setup Cloth Mesh Sticking
Lagoa Setup Grains
Lagoa Setup Jello
Lagoa Setup Jello from Grid
Lagoa Setup Pouring Liquid
Lagoa Setup Pouring Liquid from Volume
Lagoa Setup Soft Mesh
Lagoa Setup Sticky Paste
Lagoa Setup Sticky Paste from Volume
Lagoa Setup Surface Tension
Lagoa Setup Throw Breakable Structure
Lagoa Setup Throw Breakable Structure from Grid
Lagoa Setup Throw Elastic Clusters
Lagoa Setup Throw Elastic Clusters from Grid
Simulate
Lagoa Advect Simulated Mesh
Lagoa Simulate Multiphysics
Tools
Lagoa Compute Domain Resolution
Lagoa Match Node Type
Lagoa Resolution to Substeps
Lagoa Substep Data to Strands
Task Tab - Particles
Blobs
Blobs
Conditionals
Every Nth Frame
Every Nth Particle
Test Bounding Box
Test Current Frame
Test Current Time
Test Distance to Goal
Test Distance to Neighbors
Test Distance to Surface
Test Inside Geometry
Test Inside Null
Test Num Particles
Test Particle Age
Test Particle ID
Test Particle Position
Test Particle Reached Age Limit
Test Particle Size
Test Particle Velocity
Test Random Probability
Test Should Drip
Test Time in State
Test Timer
Test Visibility From Camera
Test Weightmap Value
Curl-Noise
CurlNoise Framework
Perlin Turbulences
Deleting Particles
Delete Particle
Delete Particle at Age Limit
Delete Particles by Volume
Emission Control
Align to Emit Location
Filter by Distance to UV Location
Filter by Null
Filter by Object Intersection
Filter by Particle IDs
Filter by Texture Map
Filter by Volume
Filter by Weight Map
Inherit Emitter Velocity
Limit by Time Range
Limit Num Particles
Offset Particle from Emitter
Randomize Direction
Randomize Emitter Value
Set Particle Age Limit
Spread From Controller
Turbulize Emitter Value
Emitters
Emit Blast
Emit from Curve
Emit from Geometry
Emit from Null
Emit from Position
Emit Splash from Surface Collision
Emit Trail at Surface Intersection
Forces
Add Forces
Coagulate Force
Drag Force
Gravity Force
Neighboring Particles Force
Null Controller Force
Point Force
Surface Force
Wind Force
Geometry Instancing
Control Displacement Instance Animation
Control Instance Animation
Set Instance Geometry
Set Particle Instance Animation Time
Getters
Get Bounding Box
Get Closest Location on Geometry
Get Distance to Goal
Get Distance to Neighbors
Get Distance to Object
Get Distance to Surface
Get Location by Raycast
Get Moving Towards Object
Get Moving Towards Surface
Get Neighboring Particles
Get Neighboring Particles by State
Get Next Particle
Get Next Particle Position
Get Num Neighboring Particles
Get Num Particles
Get Particle Age
Get Particle Age Limit
Get Particle Age Percentage
Get Particle Collision Location
Get Particle Color
Get Particle Emit Location
Get Particle Force
Get Particle Goal
Get Particle Mass
Get Particle Movement
Get Particle Orientation
Get Particle Position
Get Particle Scale
Get Particle Shape
Get Particle Size
Get Particle Slide Location
Get Particle Speed
Get Particle State ID
Get Particle Stick Location
Get Particle Transform
Get Particle Velocity
Get Prev Particle
Get Prev Particle Position
Get Texture Map Color
Get Timer Values
Get Vertex Color Value
Get Weightmap Value
Goals
Get Distance to Goal
Get Particle Goal
Move Towards Goal
Multi Goal Sequencer
Set Particle Goal
Switch to Next Goal
Modifiers
Modify Particle Color
Modify Particle Size
Modulate by Null
Modulate by Volume
Modulate Value by Age
Modulate Value by Age Percentage
Modulate Value Over Time
Modulate Velocity Over Time
Randomize Around Value
Randomize Color
Randomize Color by Gradient
Randomize Rotation by Cone
Randomize Value by Range
Randomize Vector by Cone
Turbulize Around Value
Turbulize Color by Gradient
Turbulize Particle Velocity
Turbulize Value by Range
Motion Control
Flow Along Curve
Flow Around Surface
Leaf Falling Motion
Move Towards Goal
Orbit Around Controller
Stick to Location
Orientation
Align on Velocity
Align Particle to Camera
Align Particle to Position
Align Particle to Surface
Align Particle to Vector
Billboard Orientation
Roll Particle
Spin Particle
Presets
Basic Fire
Bubbles
Cigarette Smoke
Falling Leaves
Setters
Set Particle Age Limit
Set Particle Color
Set Particle Force
Set Particle Goal
Set Particle Mass
Set Particle Orientation
Set Particle Position
Set Particle RBD
Set Particle Scale
Set Particle Shape
Set Particle Size
Set Particle Speed
Set Particle Stick Location
Set Particle Transform
Set Particle Velocity
Set Segment Size Mode
Set Size Relative to Emitter
Spawning
Spawn on Collision
Spawn on Trigger
Spawn Trails
Test is Spawned Particle
States
Get Particle State ID
Get State Value
Get Time in State
Simple State
State
State Machine
Test Time in State
Strand Dynamics
Add Strand Forces
Emit Filler Strands
Emit Strands
Init Strand Dynamics
Strand Drag Force
Strand Dynamics Framework
Strand Gravity Force
Strands
Align Strand to Particle Trajectory
Bend Strands
Bend Strands Towards Vector
Constrain Strand Length
Create Strands
Create Strand from Curves
Curl Strand
Display Strand Shape
Generate Strand Trails
Get Strand Length
Shape Strand With Curve
Strand Sin Wave Movement
Turbulize Strands
Twist Strand
Surface Interaction
Align Particle to Surface
Bounce Off Surface
Get Closest Location on Geometry
Get Distance to Surface
Slide on Surface
Stick to Location
Stick to Surface
Surface Force
Test Collision With Surface
Test Should Drip
Unstick from Surface
Timers
Get Timer Values
Init Timers
Start Timer
Test Timer
Task Tab - Syflex
Basic
Syflex Cloth
Syflex Curve
Collisions
Syflex Collide Capsule
Syflex Collide Mesh
Syflex Collide Plane
Syflex Collide Self
Syflex Collide Sphere
Constraints
Syflex Mimic
Syflex Mimic Null
Syflex Nail
Syflex Nail Null
Syflex Pin
Syflex Pin Null
Forces
Syflex Cloth Springs
Syflex Curve Springs
Syflex Damp
Syflex Damp Air
Syflex Gravity
Syflex Spring 2Pt
Syflex Volume
Syflex Wind
Syflex Zipper
Task Tab - Topology
Conditionals
Test Edge Index
Test Index Is Valid
Test Polygon Index
Test Polygon Inside Null
Test PolyNode Index
Test Vertex Index
Copy and Merge
Clone Polygon Mesh
Copy Edge Data from Source
Copy Material Attributes
Copy Polygon Data from Source
Copy PolyNode Data from Source
Copy Texture Projection from Source
Copy Vertex Data from Source
Create Copies from Polygon Mesh
Merge Edge Data
Merge Material ID
Merge Polygon Data
Merge Polygon Meshes
Merge PolyNode Data
Merge Texture Projections
Merge Vertex Data
Random Material ID per Copy
Transform per Copy
Generators
Bleachers
Clone Polygon Mesh
Create Basic Shatter from Point Cloud
Create Copies from Polygon Mesh
Create Extrusion Along Strands
Merge Polygon Meshes
Getters
Get Closest Edge Index from Null
Get Copy Index
Get Edge Index
Get Edge Index from Test
Get Edge is on Edge Loop
Get Edge Loop
Get Invalid Index
Get Material ID
Get Materials
Get Polygon Index
Get Polygon Index from Test
Get Polygon is on Edge Loop
Get Polygons Inside Null
Get PolyNode Index
Get PolyNode Index from Test
Get Topology
Get Vertex Index
Get Vertex Index from Test
Get Vertex is on Edge Loop
Get Vertices Index from Edge
Modifiers
Apply Collapse Edge
Apply Delete Polygon
Apply Delete Vertex
Apply Disconnect Component
Apply Extrude Polygon Along Axis
Apply Invert Polygon
Apply Merge Polygon
Apply Merge Vertices
Apply Slice Between Two Vertices
Apply Slice PolyMesh
Apply Split Edge
Apply Subdivide Locally
Apply Thickness
Apply Triangulate Polygon
Cap Hole
Setters
Set Material Attributes From Cluster
Set Material ID
Set Material ID from Cluster
Set Materials from Library
Set Materials from Strings
Set Texture Projection Camera
Set Texture Projection Planar
Set Texture Projection Spatial
Set Topology
Set Vertex Position on Edge Loop
Shattering
Build Slice Planes
Create Basic Shatter from Point Cloud
Set Data from Chunk
Tool Tab
Array
Build Array from Per Point Data
Build Index Array
Build Linearly Interpolated Array
Find Closest in Array
Get Array Maximum 2
Get Array Minimum 2
Reverse Array
Select SubArray in Array
Array2d
Build 2D Array
Calc Sub Array Size
Get 2D Array Size
Get 2D SubArray Size
Initialize 2d Array
Push SubArray on 2D Array
Select SubArray in 2D Array
Set SubArray in 2D Array
Binary Flags
Bit Shift Flags
Clear Flag by Index
Set Flag by Index
Set Flags
Test Flag by Index
Color
Randomize Color
Randomize Color by Gradient
Turbulize Color by Gradient
Constant
Half Pi
Pi
Conversion
Deg To Rad
Frames to Seconds
Rad to Deg
Seconds to Frames
Curves
Bezier4
Bezier5
Cubic B Spline
Curve Distance to Curve Location
Curve Location to Curve Distance
Curve Location to Normalized U
Fit Bezier Curve
Normalized U to Curve Location
Piecewise Cubic B Spline
Data Access
Current Simulation Sample
Frame Cycle Control
Get Point ID
Get Remaining Frame Fraction
Get Remaining Seconds in Frame
Set Data
Debugging
Build Capsule
Build Circle
Build Cross
Build Rectangle
Build Square
Display Arrow
Display Debug Grid
Display Line
Display Point
Display Strand Shape
Graph Value Over Time
Execution
Execute Once
Repeat with Counter
While with Counter
Geometry Queries
Is Valid Location
Kinematics
Add Constraints
Constrain Between 2 Points
Constrain Orientation
Constrain Pose
Constrain Position
Constrain to Closest Surface
Constrain Turret
Look At
Math
Loop Value
Soft Clamp
Soft Max
Soft Min
Worley Noise
In Range
Get Set And
ArcTan 2
Calculate Polar Ellipse
Calculate Quadrant Ellipse
Law of Cosines
Limit Vector Length
Resize Vector
Get Closest Point Between 2 Line Segments
Get Closest Point Between 2 Lines
Get Orthogonal Basis
Get Plane
Point Cloud
Generate 3D Point Grid
Kill Particles
Rotation
Fishing Rod
Increment Quaternion with 2 Vectors
Increment Rotation with 2 Vectors
Quaternion nlerp
Simulation
Simulation Root
Simulate Mesh Using Verlet Integration
Topology
Get Topology
Set Topology
ICE Attributes
Notes on ICE Attributes
2darray, 2darrayids
Age
AgeLimit
AllowExecution
AngularVelocity
Area
BlobBlend
BlobStrength
BoundaryDistance
Cap*
CCWPolygonIsOnEdgeLoop
ChunkColor, ChunkID
ClosestEdgeFromNull ClosestPolygonIndex
ClosestPoint0, ClosestPoint1, ClosestPoint2
CollisionAvoidanceAngle
CollisionAvoidanceAvoidanceIsNeeded
CollisionAvoidanceSlowdownIsNeeded
CollisionAvoidanceSpeedFactor
CollisionAvoidanceTimeToCollision
CollisionLocation
CollisionScale
CollisionShape
CollisionSize
Compression
Color
Colors
ConnectionIndices
ConnectionMute
Copy*
CounterValue
CrowdFX_ActionState_ID
CrowdFX_Actor_CurrentFrameInCycle
CrowdFX_Actor_Deformers
CrowdFX_Actor_Forward
CrowdFX_Actor_HorizontalFOV
CrowdFX_Actor_ID
CrowdFX_Actor_InteractionRadius
CrowdFX_Actor_MaxAcceleration
CrowdFX_Actor_MaxAngularVelocity
CrowdFX_Actor_MaxDeceleration
CrowdFX_Actor_MinAngularVelocity
CrowdFX_Actor_PreviousGoalPosition
CrowdFX_Actor_Side
CrowdFX_Actor_Size
CrowdFX_Actor_SocialGroup
CrowdFX_Actor_Speed
CrowdFX_Actor_TargetSpeed
CrowdFX_Actor_Transform
CrowdFX_Actor_UpVector
CrowdFX_Actors_Indices
CrowdFX_Actors_Positions
CrowdFX_Animations_Durations
CrowdFX_Animations_NbCyclesPerActor
CrowdFX_Animations_Speeds
CrowdFX_COGIndex
CrowdFX_CurrentFrameInCycle
CrowdFX_DisplayDeformers
CrowdFX_Duration
CrowdFX_Emitter_Bidirectional
CrowdFX_Emitter_Forward
CrowdFX_Emitter_GlobalTransform
CrowdFX_Emitter_ID
CrowdFX_GlobalTransforms
CrowdFX_Goal_Position
CrowdFX_HorizontalSpeed
CrowdFX_NbActorSources
CrowdFX_NbDeformers
CrowdFX_PoseState_ID
CrowdFX_ShapeKeys_Weights
CrowdFX_SimulatedCloud_Location
CrowdFX_Wall_ExitPoints
CrowdFX_Wall_ID
CrowdFX_Wall_InteractionDistance
CurveLength
CurveLocation
CurveLocationDistance
Cutter*
CWPolygonIsOnEdgeLoop
DamperCoeffs
debugGrid
deformerpointLocation
Display*
DragCoefficient
DynamicFriction
EdgeCounter
EdgeCrease
EdgeDataName
EdgeIndex
EdgeIsHard
EdgeIsOnEdgeLoop
EdgeLength
EdgeLoop_EdgeIsOnLoop
EdgeLoop_IsEndLoop
EdgeLoop_VertexIsOnLoop
EdgeLoopArray
EdgeNormal
EdgePosition
EdgeReferenceFrame
EdgeToCCWPolygon
EdgeToCWPolygon
EdgeToNextEdgeCCW
EdgeToNodes
EdgeToVertices
Elasticity
EmitLocation
EmitPosition
EnvelopeDeformerIndices
EnvelopeWeights
EnvelopeWeightsPerDeformer
Force
GoalLocation
GoalPosition
ID
InflationSpringLength
InflationSpringLocation
Init
Init_Color
Init_Force
Init_Mass
Init_Orientation
Init_PointPosition
Init_PointPositionInEmitterSpace
Init_PointUpVector
Init_PointVelocity
Init_Scale
Init_Size
IntersectionLocation
IntersectionVelocity
IsElem
IsHomogeneous
IsOnSlicePlane
IsPassiveRigidBody
IsSpatial
IsStuck
LocalTime
LoggedValue
Mass
MaterialID
Materials
MaxWeight
MinWeight
NbDeformers
NbEdges
NbElem
NbPoints
NbPolygonNodes
NbPolygons
NbSamplePoints
NbSubCurves
NbSubSamples
NbSubSurfaces
NodeIndex
NodeLocation
NodeNormal
NodePosition
NodeToEdges
NodeToPolygon
NodeToVertex
NodeUserNormal
NormailzedUValue
NormalPerpendicularness
Normals
Orientation
OffsetDistance
OffsetVector0, OffsetVector2, OffsetVector2
OriginalEdgeAngles
OriginalEdgeLengths
ParticleCounter
Pinned
Planes*
PointBinormal
PointCrease
PointLocation
PointNeighbors
PointNormal
PointPosition
PointPosition_PreSimulate
PointPositionPrevious
PointReferenceFrame
PointTangent
PointU
PointUpVector
PointUserMotions
PointUV
PointVelocity
PolygonalDescription
PolygonArea
PolygonDataName
PolygonIndex
PolygonNormal
PolygonPosition
PolygonRefFrame
PolygonsInsideNull
PolygonToEdges
PolygonToNodes
PolygonToVertices
PolyMeshTopologyArray, PolyMeshVerticesArray
PositionOffsets
PreviousNbPoints
positions
Scale
Shape
Shape_I_Value
ShapeController
ShapeDivisions
ShapeIndices
ShapeInstanceBoneColors
ShapeInstanceBoneIndices
ShapeInstanceBoneInvStaticKineStates
ShapeInstanceBones
ShapeInstanceBoneWeights
ShapeInstanceEnvelopeDeformation
ShapeInstanceTime
ShapePosition
ShapeRotation
ShapeScaling
ShapeSizeAbsolute
ShapeVectors
shapeWeights
SimulatedFrameFraction
Size
SlicePolyMesh_PlaneNormal, SlicePolyMesh_PlaneOrigin
SlideLocation
Spawned
SplashCollisionForce
SplashIntersection
SpringCoeffs
SpringLengths
SpriteAngle
State_ID
State_transition_Time
Static_KineState
StaticFriction
StickLocation
StickOffsetMatrix
StiffnessOffset
StrandAge
StrandCenter
StrandColor
StrandCount
StrandDeform
StrandForce
StrandLength
StrandLocalOrientation
StrandMass
StrandOrientation
StrandPosition
StrandSegmentLength
StrandSize
StrandSizeProfile
StrandToMesh*
StrandUpVector
StrandVelocity
SurfaceGeometricNormal
SymmetryIndices
TestInsideNullArray
Texture_Projection*
TextureID
Thickness*
Topology
UVs
UVs_NonHomogeneous
UVWs
UVWs_NonHomogeneous
VertexCounter, VertexDataName
VertexIndex
VertexIsBorder
VertexIsCorner
VertexIsOnEdgeLoop
VertexLoopArray
VertexToEdges
VertexToNodes
VertexToPolygons
Volume
VolumeCloud
Weight0, Weight1, Weight2
Weights
Lighting and Shading
Materials
About Materials
The Material Manager
Finding and Getting Materials
Creating and Assigning Materials
Editing Materials
Deleting Materials
Managing Material Libraries
Viewing Materials in the Explorer
Lighting
Direct Illumination
Lights
About Lights
Creating Lights
Manipulating Lights
Using Light Lists
Using Selective Lights
Applying a Volumic Light Property
Applying a Lens Flare Property
Troubleshooting Lights
Shadows
Types of Shadows
Creating Raytraced Shadows
Creating Shadow-Mapped Shadows
Creating Volumic Shadow Maps
Creating Soft Shadows with Area Lights
Shadow Casters and Receivers
Troubleshooting Shadows
Image-Based Lighting
Using Environment Maps to Light a Scene
Lighting with High Dynamic Range Images
Creating an HDRI Environment
Creating an Image Based Lighting Render Pass
Creating a Light Rig from an Image
How the Light Rig is Generated
Generating the Light Rig
Controlling Rig Lighting
Indirect Illumination
Global Illumination and Caustics
Photon Lighting Overview
Creating a Photon Effect
Preparing Object Surfaces
Defining a Light as a Photon Emitter
Setting Photon Casting, Receiving and Visibility
Displaying Photons in the Render Region
Using Photon Maps
Using Importon Maps
Controlling the Photon Effect
Using the Light Shader to Create Photons
Preparing Global Illumination and Caustics for Rendering
Troubleshooting Photon Effects
Irradiance Particles
How Irradiance Particles Work
Irradiance Particles Workflow Overview
Storing Irradiance with Importons
Setting Accuracy and Interpolation for Irradiance Particles
Storing Indirect Light from the Environment
Using the Irradiance Particle Map
Using Irradiance Particles with Final Gathering
Final Gathering
What Is Final Gathering?
Final Gathering Workflow Overview
Setting Final Gathering Visibility Options
Setting Final Gathering Accuracy Options
Setting the Final Gathering Sampling Options
Setting the Final Gathering Falloff
Setting the Final Gathering Trace Depth
Using the Final Gathering Map
Using Final Gathering with Global Illumination
Lighting a Scene without Using Lights
Ambient Occlusion
Setting the Global Ambient Occlusion Options
Connecting the Ambient Occlusion Shader
Setting the Ambient Occlusion Shader Options
Reflective Occlusion
Shading
Shader Basics
The Shader Library
Methods for Applying Shaders
Methods for Editing Shaders
Saving and Loading Shader Presets
The Render Tree
Overview of the Render Tree
Overview of Building a Render Tree
About Render Tree Nodes
Adding Shader Nodes to the Render Tree
Connecting Shader Nodes
Working with Shader Nodes
Working in the Render Tree Workspace
Using Shaderballs
Editing Multiple Materials in the Render Tree
Adding Comments to Render Trees
The Shader Version Manager
Troubleshooting Render Trees
Shader Compounds
About Shader Compounds
Creating a Shader Compound
Editing Shader Compound Properties
Versioning Shader Compounds
Working with Surface Shaders
Shading Models
Surface Illumination
Reflectivity, Transparency, and Refraction
Casting and Visibility Options
Fast Subsurface Scattering Effects
How Fast Subsurface Scattering Works
Working with Fast Subsurface Scattering Shaders
Defining the Surface Illumination
Defining Scattering
Adding Bump and Displacement Maps
Blocking Scattered Light
Scaling the Fast Subsurface Scattering Effect
Volume Effects
Creating a Volume Effect in a Scene
Creating Volume Effects with an Object
Creating Depth Fading with a Volume Shader
Toon and Non-Photoreal Effects
Toon Shader Overview
Creating Ink Lines
Painting Object Surfaces
Creating Transparency and Reflections
Creating a Toon Render Pass
Geometry Shaders
About Geometry Shaders
Applying Geometry Shaders
Working with Geometry Shaders
Realtime Shaders
Realtime Shader Basics
Anatomy of a Programmable Realtime Shader
Realtime Shaders in the Render Tree
Viewing Realtime Shader Effects
Rendering Realtime Effects to File
CgFX and HLSL Shaders
Authoring Effects Files with the Realtime Shader Wizard
Loading Existing Effects Files in the Preset Manager
Categorizing Effects Shaders in the Preset Manager
Setting Up Effects Shaders in the Render Tree
Creating User Interfaces for Effects Parameters
Creating User Interfaces for Vertex Shader Inputs
GLSL Shaders
Setting Up a Unified GLSL Program
Advanced Options for Hardware Attribute-to-Register Mapping
Attribute Mapping with tspace_id
Shader Reference
Illumination
Anisotropic
Architectural
Blinn
Constant
Cook-Torrance
Lambert
Phong
Strauss
Fast Simple (misss)
Fast Skin (misss)
Ambient Occlusion
Flat Light
Flat Light Shading
Incidence
Photon Irradiance
Shadow
Simple Shadow
Hair Gradient Material
Hair Shading
Architectural (Multi-Out)
Car Paint
Card/Opacity (mip)
Matte Shadow (mip)
Texture
Camera Map (mip)
Image
Light Surface (mia)
Scalar Image
Sprite
Cell
Cell Scalar
Checkerboard
Cloud
Fabric
Flagstone
Fractal
Fractal Scalar
Gradient
Grid
Marble
Model Map
Ripple
Rock
Snow
Terrain
Vein
Wood
Vector Displacement Map
Particles
Particle Density
Particle Gradient
Particle Gradient Control
Particle Info
Particle Volume Cloud
Age Percentage Compound
Basic Fire Compound
Cigarette Smoke Compound
ICE Sprite Compound
Particle Gradient Fcurve Compound
Particle Renderer Compound
Particle Shaper Compound
Particle Strand Gradient Compound
Toon
Toon Host
Toon Paint
Toon Paint Ambient
Toon Paint and Host
Toon Paint Highlight
Toon Paint Rimlight
Toon Paint Rounded
Toon Ink Lens
Realtime
CgFX Shader
ultimap_preview
CgFX fr_skin Shaders
HLSL Shader
ultimap_preview
HLSL fr_skin Shaders
GLSL Actor Envelope
GLSL Shader
GLSL Uniform
OGL Texture
OpenGL Particle Shader
Blending with Realtime Shaders
Output
2D Motion Blur
Motion Vector (mip)
Flatten Depth
Lens
Bokeh (mia)
Lume Distortion
Photographic Exposure (mia)
Simple Tone Mapping (mia)
Camera Projection
Depth of Field
Fisheye
Lens Effects
Panoramic
Stereoscopic
Z Depth
Lens Background Color
Bump
Bump Add
Bump Generator
Bump Map
Round Corners (mia)
XSI Normal Map 3
Lightmap
Color Sampler
Sub-Surface Lightmap Write
Volume
Constant Density
Fast Volume Effects
Fog
Layered Fog
Lightning
Lume Beam
Smoke
Volume Effects
Environment
Cubic Mapping 1
Cubic Mapping 6
Environment
Environment Blur (mia)
Gray Ball (mip)
Mirror Ball (mip)
Physical Sky (mia)
Spherical Mapping
Light
Physical Sun (mia)
Portal Light (mia)
Fast Light Effects
Slide Projector
Soft Light
Processing > Switch
Front - Back Switch
Ray Type Switch
Color Switch
Scalar Switch
Vector Switch
Color Multi - Switch
Scalar Multi - Switch
Vector Multi - Switch
Boolean Array Switch
Color4 Array Switch
Integer Array Switch
Matrix3 Array Switch
Matrix4 Array Switch
Quaternion Array Switch
Reference Array Switch
Scalar Array Switch
Texture Array Switch
Vector2 Array Switch
Vector3 Array Switch
Vector4 Array Switch
ICE Particles Change Color or Shape Based on State
Processing > Math
Color Average
Color Basic
Color Curve
Color Exponent
Color In Range
Color Logic
Color Smooth Range
Color Unary
Scalar Basic
Scalar Change Range
Scalar Curve
Scalar Exponent
Scalar In Range
Scalar Logic
Scalar Multi - Math
Scalar Smooth Range
Scalar Unary
Exponent Falloff
Linear Falloff
Boolean Invert
Boolean Logic
Vector - Scalar
Vector - Vector
Create Transform
Decompose Transform
Processing > Share
Boolean Passthrough
Color4 Passthrough
Integer Passthrough
Matrix3 Passthrough
Matrix4 Passthrough
Quaternion Passthrough
Scalar Passthrough
Vector2 Passthrough
Vector3 Passthrough
Vector4 Passthrough
Processing > Conversion
Boolean To Color
Color To Boolean
Color To Scalar
Color To Scalars
Color To Vector
HSV To RGB
RGB To HSV
Integer To Color
Integer To Scalar
Scalar To Boolean
Scalar To Color
Scalar To Integer
Scalars To Vector
Vector Coordinate Converter
Vector To Color
Vector To Scalar
Vector To Scalars
Matrix3 To Matrix4
Matrix4 To Matrix3
Quaternion To Vector4
Vector2 To Color
Vector2 To Scalar
Vector2 To Vector3
Vector2 To Vector4
Vector3 To Vector2
Vector3 To Vector4
Vector4 To Color
Vector4 To Quaternion
Vector4 To Scalar
Vector4 To Vector2
Vector4 To Vector3
Processing > Image Processing
Color Balance
Color Correction
HLS Adjust
Intensity
Invert
RGBA Keyer
Scalar Invert
Processing > Color Channels
Picker
RGBA Split
Color Matte
Scalar Matte
HLSA Combine
HSVA Combine
RGBA Combine
Color to Alpha
Processing > Mixers
Color Mixer
Gradient Mixer
Toon Mix
Mix 2 Colors
Mix 8 Colors
Mix Mode Types
Processing > Raytracing
Dielectric
Opaque
Photon
Photon Render Tree
Reflection
Reflection Diffuse
Refraction
Refraction Diffuse
Transparency
Data > Attribute
Boolean Attribute
Color Attribute
Integer Attribute
Point Cloud Lookup
Scalar Attribute
Transform Attribute
Vector Attribute
Data > Map Lookup
Boolean Map Lookup
Color Map Lookup
Image Lookup
Integer Map Lookup
Scalar Map Lookup
Vector Map Lookup
Vertex Color
Data > Shading State
Scalar State
Transform State
Vector State
Color Save State
Scalar Save State
Vector Save State
Data > Render Channel
Store Boolean in Channel
Store Color in Channel
Store Integer in Channel
Store Scalar in Channel
Store Vector in Channel
Texture Space Controllers
3D Warp UV
Edit UV
Kaleidoscope UV Remap
Texture Generators
Checkerboard
Fabric
Grid
Image Implicit
Polkadot
Ripple
Terrain
Cell
Cloud
Flagstone
Fractal
Lattice
Marble
Rock
Snow
Turbulence
Vein
Wave
Wood
Texture Space Generators
Projection Lookup
Texture Space Generator
mental ray > Texture
Landscape
mi_bump_flakes
mi_metallic_paint_output_mixer
mia_exposure_photographic_rev
mia_light_surface
mia_roundcorners
mib_amb_occlusion
mib_bent_normal_env
mib_bump_basis
mib_bump_map
mib_bump_map2
mib_color_alpha
mib_color_average
mib_color_intensity
mib_color_interpolate
mib_color_mix
mib_color_spread
mib_continue
mib_fast_occlusion
mib_fg_occlusion
mib_lightmap_sample
mib_lookup_background
mib_map_get_color
mib_map_get_integer
mib_map_get_integer_array
mib_map_get_scalar
mib_map_get_scalar_array
mib_map_get_transform
mib_map_get_vector
mib_opacity
mib_passthrough_bump_map
mib_reflect
mib_refract
mib_refraction_index
mib_texture_checkerboard
mib_texture_filter_lookup
mib_texture_filter_lookup_2
mib_texture_lookup
mib_texture_lookup2
mib_texture_polkadot
mib_texture_polkasphere
mib_texture_remap
mib_texture_rotate
mib_texture_turbulence
mib_texture_vector
mib_texture_wave
mib_transparency
mib_twosided
mip_gamma_gain
mip_grayball
mip_mirrorball
mip_rayswitch_environment
misss_lambert_gamma
mental ray > Material
dgs_material
dielectric_material
Edge
Facade
Glow
Lume_Glow_Material_Lambertian
Lume_Metal_Material_Phong
Lume_Translucent_Material_Lambertian
Metal
mi_car_paint_phen
mi_car_paint_phen_x
mi_metallic_paint
mi_metallic_paint_x
mia_material
mia_material_x
mib_dielectric
mib_glossy_reflection
mib_glossy_reflection_phong_phen
mib_glossy_refraction
mib_glossy_refraction_phong_phen
mib_illum_blinn
mib_illum_cooktorr
mib_illum_hair
mib_illum_lambert
mib_illum_phong
mib_illum_ward
mib_illum_ward_deriv
mib_ray_marcher
mip_cameramap
mip_card_opacity
mip_matteshadow
mip_rayswitch
mip_rayswitch_advanced
mip_rayswitch_stage
misss_call_shader
misss_fast_shader
misss_fast_shader2
misss_fast_shader2_x
misss_fast_shader_x
misss_mia_skin2_surface_phen
misss_physical
misss_set_normal
misss_skin_specular
path_material
Stain
Translucency
WaterSurface
Wet
mental ray > Photon
dgs_material_photon
dielectric_material_photon
mib_photon_basic
mental ray > Shadow
Edge Shadow
mib_shadow_transparency
Water Surface Shadow
mental ray > Environment
mia_ciesky
mia_envblur
mia_physicalsky
mib_lookup_cube1
mib_lookup_cube6
mib_lookup_cylindrical
mib_lookup_spherical
mental ray > Volume
Beam
mib_volume
Mist
parti_volume
Submerge
mental ray > Lens
Distortion
mia_exposure_photographic
mia_exposure_simple
mia_lens_bokeh
mib_lens_clamp
mib_lens_stencil
mip_fgshooter
Night
oversampling_lens
physical_lens_dof
WrapAround
mental ray > Geometry
mib_geo_add_uv_texsurf
mib_geo_cone
mib_geo_cube
mib_geo_cylinder
mib_geo_instance
mib_geo_instance_mlist
mib_geo_sphere
mib_geo_square
mib_geo_torus
mip_binaryproxy
mental ray > Lightmap
mib_lightmap_write
misss_lightmap_phen
misss_lightmap_write
mental ray > Output
Adjustments
BumpCapture
Glare
mip_motion_vector
mip_motionblur
mental ray > Light
Illumination
mia_photometric_light
mia_physicalsun
mia_portal_light
mib_blackbody
mib_cie_d
mib_light_infinite
mib_light_photometric
mib_light_point
mib_light_spot
physical_light
mental ray > Displacement
Ocean
mental ray > Photon Volume
parti_volume_photon
mental ray > Material Phenomena
mip_matteshadow_mtl
misss_fast_simple_phen
misss_fast_skin_phen
misss_fast_skin_phen_d
misss_mia_skin2_phen
misss_mia_skin2_phen_d
misss_physical_phen
MetaSL Shaders
SSS Compounds
SkinSSS Shader Compound
SimpleSSS Shader Compound
Unsupported Shaders
OGLShadowMap
2D Gradient Shader (Legacy)
DXShadowMap
DXShadowReceiver
Bump Lens
Color Correction Shader (legacy)
Fisheye Shader (Legacy)
Foreground Mask
Gradient (legacy)
Incidence Shader (legacy)
Soft_material
Texture Rotate
nVBumpDraw
nVCubic
nVDraw
nVMeta
nVPPAtt
nVToon
nVidia Shadow Shader
Color2scalar
Color2vector
Vector2color
Vector2scalar
OGLTCTrans
OGLCom
OGLDraw
OGLMulti
OGLShade
OGLT2D
OGL13CubicTexture
OGL13 Cubic Cross Texture
OGL13Draw
OGL13Shade
OGL13TexCoord
CgFX
CgColor
CgLightTracker
CgMatrix
CgProgram
CgVector
DXCubicTexture
DX Cubic Cross Texture
DXDraw
DXFx
DXFx2
DX10FX
DXPixelShader
DXPSColorConst
DXShade
DXTexCoord
DXTexture
DX Texture File
DXVertexShader
DXVSColor
DXVSLightTracker
DXVSMatrix
DXVSVector
DXHLSLColor
DXHLSLMatrix
DXHLSLProgram
DXHLSLVector
sib_hair
Anisotropic Shading
Anisotropic UV Shading
Blinn Shading
Cook-Torrance Shading
Lambert Shading
Phong Shading
Strauss Shading
Translucent Shading
Constant (Texture)
Constant Black
Cartoon
Fast Lens Effects
Flare
Self-Anti-Aliasing
Starburst Flare
True Lens Emulator
2D Auto Depth of Field
2D Background Color
2D Background Pic
2D Contour
2D Depth Cue
2D Depth of Field
2D Fur
2D Glow
2D Halo
Cubic 1
Cubic 6
Spherical
Legacy Atmosphere
Legacy Ball
Legacy Cubic
Legacy Day
Legacy Map
Legacy Night
Legacy Sphere
Bump Flakes
Volume Cigarette Smoke
Dusty
Easy Atmosphere
Environment Atmosphere
Environment Ball
Environment Cubic
Environment Horizon Day
Environment Horizon Map
Environment Horizon Night
Environment Sphere
Fire
Peekaboo
Toon Material
Toon Soft
Toon Wire
Velvet
Ray Switch
Ray Switch Advanced
Color Interpolate
Thickness
Image Filtered Lookup
2D Gradient Shader
call_shader
lm_sample_shader
mtlsh_shader
specular_shader
Texturing
Applying and Editing Textures
Texturing Workflow Overview
About Texturing in Softimage
Applying a Texture
Creating Gradients
Creating Texture Projections
Types of Texture Projection
Modifying Projection and Support Properties
Manipulating Projections and Supports
Projections and Supports on Multiple Objects
Controlling Whether Textures Stick or Swim
Freezing Texture Projections
Implicit Projections
Controlling How Textures Display in the 3D Views
Filtering Image Clips for Rendering
Using Memory-Mapped Textures
Troubleshooting Texturing
Working with UVs in the Texture Editor
Texture Editor Overview
Opening the Texture Editor for the First Time
Selecting Sample Points
Pinning Sample Points
Moving Selections
Mirroring and Rotating Points
Copying and Pasting Texture UV Coordinates
Flipping and Cycling Polygons
Creating Subprojections
Healing Separated Points
Relaxing Polygons: The Legacy Way
Matching Sample Points
Relaxing and Regularizing Sample Points
Stamping UV Meshes
Editing Multiple UV Sets
Blending Textures with Texture Layers
About Texture Layers
Texture Layer Workflow Overview
Applying Texture Layers
Using the Texture Layer Editor
Working with Base Layers
Working with Texture Layers
Setting Texture Layer Properties
Using the Material Panel
Working with Texture Layers in the Render Tree
Finding Texture Layers in the Explorer
Controlling Surface Attributes with Maps
Using Textures as Maps
Bump Maps
Displacement Maps
Vector Displacement Maps
Transparency Maps
Reflectivity Maps
Reflection/Environment Maps
Baking Surface Attribute Maps
About Baking Surface Attributes
Basics of Baking with RenderMap or RenderVertex
Choosing and Configuring Maps to Generate
Rendermapping Multiple Objects
RenderMap and RenderVertex Tips
Baking Render Trees with the Color Sampler Shader
Transferring Surface Attributes (Ultimapper)
About Ultimapper
Setting Up to Use the Ultimapper Tool
Ultimapper Map Types
Transferring Attributes
Previewing Ultimapper Results
Ultimapper Tips and Tricks
Working with Tangent and Binormal Maps
About Tangents and Binormals
Generating and Storing Tangents and Binormals
Applying Tangent and Binormal Properties
The Structure of Tangent and Binormal Properties
Editing Tangents and Binormals
Setting the Data Type for Tangents and Binormals
Automatic Tangents and Binormals
Rendering
Rendering Basics
About Rendering
What is the Difference Between a Render Pass and a Render Channel?
Rendering Workflow Overview
Passes & Partitions
About Render Passes
Using Preset Render Passes
Defining Render Passes
Defining Partitions
Render Channels & Framebuffers
About Render Channels
Working With Built-In and Preset Channels
Working With Custom Channels
Previewing and Rendering Channels
Optimizing a Scene for Rendering
Modeling
Shaders
Textures
Lights
Shadows
Photon Effects
BSP2 Raytracing Acceleration
Render Passes and Compositing
Distributed Rendering
Rendering Methods
About Rendering
Previewing Interactively with the Render Region
Previewinga Single Frame
Rendering to File from the Softimage User Interface
Batch Rendering
mental ray Standalone Rendering
Distributed Rendering
How Distributed Rendering Works
Setting Up for Distributed Rendering
Rendering Reference
Managing Rendering Options
Types of Render Options
Accessing Render Options
Accessing Render Region Options
Setting Global or Local Render Options
Copying Render Options
The Render Manager
Scene Rendering Options
Choosing a Scene Renderer
Setting the Output Directory
Setting the Frame Padding
Specifying Frames to Render
Setting Output Format and Resolution
Field Rendering
Setting Output Format Preferences
Pass Rendering Options
Pass Rendering Options Overview
Setting the Pass Renderer
Setting Pass Output Paths and File Names
Setting Pass Frames
Setting the Pass Output Resolution
Setting Pass Field Rendering Options
Creating Movie Files
mental ray Renderer Options
Activating the mental ray Renderer
Choosing a Rendering Algorithm
Controlling Aliasing
Optimizing Large Scenes for Scalability
Mesh Splitting
Setting Sample Filtering
Antialiasing, Sampling, and Filtering Tips & Tricks
Creating Diagnostic Renders
Receiving Messages
mi Archives and Stand-ins
Hardware Renderer Options
Activating the Hardware Renderer
Setting Hardware Renderer Options
Cameras and Motion Blur
Cameras
About Cameras
Creating and Synchronizing Cameras
Working with Cameras
Animating Cameras
Displaying Camera Information
Stereoscopic (3D) Camera Rigs
Applying Lens Shaders to Cameras
Creating Depth of Field Effects
Rendering with Multiple Cameras
Motion Blur
Defining and Rendering Motion Blur
Scene Motion Blur Settings
Pass Motion Blur Settings
mental ray Rendering Settings
mental ray Optimization Settings
mental ray Framebuffer Settings
mental ray Shadow Settings
The Rasterizer
Creating a Motion Blur Property
Optimizing Motion Blur
User Motion
Troubleshooting Motion Blur
Compositing
Using Softimage Illusion
About Softimage Illusion
The FxTree
The Fx Viewer
The Fx Operator Selector
The Fx Operators
Setting Compositing Preferences
Building Effects
Building Effects
Masking Operator Effects
Setting Operator Output Options
Creating Garbage Mattes
Previewing Effects
Rendering Effects to File
Fx Operator Reference
Common Options
B-Spline/Polygon Shape
Freehand/Bezier Shapes
Mask Options
Output Options
Using Parser Expressions
Color Adjust Operators
Bit Depth
Color Correct
Color Paste
Component Parser
Cutout
Grayscale
HSV Adjust
Invert
Lin2Log
Log2Lin
Pixel Parser
Pre/Un Multiply RGB
Swap Component
Tint
Color Curves Operators
Chroma Adjust
Chroma Extract
CMY Adjust
Color Extract
Comp Adjust
Comp Back Extract
Comp Extract
Difference Extract
Hue Extract
Luma Adjust
Luma Extract
RGB Adjust
Composite Operators
Composite with Matte
Gradient
Keyer
Math Composite
Over
Shape Cutter
Shape Paste
Z Composite
Distort Operators
Bump Distort
Bump Shade
Pinch
Spherize
Swirl
Turb Distort
Twist
Filter Operators
Band Pass Filter
Box Blur
Despeckle Filter
Directional Blur
Edge Detect Filter
Fast Blur
Field Filter
Gaussian Blur
High Pass Filter
Low Pass Filter
Median Filter
Min Max Channel Filter
Min Max Filter
Quartic Blur
Radial Blur
Rank Filter
Sharpen Filter
Grain Operators
Degrain
Grain Composite
New Grain
Noise
Video Noise Removal
Image/Paint Operators
File Input
File Output
From Clip
Mask Shapes
Paint Clip
PSD Layer Extract
To Clip
Vector Paint
Optics Operators
Depth Of Field
Lens Flare
Flare Ring
Painterly Effects Operators
Painterly Effects
Accented Edges
Angled Strokes
Bas Relief
Chalk and Charcoal
Charcoal
Chrome
Colored Pencil
Conte Crayon
Craquelure
Crosshatch
Cutout
Dark Strokes
Diffuse Glow
Dry Brush
Emboss
Film Grain
Fresco
Glass
Glowing Edges
Grain
Graphic Pen
Halftone Screen
Ink Outlines
Mosaic
Neon Glow
Note Paper
Paint Daubs
Palette Knife
Patchwork
Photocopy
Plaster
Plastic Wrap
Poster Edges
Reticulation
Ripple
Rough Pastels
Smudge Stick
Spatter
Sponge
Sprayed Strokes
Stained Glass
Stamp
Sumi-e
Texturizer
Torn Edges
Underpainting
Water Paper
Watercolor
Plugins Operators
Color Mix
Crystal
Fake 3D
Fancy Glow
Film Mask
Iris Wipe
Kaleidoscope
Lightning
Melt Wipe
Particle Blast
Particle Orbits
Particle Wind
Pattern Generator
Rollup
Sparkler
Retiming Operators
3:2 Pulldown
Deinterlace
Interlace
Linear Retime
Retiming
Linear Time Blur
Gaussian Time Blur
Transform Operators
Crop
Morpher
Resize
Tracking
Transform 3D
Warper
Transition Operators
Curtain Wipe
Dissolve
Fade Color
SMPTE Wipe
Paint Tools
Brush Property Editor
Color Shape Property Editor
Drop Shadow Property Editor
Flood Fill Shape Property Editor
Flood Fill/Magic Wand Properties Property Editor
Magic Wand Selection Property Editor
Paint Tool Settings Property Editor
Selection Shape Property Editor
Stroke Shape Property Editor
Wipe Shape Property Editor
2D Raster/Vector Paint
About 2D Paint
Setting Up the Interface for Painting
Raster Paint Overview
Vector Paint Overview
Getting Started: Painting on Images
Painting with the Paint Brush
Painting Lines
Using the Flood Fill Tool
Painting with Color Shapes
Drawing Rectangles and Ellipses
Marking Out Shapes
Drawing Freehand Shapes
Using the Paint Stencil
Overview of Editing Shapes
Transforming Shapes
Editing Shape Points
Animating Vector Shapes
Merging and Cloning
Tracking
Tracking Workflow Overview
Anatomy of a Tracker
Setting Up the Trackers
Creating Motion Paths
Applying a Match Move
Stabilizing and Destabilizing
Using the Output Rectangle
Warping and Morphing
Warping
Morphing
Customizing Softimage
Customization Basics
Custom File Locations
Creating and Using Workgroups
Plug-in Manager
Installing and Uninstalling Add-on Packages
Non–self-installing Script-based Custom Commands
About Non–self-installing Script-based Custom Commands
Creating Non–self-installing Script-based Custom Commands
Running Custom Commands
Modifying Custom Commands
Toolbars and Shelves
About Toolbars and Shelves
Custom Toolbars
Shelves
Removing Toolbars and Shelves
Layouts and Relational Views
About Layouts and Relational Views
Overview of Layouts and Relational Views
Creating and Editing Layout and Relational Views
Working with Panes and Framesets
Setting the Pane Contents
Defining Relationships
Setting Window Positions and Sizes
Removing Layouts and Views
Layout and View XML Syntax
Custom and Proxy Parameters
About Custom and Proxy Parameters
Custom Parameter Sets
Custom Parameters
Proxy Parameters
Displaying Custom and Proxy Parameters in 3D Views
User Data on Components
About User Data
Creating a Template
Creating a Data Map
Setting and Editing Map Values
Importing and Exporting User Data
Scripted Operators
About Scripted Operators
Scripted Operator Workflow
Creating and Editing Scripted Operators
Connections
Variables
Managing Scripted Operator Presets
Exporting Scripted Operators as Function Curves
Using Private User Data in Scripted Operators
Examples of Scripted Operators
Do's and Don'ts of Coding Scripted Operators
Tips and Tricks for Scripted Operators
Synoptic Views
About Synoptic Views
Synoptic View Workflow
Creating and Editing Synoptic Files
Synoptic Scripts
Managing Synoptic Files
Applying Synoptic Properties
Synoptic Tips and Tricks
Intranets for Netview
About Intranets and Netview
Linking to Files in Net View
Running Scripts in Netview
Notes and Tips for Netview
Advanced Setup and Configuration
Crosswalk Setup
Standalone Crosswalk Setup (Windows)
Crosswalk Components and Install Paths
Environment Variables for Compiling Crosswalk Projects
Environment Variables
Setting and Using Environment Variables
Environment Variable Reference
Configuration Files
Modifying Configuration Files with User Tools
Editing the Environment Script (setenv.bat and .xsi_2013)
Editing Other Batch and Resource Files
Configuring the linktab.ini File
About the linktab.ini File
The Structure of the linktab.ini File
How Softimage Uses the linktab.ini File
Keyboard Shortcuts
About Keymaps
Keyboard Mapping Editor
Selecting a Key Map
Creating Key Maps
Modifying Key Assignments
Viewing Key Assignments
Reference
Properties Reference
Animation Properties
Cache Properties Property Editor
Capture Viewport Dialog Box
Channel Property Editor
Channel Target Special Values
Device Manager
Device Driver Property Editor
Display Options Dialog Box (Flipbook)
Export Dialog Box (Flipbook)
Expression Property Editor
Interpolator Property Editor
Key Properties Editor
Open Images Dialog Box (Flipbook)
Play Control Property Editor
Plot Curve Dialog Box
Sequence Dialog Box
Camera Properties
Camera Property Editor
Camera Display Property Editor
Camera Rotoscopy Property Editor
Camera Visibility Property Editor
Flare Property Editor (Camera)
Stereo Property Editor (Camera)
Camera Sequencer Editor Properties
Shot Track Property Editor
ShotClip Property Editor
Time Control Property Editor
Character Animation Properties
Automatic Envelope Assignment Property Editor
Biped Controls
Biped Dog Leg Controls
Chain Bone or Bone Property Editor
Chain End Effector Property Editor
Chain from Curve Dialog Box
Chain Root Property Editor
Character Designer Property Editor
Create Biped Guide
Create Symmetry Mapping Template Dialog Box
Envelope Construction Mode Warning
Envelope Operator Property Editor
Envelope Weights Property Editor
Face Maker Property Editor
Handles from Velocity Dialog Box
Hierarchy From Guide Dialog Box
Kinematic Chain Property Editor
Kinematic Joint Property Editor
Limit Envelope Deformers Operator Property Editor
Make Biped or Biped Dog Leg (Rig)
Make Control Spline
Make Quadruped (Rig)
Mocap to Rig Property Editor
Motor File Property Editor
Plot Retarget Dialog Box
Quadruped Controls
Retarget Adjust Property Editor
Rig to Rig Property Editor
Rotation Limits
Save Normalized Motion Dialog Box
Set Envelope Dialog Box
Smooth Envelope Weight Operator Property Editor
Spine Control Property Editor
Spine Maker Keys Dialog Box
Spring Operator Property Editor
Symmetry Mapping Template Property Editor
Tag Property Editor
Tail Control Property Editor
Tail Maker
Test Step Detection Dialog Box
Up Direction in the C3D Data Dialog Box
Compositing Properties
FX Tree Property Editor
Softimage|FX Viewer Settings Dialog Box
Constraint Properties
Apply Path Dialog Box
Bounding Plane Constraint Property Editor
Bounding Volume Constraint Property Editor
Curve Constraint Property Editor
Direction Constraint Property Editor
Distance Constraint Property Editor
N Points Constraint Property Editor
Object to Cluster Constraint Property Editor
Orientation Constraint Property Editor
Path Constraint Property Editor
Pose Constraint Property Editor
Position Constraint Property Editor
Scale Constraint Property Editor
Surface Constraint Property Editor
Symmetry Constraint Property Editor
Three Points Constraint Property Editor
Trajectory Constraint Property Editor
Two Points Constraint Property Editor
Up Vector Options
Crosswalk Import/Export Options
Export Crosswalk Options Dialog Box
Export FBX Options Dialog Box
Import Crosswalk Options Dialog Box
Import FBX Options Dialog Box
Polymatricks Property Editor
FBX Import/Export Warning Dialog Box
Customization Properties
Add-On Information Dialog Box
Add Script Command Dialog Box
Command Editor
CPSet Wizard
Custom Color Property Editor
Edit Custom Parameter Dialog Box
Install Add-On Dialog Box
New Custom Parameter Dialog Box
Package Add-On Dialog Box
Shader Definition Wizard
Shader Parser Wizard
Synoptic Property Editor
TextProp Property Editor
Toolbar Wizard
Uninstall Add-On Dialog Box
Data Management Properties
Acclaim Import Dialog Box
Biovision Import Dialog Box
Cache Manager
Clips Property Editor
DirectX Export Dialog Box
DirectX Import Dialog Box
dotXSI Export Options Dialog Box
dotXSI Import Options Dialog Box
Image Clip Property Editor
Image Source Property Editor
Scene Property Editor
Wavefront Export Dialog Box
Wavefront Import Dialog Box
Deformation Properties
Automatic Cage Assignment Property Editor
Bend Op Property Editor
Bulge Op Property Editor
Cage Deform Operator Property Editor
Center Property Editor
Cluster Center Op Property Editor
Curve Deform Property Editor
Deform by Spine Property Editor
Deform by Spine Operator Property Editor
Fold Op Property Editor
Lattice Property Editor
Lattice Property Editor (Deformation)
Move Component Property Editor
Move Proportional Property Editor
Offset Polygon Op Property Editor
Proportional Volume Operator Property Editor
Push Op Property Editor
QStretch Op Property Editor
Randomize Op Property Editor
SCM Fixer Op Property Editor
SCM Fixer Op2 Property Editor
Shape Jitter Op Property Editor
Shear Op Property Editor
Shrinkwrap Property Editor
Smooth Property Editor
Snap Boundary Property Editor
Sphere Volume Property Editor
Stitch Curves Property Editor
Stitch Surfaces Property Editor
Surface Deform Op Property Editor
Taper Op Property Editor
Twist Op Property Editor
Wave Property Editor
Wave Op Property Editor
Expression Function Reference
Functions Sorted by Expression Type
Operators
TRUE (Expression Function Reference)
FALSE (Expression Function Reference)
PI (Expression Function Reference)
E (Expression Function Reference)
Linear Interpolation (Expression Function Reference)
Spline Interpolation (Expression Function Reference)
Plus (+) (Expression Function Reference)
Minus (-) (Expression Function Reference)
Multiply (*) (Expression Function Reference)
Divide (/) (Expression Function Reference)
Condition (Expression Function Reference)
Equal to (==) (Expression Function Reference)
Less than (<) (Expression Function Reference)
Less than or Equal (<=) (Expression Function Reference)
Greater than (>) (Expression Function Reference)
Greater than or Equal (>=) (Expression Function Reference)
Not Equal to (!=) (Expression Function Reference)
AND (&&) (Expression Function Reference)
OR (||) (Expression Function Reference)
Current Frame (Fc) (Expression Function Reference)
Start Frame (Fs) (Expression Function Reference)
End Frame (Fe) (Expression Function Reference)
Frame Rate (Fr) (Expression Function Reference)
Current Time (T) (Expression Function Reference)
Frame Offset (at_frame) (Expression Function Reference)
Time Offset (at_time) (Expression Function Reference)
Sine (Expression Function Reference)
Cosine (Expression Function Reference)
Tangent (Expression Function Reference)
ArcSine (Expression Function Reference)
ArcCosine (Expression Function Reference)
ArcTangent (Expression Function Reference)
Logarithm (Expression Function Reference)
Exponential (Expression Function Reference)
Power (Expression Function Reference)
Square Root (Expression Function Reference)
Absolute (Expression Function Reference)
Floor (Expression Function Reference)
Ceiling (Expression Function Reference)
Round (Expression Function Reference)
Minimum (Expression Function Reference)
Maximum (Expression Function Reference)
Average (Expression Function Reference)
Modulo (Expression Function Reference)
Center to Center (Expression Function Reference)
To Camera (Expression Function Reference)
To Camera Interest (Expression Function Reference)
Sinus (Expression Function Reference)
Oscillation (Expression Function Reference)
Ease In (Expression Function Reference)
Ease Out (Expression Function Reference)
Link (Expression Function Reference)
Random: 0 or 1 (Expression Function Reference)
Random: 0.0 to 1.0 (Expression Function Reference)
Random Custom (Expression Function Reference)
Noise (Expression Function Reference)
this (Expression Function Reference)
this model (Expression Function Reference)
Face Robot Properties
Create New Library Dialog Box
Blink Properties
Export Animation Rig Property Editor
Eye Properties
Eyelash Tool Property Editor
Game Export Property Editor
Import Visemes Dialog Box
Insert Word Dialog Box
Lip Stiction Property Editor
Lip Sync Dialog Box
New Variation Dialog Box
Phoneme Dialog Box
Sampler Property Editor
Speech Blend Property Editor
Tongue Setup Property Editor
Visemes Dialog Box
Forces and Obstacle Properties
Attractor Property Editor
Drag Property Editor
Eddy Property Editor
Fan Property Editor
Gravity Property Editor
Obstacle Property Editor
Toric Force Property Editor
Turbulence Property Editor
Vortex Property Editor
Wind Property Editor
Hair Properties
Hair Property Editor
Hair Dynamics Operator Property Editor
Hair Attenuate Operator Property Editor
Hair Clump Operator Property Editor
Hair Comb Operator Property Editor
Hair Cut Operator Property Editor
Hair Generator Operator Property Editor
Hair Lock Operator Property Editor
Hair Merge Operator Property Editor
Hair Pop Operator Property Editor
Hair Puff Operator Property Editor
Hair Recomb Operator Property Editor
Hair Resample Operator Property Editor
Hair Rotate Operator Property Editor
Hair Scale Operator Property Editor
Hair Shatter Operator Property Editor
Hair Split Operator Property Editor
Hair Unlock Operator Property Editor
ICE Properties
CrowdFX Actor Proxy Property Editor
CrowdFX Actors Proxies Property Editor
CrowdFX Goal Property Editor
CrowdFX Property Editor
CrowdFX Rig Proxy Property Editor
Particle Display Property Editor
Simulation Settings Property Editor
Interface Properties
Add/Remove Columns Dialog Box
AttributeDisplay Property Editor
Brush Properties Property Editor
Context Property Editor
Light Properties
Flare Property Editor
Light Property Editor
Light Control Property Editor
Light Rig Builder Options Dialog Box/Property Editor
Volumic Light Property Editor
Volumic Scene Property Editor
Material Properties
GeoShader Property Editor
Material Node Property Editor
Material Library Property Editor
Model Properties
Delta Property Editor
Lock Property Manager
Model Property Editor
Nonlinear Animation Properties
Action Connection Resolution Dialog Box
Action or Animation Layer Source Property Editor
Audio Source Property Editor
Clip Display Options Dialog Box (Animation Mixer)
Cluster Shape Combiner Property Editor
Compound Clip Property Editor (Action)
Compound Clip Property Editor (Shape)
Connection Template Property Editor
Convert Shape Reference Mode Dialog Box
File Cache Source Property Editor
Find Cycles Dialog Box
Freeze Clips Dialog Box
Instanced Action Property Editor
Marker Property Editor
Marker Display Options Dialog Box (Animation Mixer)
Match Clips Dialog Box
Mixer Property Editor
Mixer Animation or Layer Clip Property Editor
Mixer Animation or Layer Track Property Editor
Mixer Audio Track Property Editor
Mixer Shape or Cache Clip Property Editor
Mixer Shape or Cache Track Property Editor
Model Mixer Container Property Editor
Paste Action Dialog Box
Plot Shape Dialog Box
Plot to Action Dialog Box
Relation Property Editor
Shape Animation Construction Mode Warning
Shape Source Property Editor
Store Action Dialog Box
Time Control Property Editor
Tracks Display Options Dialog Box (Animation Mixer)
Transition Property Editor
Value Mapping Template Property Editor
Rendering Properties
Ambient Lighting Property Editor
ArchiveExportOptions Property Editor
Create Framebuffer From Render Channel Dialog Box
Create Render Channel Dialog Box
Export Object Render Archive Dialog Box
Geometry Approximation Property Editor
Glow Property Editor
Hardware Renderer Property Editor
mental ray Render Options Property Editor
Motion Blur Property Editor
Override Property Editor
Render Channel (Framebuffer) Property Editor
Render Pass Property Editor
Render Region Options Property Editor
Scene Render Options Property Editor
Scene Element Properties
3D Object Property Editor
Annotation Property Editor
Annotation Object Property Editor
Clone Multiple Dialog Box
Cluster Property Editor
Comment Property Editor (ICE)
Comment Property Editor (Render Tree)
Duplicate Multiple Dialog Box
Duplicate/Instantiate from Animation Dialog Box
Group/Layer/Partition Property Editor
Info Selection Dialog Box
Instantiate Multiple Dialog Box
Map Adaptor Property Editor
Null Property Editor
Scene Info Dialog Box
Standin Property Editor
Symmetry Map Property Editor
Symmetry Map Generator Property Editor
Texture Map Property Editor
Vertex Color Property Editor
Vertex Color Change Data Type Property Editor
Weight Map Property Editor
Weight Map Generator Property Editor
Weight Maps Mixer Op Property Editor
Weight Painter Property Editor
Simulation Properties
Ball and Socket Property Editor
Cloth Property Editor
ClothOp Property Editor
Dynamics Initial State Property Editor
PhysX Dynamics Operator Property Editor
ODE Dynamics Operator Property Editor
Environment Cache Property Editor
Fixed Property Editor
Force Controller Property Editor
Hinge Property Editor
Inertial Properties Editor
Rigid Body Properties Editor
Simulation Time Control Property Editor
Slider Property Editor
Soft Body Operator Property Editor
Spring Property Editor
Texture and Map Properties
Binormal Property Editor
Binormal Data Property Editor
TextureWizard
Island Heal UVW Operator Property Editor
Layer/Port Property Editor
MatchUVW Property Editor
NURBS Surface Texture Operator Property Editor
NURBS Texture Ctrl Object Property Editor
Poly UV Contour Stretching Property Editor
PolyPackUV Property Editor
Relax Property Editor
Rename Dialog Box
RenderMap Property Editor
Tangent Property Editor
Tangent Operator (TangentOp2) Property Editor
Tangent Data Property Editor
Texture Layer Property Editor
Texture Projection Property Editor
Texture Projection Definition Property Editor
Texture Projection Geometry to Texture Operator
Texture Support Property Editor
TextureOp Property Editor
Ultimapper Property Editor
Unfold Property Editor
Writable Image Source Property Editor
Topology Generator Properties
Arc Property Editor
Assemble NURBS Mesh (SCM) Dialog Box
Birail Property Editor
Blend Curves Property Editor
Blend Surfaces Property Editor
Boolean Generator Property Editor
Circle Property Editor
Cone Property Editor
Cube Property Editor
Curve Net Property Editor
Curve to Mesh Converter Property Editor
Cylinder Property Editor
Disc Property Editor
Dodecahedron Property Editor
Duplicate Symmetry Dialog Box
Extract Curve Property Editor
Extract Curve Segment Property Editor
Extrusion 2 Profiles Property Editor
Extrusion Property Editor (Curve along Axis)
Extrusion Property Editor (Curve along Curve)
Fillet Curves Property Editor
Fillet Surfaces Property Editor
Fit Curve Property Editor
Fit Surface Op Property Editor
Four Sided Property Editor
Geometry Property Editor (Arc)
Geometry Property Editor (Circle)
Geometry Property Editor (Cone)
Geometry Property Editor (Cube)
Geometry Property Editor (Cylinder)
Geometry Property Editor (Disc)
Geometry Property Editor (Grid)
Geometry Property Editor (Icosahedron)
Geometry Property Editor (Octahedron)
Geometry Property Editor (Sphere)
Geometry Property Editor (Spiral)
Geometry Property Editor (Square)
Geometry Property Editor (Tetrahedron)
Geometry Property Editor (Torus)
Grid Property Editor
Icosahedron Property Editor
Intersect Surfaces Property Editor
Loft Property Editor
Merge Curves Property Editor
Merge Meshes Property Editor
Merge Surfaces Property Editor
Mesh Subdivide with Center Property Editor
NURBS to Mesh Property Editor
Octahedron Property Editor
Polygon Mesh Property Editor
Polygonizer Property Editor
Polygonizer_Curve Property Editor
Polygonizer_Null Property Editor
Polygonizer_PointCloud Property Editor
Polygonizer_Polymesh Property Editor
Revolution Property Editor (Curve around Axis)
Revolution Property Editor (Curve about Curve)
Sphere Property Editor
Spiral Property Editor
Square Property Editor
Tetrahedron Property Editor
Text Property Editor
Text to Curve Converter Property Editor
Torus Property Editor
Topology Modifier Properties
Add Edge Op Property Editor
Bevel Op Property Editor
Boundary Curve Adaptor Property Editor
Clean Curve Property Editor
Clean Surface Property Editor
Curve Boundary Adaptor Property Editor
Curve Point Adaptor Property Editor
Curve Shift Property Editor
Dice Polygons Op Property Editor
Disconnect Component Op property editor
Edge Filter Op Property Editor
Extend to Curve Property Editor
Extract Edge Loop Property Editor
Extrude Normal Op Property Editor
Extrude Op Property Editor (Components along Axis)
Extrude Op Property Editor (Components along Curve)
FilterPointsByDistance Op Property Editor
GATOR Property Editor
Insert Crv Knot Op Property Editor
Insert Surface Knot Property Editor
Inverse Curve Property Editor
Inverse Normals Property Editor
Mark Hard Edge/Vertex Property Editor
Mesh Local Subdivision Op Property Editor
Open/Close Surface Property Editor
Polygon Filter Op Property Editor
Polygon Reduction Op Property Editor
Quadrangulate Op Property Editor
Raise Crv Degree Op Property Editor
Remove Curve Knot Op Property Editor
Remove Surface Knot Property Editor
Reparameterize Curve Property Editor
Reparameterize Surface Property Editor
Set Crv Knot Multiplicity Op Property Editor
Set Edge/Vertex Crease Value Property Editor
Slice Polygons Op Property Editor
Snip Surface Property Editor
Spin Edge Op Property Editor
Split Edge Op Property Editor
Split Polygon Op Property Editor
SubdivideEdge Op Property Editor
SubdividePolygon Op Property Editor
Surface Curve Adaptor Property Editor
Surface Shift Property Editor
Surface UV Swap Property Editor
Symmetrize Polygon Op Property Editor
Trim Surface with Space Curve Property Editor
WeldEdges Op Property Editor
WeldPoints Op Property Editor
Transformation Properties
Align Dialog Box
Global Transform Property Editor
Kinematics Property Editor
Local Transform Property Editor
Reference Plane Property Editor
Static Kinestate Property Editor
Transform Group Property Editor
Transform Setup Property Editor
Viewing Properties
Display Property Editor
Visibility Property Editor
Visibility Property Editor (Clusters)
Preference Reference
General Preferences
Animation Preferences
Compositing Preferences Property Editor
Data Management Preferences
Display Preferences
Face Robot Preferences
General Preferences
Interaction Preferences
Modeling Preferences
Output Format Preferences
Output Format Dialog Box
Plug-in Manager Preferences
Rendering Preferences
Scene Colors Property Editor
Scripting Preferences
Shaderball Preferences
Shape Animation Preferences
Simulation Preferences
Units Preferences
ViewCube Preferences
User Preferences
About Preferences
Accessing Preferences
Migrating Preferences and Other Customizations
Importing and Exporting Preferences
Restoring Preferences
Changing Interaction Preferences
Command Preferences
Duplicate Options Property Editor
Transform Group Options
Editors Preferences
Animation Editor Preferences
Animation Mixer Preferences
Camera Sequencer Editor Preferences
Dopesheet Preferences
Explorer Preferences
Fcurve Editor Preferences
ICE Tree Preferences
Keying Panel Preferences
Material Manager Preferences
Material Panel Preferences
NetView Preferences
Object View Preferences
Preset Manager Preferences
Render Tree Preferences
Scene Debugging Preferences
Scene Layer Manager Preferences
Scene Search Preferences
Schematic View Preferences
Script Editor Preferences
Texture Editor Preferences
Texture Layer Editor Preferences
Weight Editor Preferences
XSI Explorer Preferences
Tool Preferences
Camera Preferences
Polygon Preferences
Selection Preferences
Snapping Preferences
Symmetry Preferences
Transform Preferences
Tweak Preferences
Tweak Normals Preferences
Standalones
Using Standalone Utilities
Converting Images
Displaying Images
Creating and Extracting Thumbnail Images for Presets
Getting Image File Information
Getting Version Information From a Scene
Compositing Images
Interleaving Fields