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Autodeskб Softimageб character animation software offers high-performance creative tools for artists and technical directors employed in 3D game development and visual effects. An email containing the license information above continues to be sent to you. While the Autodesk Educational Version software incorporates every one of the functionality of the professional licenses, may possibly not be used in commercial or-profit purposes, as increasing numbers of fully described inside the License and Services Agreement. Term-based licenses of Autodesk Educational software will not be eligible for product upgrade or migration to your commercial license. The licensed software obtained on this web site may not be installed or suited for institutional computers in classrooms and laboratories apart from an institutional computer assigned to some faculty member by an educational institution for that faculty memberБs sole use, and could only be installed and applied to the personal computer from the eligible Autodesk Education Community member. Please note: Download time varies determined by actual file size plus your Internet connection speed. Free Autodesk software and/or cloud-based services are at the mercy of acceptance of and compliance together with the terms and conditions from the license agreement or tos that accompany such software or cloud-based services. The kind of info it's fine to use are media. Greatly simplifies managing backups, the best customer is still a power user with a few system administration experience. Each window possesses its own toolbar, and you will. 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Prof. Tickoo has authored/coauthored textbooks on several major CAD/CAE/Animation software systems like SolidWorks, CATIA, Pro/Engineer, NX, AutoCAD, Customizing AutoCAD, AutoCAD LT, Solid Edge, 3ds Max, 3ds Max Design, Autodesk Inventor, Mechanical Desktop, and VIZ. In addition to North America, his textbooks are actually translated and published in Russia, Japan, India, South Korea, and Serbia. These textbooks have brought unmatched pride and recognition for the Engineering Technology department and Purdue University. Prof. Tickoo has obtained over 24 Million software grant from ANSYS, IBM, and Siemens. He has also created a web site providing you with free teaching and learning resources to faculty and students. Since 1992, over half a million users have visited his site and are while using the resources frequently. Very very happy with this purchase. I would recommend this book to everyone. I found some of computer pretty basic but could see its use for that a beginner. 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HTTP/1.1 301 TLS Redirect Server: Varnish Location: Content-Length: 0 Accept-Ranges: bytes Date: Sat, 12 Dec 2015 22:17:24 GMT X-Varnish: 4182155807 Age: 0 Via: 1.1 varnish Connection: close X-Cache: cp3030 frontend miss 0 Set-Cookie: WMF-Last-Access12-Dec-2015;Path/;HttpOnly;ExpiresWed, 13 Jan 2016 12:00:00 GMT X-Client-IP: 31.148.254.181 Cache-Control: private, s-maxage0, max-age0, must-revalidate Set-Cookie: GeoIPUA:::50.45:30.52:v4; Path/; HTTP/1.1 302 Moved Temporarily Server: Apache Location: /t5/installation-licensing/3ds-max-with-softimage-2013/td-p/5866096?nobounce Content-Length: 0 Expires: Sat, 12 Dec 2015 22:17:25 GMT Cache-Control: max-age0, no-cache, no-store Pragma: no-cache Date: Sat, 12 Dec 2015 22:17:25 GMT Connection: keep-alive Set-Cookie: LiSESSIONIDFCBC0B061A2B50799ED04BD865816231; Path/; HttpOnly Set-Cookie: LithiumUserInfo; ExpiresThu, 01-Jan-1970 00:00:10 GMT; Path/Set-Cookie: LithiumUserSecure; ExpiresThu, 01-Jan-1970 00:00:10 GMT; Path/HTTP/1.1 302 Moved Temporarily Server: Apache Location: %2Ft5%2Finstallation-licensing%2F3ds-max-with-softimage-2013%2Ftd-p%2F5866096 Content-Length: 0 Expires: Sat, 12 Dec 2015 22:17:25 GMT Cache-Control: max-age0, no-cache, no-store Pragma: no-cache Date: Sat, 12 Dec 2015 22:17:25 GMT Connection: keep-alive Check Interval value inside your General Preferences controls the interval within a few minutes between checks for your license time-out feature. If Softimage has become completely idle since last check, it temporarily stops communicating using the license server. When activity resumes, Softimage starts communicating again. If there is no communication to get a certain time frame configured around the server, the server reclaims the license and causes it to become available for other users. If the license has become lost when activity resumes, Softimage attempts to obtain another license in the server. If none are available, you might be given an opportunity just to save your work before exiting. Softimage is just not considered idle if there been any mouse or keyboard interaction, command or script running, or progress bar in the last check interval. Softimage is not idle in batch mode. To disable the license time-out feature, set this value to 0. If your version of Softimage is a component of an Autodesk suite, you'll be able to set the interaction mode for other components from the suite from inside Softimage. See The First Time You Start Softimage. There can be a new interaction mode for keyboard and mouse compatibility with 3ds Max. This includes a much better 3ds Max-compatible key map, plus the middle mouse button to navigate in several views. Altleft-mouse-button is employed for many functions who use the middle mouse button in Softimage mode. See The First Time You Start Softimage. There is often a new preference: Use Middle Mouse Button for View Navigation like 3ds Max. When on, you are able to: Middle-click and drag to pan or track. Altmiddle-click and drag to orbit 3D views only. CtrlAltmiddle-click and drag to zoom. See Camera Preferences. The Maya-compatible key map is improved by incorporating new keys. Theres the new way to customize the transform pivot: using a transform tool active, right-click and judge one in the options Edit Pivot, Lock Pivot, or Reset Pivot. This technique could be more convenient should your Alt secret's mapped to some different function. 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Make without doubt Enable is checked from the High Quality Viewport Options around the General tab within your Display Preferences, which Shader Profile is placed correctly for the graphics card and driver. Choose High Quality on the Display Mode menu of your viewport. Use the options within the High Quality SECTIOND6C2E2D0EB5E4199B48428CB3107A52F tab with the viewports Camera Display properties to anti-aliasing, dithering, shadows, screen-space ambient occlusion, and depth of field. There is usually a new substitute for show you view viewport B maximized when you begin a new scene. See Start with maximized Viewport B when New Scene in Display Preferences. There is really a new option from the Capture Viewport dialog box : Return to Current Frame When Done returns for the current frame once capturing is complete. If this options off, the existing frame after capturing is going to be either the past frame in the captured sequence or frame which the capture process was stopped. The Two Sided Lighting option within the Performance tab of viewports Camera Display properties doesn't illuminate surfaces which can be back-facing to light sources in shaded display modes. This option may not be supported dependant upon the shader profile of the graphics card and driver. The transparency of the object in a very viewport is currently affected by its illumination shaders Transparency Scale value, as well as its Transparency Mix color as before. Objects with SSS shaders now give a much better indication of these surface color in shaded viewport display modes. The surface color is actually a blend on the diffuse and epidermal colors, or possibly a blend of diffuse with white if your epidermal color is textured, instead from the default gray. The cone manipulators for spot lights B key have become displayed in OpenGL realtime shader mode. Groups, scene layers, and render pass partitions now display the letter H overlayed on the icons inside the explorer after they are set to conceal their members. You are now able to apply gamma correction to your Fx Viewer utilizing the FX Viewers setting within the Color Management WSC52E97AF964D6E4A85D54D15483CB299-002F tab on the your Display Preferences. The Lookup Table option within the SoftimageFX Viewer Settings Dialog Box may be renamed to Override Color Management Preference. There many updates on the FBX plug-in for Softimage. It uses version 2013 with the FBXSDK. There can be a new import option. You can uncheck Materials and Textures to make use of the scenes default material. There are several performance improvements. User normals are properly supported once the topology changes. FBX files with objects in multiple namespaces are supported. On export, ICE-based materials, including Materials, MaterialID, and attributes used as texture projections, are changed to cluster-based materials with explicit UVs. If there may be shape animation, without hard edges or smoothing groups, then user normals are transformed into hard edges. If you will discover both shape animation and hard edges or smoothing groups, then user normals are discarded. For more details, see Importing and Exporting FBX Files. Softimage 2013 ships with Crosswalk 2013. This version of Crosswalk features various fixes and improvements. There happen to be a variety of fixes and improvements for referenced models. In particular, using expressions, linked parameters, and constraints with referenced models may be improved. You are now able to select objects, points, edges, polygons, or clusters as being the target. Previously, you could potentially select only objects, polygons, and polygon clusters. You can use multiple GATOR operators to transfer envelopes from multiple objects. Each GATOR operator adds another envelope operator. Previously, you needed to work with a single GATOR operator to transfer envelopes of all sources at a time. There can be a new Envelope checkbox to disable the transfer of envelopes once the corresponding Transfer button is pressed. Together, these changes make it better to transfer envelopes from different objects to various areas of the single geometry. When merging or blending polygon meshes, you'll be able to now transfer all clusters regardless of whether they dont get properties like local materials, weight maps, vertex colors, etc. The Split Edge tool may be improved to become proficient to split edges near existing vertices. If you still need difficulty, try zooming the scene. You can draw implicit bone chains utilizing the Create Skeleton Draw Bones command from either the Model or Animate toolbar. In previous versions, you may only have the implicit bone primitive through the Get Primitive Implicit Bone command. Many from the usual IK skeleton chain features affect implicit bone chains, including applying an envelope, while using Move Joint tool, duplicating the chain in symmetry, icon and shadow icon display, snapping, and with all the bone selection filters. See Drawing Implicit Bone Chains GUID-F636FC62-28D4-429E-8095-222B45EC82F6 for more info. The new Retime Keys tool inside fcurve editor permits you to easily retime animation directly within the fcurves. You create retime markers to mark any segment on the fcurves you need to retime, then drag the retime markers to squash, stretch, or shift the animation as you desire. Choose Edit Transformation Tools Retime Keys Tool or select the Retime Keys icon for the fcurve editor toolbar to activate the Retime Keys tool. See Retiming Animation on Function Curves. Classic mode is actually the default mode with the fcurve editor. To switch between Class and Suite modes, do any from the following: Toggle the View Classic Mode command in the fcurve editor toolbar. Right-click inside fcurve graph area and toggle the View Classic Mode option when you in Classic mode. Open the Fcurve Editor Preferences property editor and toggle the Classic Mode option within the Editor tab. Note: The profile curve editor see The Profile Curve Editor is obtainable only in Classic Mode. The fcurve editor has experienced some menu command name changes making it more compatible together with the fcurve editors from the other Autodesk 3D applications. Heres a concise summary: The new Select menu contains the many Select and Deselect commands that were inside Edit menu. The new Select Navigate menu contains all navigation commands that were inside Edit menu. The Curves Cycle, Curves Freeze Cycle, and Curves Constant commands are now inside the Curves Pre/Post Extrapolation menu. The new Disable Auto Switch option within the Animation Editor Preferences prevents the animation editor from automatically switching towards the expression, scripted operator, or fcurve editor according to the sort of animation thats about the selected element. You can drag and rectangle-select multiple clips with all the default Select tool press the room bar. Previously, you could potentially do this only using the Rectangle Select tool. See Working with Clips You can now affect the order with the tracks by dragging and dropping them that you want - see Working with Tracks. You may now drag, action files at a time from a file browser and drop them onto animation tracks within the mixer. The clips are created within the order that you just selected the files, and follow the other consecutively within the track: To action files, see Loading Action Source Presets WSA3B2924969ED704E813291282A376B72-013E. To load action files, see Importing Action Sources Files WSA3B2924969ED704E813291282A376B72-0152. You can now customize the color of any sort of clip within the mixer - see Working with Clips. You can rapidly pan by clicking and dragging for the background with the view together with the middle mouse button. Middle-clicking over a node still branch-selects. You are now able to press I to edit the selected compound, and U to exit. In addition, the icon to exit a substance has changed with an up arrow and is actually a little bigger. The ICE tree editor remembers a final view once you enter and exit compounds. Its now easier to disguise port values, whether or not you cant discover the connection inside the tree. For more details about displaying port values generally speaking, see Displaying Port Values WSB74EE070EB80114199F4C921243896F3-0092 To hide all values shown for your current tree, or the actual compound and its particular sub-compounds, do one with the following: Choose Show Hide All Port Values. Right-click from the background in the ICE tree view, and judge Hide All Port Values. Choose Show Hide Port Values for Selected Nodes. Right-click inside the background from the ICE tree view, and select Hide Port Values for Selected Nodes. You may now middle-click on the connection to quickly toggle the display of port values. The new Get Action Source at Frame node returns the worthiness at a unique frame connected with an item saved in an animation source. This is especially great for crowd simulations, but can be utilized with any animation data stored within a source. See Get Action Source at Frame. The Build Linearly Interpolated Array compound has a brand new Valid output port. The Valid port returns false when Size is 1. In this case, the Result is halfway between Start and End. When displaying port values, the arrowheads on vectors now scale. Comment and Group Comment nodes might be copied and pasted. The collapsed or exposed state of port layout groups is saved whenever you export a substance, and employed by default if you create a whole new instance. The File Path Sequence node carries a browse button for your file name, along with the folder. The default volume of Substeps from the Lagoa Setup Cloth Mesh compound has become increased to 4 to present better initial results. The Clone Topo node creates multiple copies from the input topology. No transformation is applied so all copies are superimposed. However, later inside ICE tree you may distinguish between components on different copies and apply different transforms through the use of Modulo for the component indices, as completed in Create Copies from Polygon Mesh. The Build Array from Set node now supports location and topology-type attributes. The Set Materials from Library compound now stores the whole material name such as the path. The performance of many with the ICE modeling nodes and compounds may be improved. What is CrowdFX? Its a separate environment for building sophisticated crowd simulations in Softimage. CrowdFX is ideal for pedestrian and stadium type simulations that want a plane on what the actors move or stand. As such, it is not designed for flocking or schooling movements that will happen on any plane in 3D space, for example with flying or swimming. Built on ICE, you may create complex effects with many characters that react intelligently with their environment and 1 another. And because its ICE, you'll be able to use all of the standard ICE nodes and compounds a personalized simulation as you want, in addition to while using the special CrowdFX ICE nodes and compounds. CrowdFX is essentially a point cloud-based ICE simulation. You choose a number characters whose envelope geometries are instanced on each particle from the simulated point cloud. Although similar in some ways to regular ICE particle instances, CrowdFX is unique because you are able to blend each characters animation sources within the simulation. You can even constrain parts from the characters rig to switch the animation in the simulation. CrowdFX also allows you to definitely modify the behavior from the actors to simulate intelligent collision avoidance along with other actors, along with obstacles called walls. You can also result in the actors move toward goals you create, or consume a path. While you may think that you'll be able to use only bipeds as being the characters within a crowd, CrowdFX is made for any style of rigged enveloped mesh in a very model that's action sources. This is usually a biped, quadruped, or any style of organism or object that you wish to exhibit crowd behavior. Its rig might have any sort of hierarchy consisting of either nulls or bones, where you can polygon mesh assigned since it's envelope. You can also import FBX files off their 3D programs to make use of as a model. Once a character is CrowdFX, its referred to as an actor. One from the things that you simply usually want inside a crowd is variation. You can do this in any variety of ways in CrowdFX, from different source characters you use within the simulation to modifying the envelope geometry with various shape keys, using different materials and textures, or randomly changing the actors size from the simulation. Once youve finished an audience simulation, it is possible to export it from the familiar FBX format for you to Autodesk Maya along with 3D programs that could import FBX. For details about using CrowdFX, see ICE CrowdFX. For descriptions with the new CrowdFX compounds, see Task Tab - Crowds. Choose the CrowdFX Actors Get Actor Default Pedestrian command about the ICE loads a low-resolution polygon mesh rigged character with several actions already build for you make use of. Choose the CrowdFX Simulation Create Pedestrian or Stadium command to make the simulation employing a default particle emitter. Then keep to the steps in Overview on the CrowdFX Workflow to have a sense from the different elements which can be involved in developing a CrowdFX simulation. When youre wanting to start exploring what may be done with CrowdFX, or have to have a good base for ones own crowd simulation, investigate sample scenes which are shipped with Softimage. folder within your Softimage installation directory. All CrowdFX scenes have a very CrowdFX prefix. You can easily open this folder by choosing User Tools Browse Examples in the toolbar inside the ICE Tree view. Softimage ships with many different sample MetaSL shaders from NVIDIA. There are a variety of shaders from high-level phenomena for example thin glass, to low-level nodes for building custom shading trees. They could be found inside the MetaSL category in the preset manager. The Cell, Fabric, Flagstone, Marble, Rock, Snow, Terrain, and Wood procedural texture shaders have a brand new Type option: Legacy produces exactly the same pattern like versions before Softimage 2013. Default produces precisely the same pattern as shown in High Quality display mode. The Cubic Mapping 6 shader has a brand new option Invert YZ to complement the Softimage scenes global reference frame Y-up as opposed to Z-up. The Transformation parameter with the Environment shader is currently texturable, so it could be driven using a connection for example from a Create Transform shader. You can rapidly pan by clicking and dragging around the background from the view using the middle mouse button. Middle-clicking on the node still branch-selects. There can be a new option Automatically Delete Unused Nodes on Refresh inside Render Tree Preferences that automatically deletes unconnected shaders once you refresh or close the render tree. The texture editor preferences are actually available from File Preferences inside the main Softimage window, and also from File Preferences from the texture editor itself. The options for the Snap are already added towards the texture editor preferences. Snapping to sample points is on automatically. The Shader Code Editor has a brand new Update All button to update all open shader files simultaneously. When specifying a frame set to render, it is possible to now specify partial frames. For example, to render for a time 20% with the frame length from frame 7 to 8: There is a corresponding file name template token. When rendering partial frames, you may use the PartialFrame token inside file name template for the reason that Frame token gets rounded towards the nearest integer. See Tokens and Templates. There are actually three possible settings to control if the render region refreshes: Interactive the existing Auto-Refresh on, Camera, Time, and Region State the previous Auto-Refresh off, plus the new Manual mode. In Manual mode, render regions never refresh automatically and you also must always refresh manually. The render region preferences have moved thus to their own Region SECTION7A5B5FBB7DB247CA9F0315277A62DE5C tab from the Rendering Preferences. There are several new options: Draw Tile Borders, Clear Rendered Image on Interaction, and custom colors for a number of interface elements. You is now able to specify the newest High Quality mode because Render Type within the Hardware Renderer Property Editor. Framebuffers will not be supported you may only render the primary channel. You may now use irradiance particles in addition to final gathering. However, the ultimate gathering settings take precedence in the irradiance particle settings. In particular, the irradiance particles Intensity and Interpolation settings aren't used. See Using Irradiance Particles with Final Gathering. The AngularVelocity attribute works correctly with values beyond/-360 when rendering motion blur. Local rendering options now show the label Local and also appearing in Roman typeface within the explorer. This distinguishes them better from global settings in Italics. See Setting Global or Local Render Options. When rendering with mental ray and Premultiply with Alpha turned off about the Framebuffer tab of mental ray Render Options Property Editor, RGB values no more get clamped to at least one.0 for floating-point images. Similarly when utilizing the PreMultiply from the Fx Tree to unpremultiply, RGB values not get clamped one.0 for floating-point images. The default camera for brand new scenes is currently HD 1920x1080 16x9 30fps. Softimage 2013 uses version 3.10.1.4 in the mental ray rendering software. You can keep the workgroup paths to which you need to connect in a number of files that has a extension, and after that place these files inside Data folder with the Softimage installation Factory location or User location. Softimage automatically scans these locations at startup and when files are only, Softimage will connect for the workgroup path of each one entry. file is usually a simple text file that could contain multiple directory paths. Each path has to be added on an outside line with each line must end having a newline character. Note: The older way of using just one file called remains supported. Many more attributes have already been made readily available for controlling layouts and relational views. In addition, all are now available while editing a view by right-clicking in the pane and selecting Set View Properties. You no longer must restart Softimage after connecting to your workgroup to utilize any layouts installed from it. Theres a different Toolbar Spacer inside Toolbar Widgets group that it is possible to use to build a horizontal or vertical space within a toolbar. See Custom Toolbars. You can drag and drop to reorder tabs inside a shelf. See Shelves. You can use Python for scripts in synoptic views. See Creating and Editing Synoptic Files. This ensures that they support multi-byte characters, including Japanese as well as other languages. In addition to new environment variables for controlling High Quality display mode, there can be a new environment variable SIDISABLESHADERDEFCACHE. Set this variable to your value to disable the shader definition cache. This is usually useful if you happen to be developing shaders and dont want to continually refresh the cache. See Environment Variables. AddPortToICENode2 - Adds a fresh port on the specified location and returns an XSICollection of latest port objects. HideAllPortValues - Hides all port values in specific container nodes. SetCheckerboardMode - Sets the Checkerboard mode of an particular Texture Editor view. CICEAttributeDataArray T ::operator - Accessor for the encapsulated array. This operator is used in writing for the data array. CICEAttributeDataArray bool ::SetData - Accessor to your bool array for writing to your data array. CICEAttributeDataArray2D::ResizeSubArray - Changes the size from the sub-array for a given index and returns a brand new array pointing to your resized sub-array. Geometry::AddICEAttribute - Adds a different ICEAttribute mind this geometry and returns this object. Geometry::RemoveICEAttribute - Removes an attribute with this geometry. CMatrix3f::Get - Gets a pointer to your const version from the internal matrix. CMatrix4f::Get - Gets a pointer towards the const version on the internal matrix. ProjectItem::AddICEAttribute - Adds a brand new ICEAttribute mind this ProjectItem and returns this object. ProjectItem::RemoveICEAttribute - Removes an attribute because of this ProjectItem. CString::TrimLeft - Removes a character or perhaps a group of characters on the beginning in this string. CString::TrimRight - Removes a character or perhaps a group of characters for the end of the string. Camera::GetFrustum - Gets you frustum values from the near plane. ViewContext::GetMetadata - Returns the consumer data stored inside the Context. ViewContext::GetView - Returns the View object associated with all the Context. Application::GetCustomPropertyCount - Returns the Custom Property count for the given type. ShaderParamDef::SetReadOnly - Sets the ReadOnly capability from the Shader parameter. Sets a 1D Array object containing the details defined by an attribute. 2D - Sets a 2D Array object containing the 2D data defined by an attribute. Returns a subset on this collection to be a new bunch of objects matching the filter criteria. 2 - Creates and adds a UserDataBlob or CustomProperty into a Clip object. This method is specific to your python language. Adds and returns a brand new attribute data over a geometry. Removes a non-built-in attribute coming from a geometry in any other case required by an ICETree. 2 - Creates a brand new View object due to the path to its definition on disk. This method is much like but specific to your python language. 2 - Finds a preexisting View object given a reputation in this layout. This method is a lot like but specific towards the python language. 2 - Adds a menu item at to end with the menu. This method is just like but specific on the python language. 2 - Adds a menu item on the end in the menu and attaches a command. This method is comparable to but specific on the python language. 2 - Adds a menu item on the end in the menu and attaches a callback function. This method is a lot like but specific towards the python language. 2 - Returns the ICENodePort object that will fit a specific port name. This method is comparable to but specific for the python language. 2 - Returns the ICENodePort object specified with a port index, group index and group instance index. This method is just like but specific to your python language. Returns the required Port object. This method is much like but specific for the python language. 3 - Returns the Port object for that operator. This method is comparable to 2 but specific for the python language. 2 - Adds a whole new entry to override the input parameter and returns the revolutionary overriding parameter. This method is comparable to but specific to your python language. 3 - Returns a Geometry object containing the objects geometry. This method is a lot like 2 but specific for the python language. Adds and returns a fresh attribute data within this object. Removes a non-built-in attribute from your geometry or even required by an ICETree. 2 - Returns real estate, given its scripting name. This method is just like but specific for the python language. 2 - Returns a neighborhood property, given its scripting name. This method is a lot like but specific for the python language. 2 - Returns the actual ShaderParamDef or ShaderStructParamDef object because of this array item. This method is much like but specific for the Python language. 2 - Returns the required ShaderParameter item in this particular array. This method is much like but specific on the Python language. 2 - This method is much like but specific on the Python language. 2 - Returns the ShaderParamDef that suits the specified name out of this container. This method is a lot like but specific on the Python language. 2 - Returns the shader parameter definition like a ShaderParamDef object. This method is much like but specific to your Python language. 2 - Finds a preexisting View object given a title. This method is a lot like but specific towards the Python language. 3 - Returns the 3D objects active Primitive for just a given frame. This method is comparable to 2 but specific for the Python language. 3 - Returns or sets the active XSIProject object. This method is comparable to 2 but specific towards the Python language. 2 - Returns the item matching the desired ID. This method is comparable to but specific to your python language. 2 - Creates an object from the preset and optional preset family name. This method is much like but specific for the Python language. Sets the Read Only capability on the Shader parameter. Returns the Custom Property count for any given type. siHLEOperationAbsoluteOffset, siHLEOperationRelativeOffset, siHLEOperationAbsoluteScaling - Constants define the high-level editing HLE operation utilized in the FCurve Editor, if the HLE tool is enabled. siRenderRegionRefreshMode - This indicates the render region refresh mode to utilize for render regions. siOnBeginScrubbing - Fired before setting a parameter values which has a PPG slider control. siOnEndScrubbing - Fired after the parameter values have already been changed which has a slider control. siOnPreParseShaderDef - Fired following a shader definition is pre parsed. siOnPreDefineShaderDef - Fired following a shader definition is pre defined. invaliddeformers - Returns an XSICollection containing the invalid X3DObject deformer objects currently displayed within the Weight Editor. selecteddeformers - Returns an XSICollection containing the selected X3DObject deformer objects currently displayed within the Weight Editor. verticesnotfullyassigned - Returns a one-dimension SAFEARRAY containing the string expression of point components which are certainly not full assigned weight. verticesexceedingdeformerlimit - Returns one-dimension SAFEARRAY containing the string expression of point components which can be exceeding the deformer limit. painttoolactivated - Determine whether you aren't the paint tool is activated in Weight Paint Panel. interactiveupdate - Determines whether or not to find out the effect from the changes in viewports while you edit the fcurves. showbuffercurves - Determines whether or otherwise to display a brief copy from the original function curve that has become saved in a buffer. displaynormalized - Determines whether you aren't to display the normalized fcurves. hle - Determines whether or you cannot to give the high-level editing HLE tool. savebuffer - Saves the buffer copy on the edited curve, when buffer curves choice is active swapbuffer - Swaps involving the edited curve as well as buffer copy, when buffer curves choices are active connectivity - Enables/Disables the display on the connectivity within the Texture Editor view. This page was last modified 03:44, 13 Apr 2012. This page may be accessed 12069 times. Check Interval value with your General Preferences controls the interval within a few minutes between checks for your license time-out feature. If Softimage continues to be completely idle ever since the last check, it temporarily stops communicating together with the license server. When activity resumes, Softimage starts communicating again. If there continues to be no communication for any certain time frame configured about the server, the server reclaims the license and can make it available for other users. If the license continues to be lost when activity resumes, Softimage attempts to acquire another license in the server. If none are available, that you are given an opportunity to save lots of your work before exiting. Softimage will not be considered idle if there been any mouse or keyboard interaction, command or script running, or progress bar over the last check interval. Softimage isn't idle in batch mode. To disable the license time-out feature, set this value to 0. If your version of Softimage is an element of an Autodesk suite, you are able to set the interaction mode for other components on the suite from inside Softimage. See The First Time You Start Softimage . There is often a new interaction mode for keyboard and mouse compatibility with 3ds Max. This includes a greater 3ds Max-compatible key map, in addition to the middle mouse button to navigate in a variety of views. Altleft-mouse-button is used in many functions designed to use the middle mouse button in Softimage mode. See The First Time You Start Softimage . There is often a new preference: Use Middle Mouse Button for View Navigation like 3ds Max. When on, you are able to: Middle-click and drag to pan or track. Altmiddle-click and drag to orbit 3D views only. CtrlAltmiddle-click and drag to zoom. See Camera Preferences. The Maya-compatible key map continues to be improved with many new keys. Theres an alternative way to change the transform pivot: which has a transform tool active, right-click and judge one from the options Edit Pivot, Lock Pivot, or Reset Pivot. This technique might be more convenient in case your Alt secret is mapped into a different function. The Match commands around the Transform panel now work even though there are keys by using an objects transformations. High Quality display mode provides for a close approximation from the final rendered image inside viewport, including soft shadows, bump and normal maps, light attenuation, environment, procedural textures, plus more. It sticks to compiling MetaSL code into CgFX instructions on-the-fly at runtime. It works with each of the MetaSL shaders, together with with many on the standard Softimage shaders for mental ray whose shader definitions are already adapted to guide it. If a shader will not be supported in High Quality display mode, it truly is ignored in conjunction with any shaders connected with it. For details, see Configuring the High Quality View. In addition, be sure to take the new HQV sample scene inside the XSISAMPLES project. Make without doubt Enable is checked inside High Quality Viewport Options around the General tab of the Display Preferences, which Shader Profile is placed correctly to your graphics card and driver. Choose High Quality in the Display Mode menu of your viewport. Use the options within the High Quality SECTIOND6C2E2D0EB5E4199B48428CB3107A52F tab from the viewports Camera Display properties to anti-aliasing, dithering, shadows, screen-space ambient occlusion, and depth of field. There can be a new choice to show the digital camera view viewport B maximized before you start a new scene. See Start with maximized Viewport B when New Scene in Display Preferences. There can be a new option inside Capture Viewport dialog box : Return to Current Frame When Done returns to your current frame once capturing is complete. If this choices off, the existing frame after capturing will likely be either the final frame with the captured sequence or perhaps the frame where the capture process was stopped. The Two Sided Lighting option within the Performance tab of viewports Camera Display properties isn't going to illuminate surfaces which might be back-facing to light sources in shaded display modes. This option is probably not supported according to the shader profile of the graphics card and driver. The transparency of your object within a viewport has become affected by its illumination shaders Transparency Scale value, as well as its Transparency Mix color as before. Objects with SSS shaders now give a much better indication of the surface color in shaded viewport display modes. The surface color is a blend from the diffuse and epidermal colors, or even a blend of diffuse with white when the epidermal color is textured, instead in the default gray. The cone manipulators for spot lights B key are displayed in OpenGL realtime shader mode. Groups, scene layers, and render pass partitions now display the letter H overlayed for their icons from the explorer once they are set to cover up their members. You is now able to apply gamma correction to your Fx Viewer while using the FX Viewers setting around the Color Management WSC52E97AF964D6E4A85D54D15483CB299-002F tab from the your Display Preferences. The Lookup Table option inside Softimage FX Viewer Settings Dialog Box is renamed to Override Color Management Preference. There are several updates on the FBX plug-in for Softimage. It uses version 2013 on the FBXSDK. There is usually a new import option. You can uncheck Materials and Textures to work with the scenes default material. There are several performance improvements. User normals are properly supported if the topology changes. FBX files with objects in multiple namespaces are supported. On export, ICE-based materials, including Materials, MaterialID, and attributes used as texture projections, are changed to cluster-based materials with explicit UVs. If there's shape animation, no hard edges or smoothing groups, then user normals are reconstructed as hard edges. If you'll find both shape animation and hard edges or smoothing groups, then user normals are discarded. For more info, see Importing and Exporting FBX Files. Softimage 2013 ships with Crosswalk 2013. This version of Crosswalk features various fixes and improvements. There have already been a variety of fixes and improvements for referenced models. In particular, using expressions, linked parameters, and constraints with referenced models continues to be improved. You may now select objects, points, edges, polygons, or clusters because the target. Previously, you can select only objects, polygons, and polygon clusters. You can use multiple GATOR operators to transfer envelopes from multiple objects. Each GATOR operator adds an independent envelope operator. Previously, you needed to utilize a single GATOR operator to transfer envelopes of all sources simultaneously. There is often a new Envelope checkbox to disable the transfer of envelopes if the corresponding Transfer button is pressed. Together, these changes make it much easier to transfer envelopes from different objects to be able to areas of an single geometry. When merging or blending polygon meshes, you may now transfer all clusters regardless of whether they dont have properties like local materials, weight maps, vertex colors, etc. The Split Edge tool continues to be improved to become proficient to split edges near to existing vertices. If you continue to have difficulty, try zooming the scene. You are now able to draw implicit bone chains with all the Create Skeleton Draw Bones command from either the Model or Animate toolbar. In previous versions, you could potentially only find the implicit bone primitive on the Get Primitive Implicit Bone command. Many in the usual IK skeleton chain features connect with implicit bone chains, including applying an envelope, utilizing the Move Joint tool, duplicating the chain in symmetry, icon and shadow icon display, snapping, and with all the bone selection filters. See Drawing Implicit Bone Chains GUID-F636FC62-28D4-429E-8095-222B45EC82F6 for details. The new Retime Keys tool inside the fcurve editor enables you to easily retime animation directly within the fcurves. You create retime markers to mark any segment in the fcurves you need to retime, then drag the retime markers to squash, stretch, or shift the animation as you wish. Choose Edit Transformation Tools Retime Keys Tool or select the Retime Keys icon about the fcurve editor toolbar to activate the Retime Keys tool. See Retiming Animation on Function Curves. Classic mode is currently the default mode for that fcurve editor. To switch between Class and Suite modes, do any with the following: Toggle the View Classic Mode command from your fcurve editor toolbar. Right-click inside the fcurve graph area and toggle the View Classic Mode option if you're in Classic mode. Open the Fcurve Editor Preferences property editor and toggle the Classic Mode option within the Editor tab. Note: The profile curve editor see The Profile Curve Editor is accessible only in Classic Mode. The fcurve editor has experienced some menu command name changes to restore more compatible with all the fcurve editors from the other Autodesk 3D applications. Heres a concise summary: The new Select menu contains all of the Select and Deselect commands that were from the Edit menu. The new Select Navigate menu contains all navigation commands that were within the Edit menu. The Curves Cycle, Curves Freeze Cycle, and Curves Constant commands are now inside Curves Pre/Post Extrapolation menu. The new Disable Auto Switch option inside Animation Editor Preferences prevents the animation editor from automatically switching towards the expression, scripted operator, or fcurve editor dependant on the style of animation thats within the selected element. You can drag and rectangle-select multiple clips while using default Select tool press space bar. Previously, you can do this only while using Rectangle Select tool. See Working with Clips You can now alter the order with the tracks by dragging and dropping them the place you want - see Working with Tracks. You are now able to drag, action files at the same time from a file browser and drop them onto animation tracks inside mixer. The clips are created within the order that you just selected the files, and follow the other consecutively for the track: To action files, see Loading Action Source Presets WSA3B2924969ED704E813291282A376B72-013E. To load action files, see Importing Action Sources Files WSA3B2924969ED704E813291282A376B72-0152. You can now modify the color of any style of clip inside the mixer - see Working with Clips. You can easily pan by clicking and dragging around the background on the view while using middle mouse button. Middle-clicking using a node still branch-selects. You are now able to press I to edit the selected compound, and U to exit. In addition, the icon to exit a substance has changed with an up arrow and is currently a little bigger. The ICE tree editor remembers the final view whenever you enter and exit compounds. Its now easier to conceal port values, whether or not you cant get the connection inside tree. For additional information about displaying port values normally, see Displaying Port Values WSB74EE070EB80114199F4C921243896F3-0092 To hide all values shown for that current tree, or the actual compound and its particular sub-compounds, do one on the following: Choose Show Hide All Port Values. Right-click inside the background with the ICE tree view, and select Hide All Port Values. Choose Show Hide Port Values for Selected Nodes. Right-click inside background from the ICE tree view, and judge Hide Port Values for Selected Nodes. You may now middle-click with a connection to quickly toggle the display of port values. The new Get Action Source at Frame node returns the worth at a certain frame connected with an item held in an animation source. This is especially great for crowd simulations, but can be taken with any animation data stored within a source. See Get Action Source at Frame. The Build Linearly Interpolated Array compound has a different Valid output port. The Valid port returns false when Size is 1. In this case, the Result is halfway between Start and End. When displaying port values, the arrowheads on vectors now scale. Comment and Group Comment nodes could be copied and pasted. The collapsed or exposed state of port layout groups is saved whenever you export an ingredient, and utilised by default whenever you create a whole new instance. The File Path Sequence node features a browse button to the file name, along with the folder. The default quantity of Substeps within the Lagoa Setup Cloth Mesh compound may be increased to 4 to provide better initial results. The Clone Topo node creates multiple copies from the input topology. No transformation is applied so all copies are superimposed. However, later inside ICE tree you are able to distinguish between components on different copies and apply different transforms by making use of Modulo for the component indices, as carried out in Create Copies from Polygon Mesh. The Build Array from Set node now supports location and topology-type attributes. The Set Materials from Library compound now stores your entire material name such as the path. The performance of many from the ICE modeling nodes and compounds is improved. What is CrowdFX? Its a devoted environment for building sophisticated crowd simulations in Softimage. CrowdFX is ideal for pedestrian and stadium type simulations which require a plane which the actors move or stand. As such, it's just not designed for flocking or schooling movements that will happen on any plane in 3D space, for example with flying or swimming. Built on ICE, you are able to create complex effects with a lot of characters that react intelligently thus to their environment and 1 another. And because its ICE, you'll be able to use the many standard ICE nodes and compounds a customized simulation as you wish, in addition to utilizing the special CrowdFX ICE nodes and compounds. CrowdFX is defined as a point cloud-based ICE simulation. You choose a number of characters whose envelope geometries are instanced on each particle from the simulated point cloud. Although similar in some ways to regular ICE particle instances, CrowdFX is unique because you are able to blend each characters animation sources within the simulation. You can even constrain parts in the characters rig to switch the animation inside simulation. CrowdFX also allows that you modify the behavior in the actors to simulate intelligent collision avoidance along with other actors, in addition to obstacles called walls. You can also result in the actors move toward goals that you simply create, or adhere to a path. While you could think that it is possible to use only bipeds as being the characters in the crowd, CrowdFX is made for any sort of rigged enveloped mesh in a very model which includes action sources. This could be a biped, quadruped, or any kind of organism or object that you wish to exhibit crowd behavior. Its rig will surely have any kind of hierarchy composed of either nulls or bones, and also a polygon mesh assigned since it's envelope. You can also import FBX files using their company 3D programs make use of as a model. Once a character was in CrowdFX, its generally known as an actor. One with the things you usually want in a very crowd is variation. You can do this in any amount of ways in CrowdFX, from different source characters you use from the simulation to modifying the envelope geometry with assorted shape keys, using different materials and textures, or randomly changing the actors size from the simulation. Once youve finished an audience simulation, you'll be able to export it within the familiar FBX format to send out to Autodesk Maya as well as other 3D programs that could import FBX. For more details about using CrowdFX, see ICE CrowdFX. For descriptions in the new CrowdFX compounds, see Task Tab - Crowds. Choose the CrowdFX Actors Get Actor Default Pedestrian command about the ICE loads a low-resolution polygon mesh rigged character with several actions already setup for you to utilize. Choose the CrowdFX Simulation Create Pedestrian or Stadium command to make the simulation utilizing a default particle emitter. Then keep to the steps in Overview with the CrowdFX Workflow to obtain a sense on the different elements which might be involved in building a CrowdFX simulation. When youre able to start exploring what is usually done with CrowdFX, or desire a good base on your own crowd simulation, investigate sample scenes which can be shipped with Softimage. folder within your Softimage installation directory. All CrowdFX scenes use a CrowdFX prefix. You can easily open this folder by choosing User Tools Browse Examples in the toolbar inside ICE Tree view. Softimage ships with a lot of sample MetaSL shaders from NVIDIA. There are many shaders from high-level phenomena like thin glass, to low-level nodes for building custom shading trees. They might be found inside MetaSL category on the preset manager. For information around the mental ray shaders, begin to see the mental ray Documentation at /mentalray- help - 2013 - enu. The Cell, Fabric, Flagstone, Marble, Rock, Snow, Terrain, and Wood procedural texture shaders have a brand new Type option: Legacy produces precisely the same pattern just as versions previous to Softimage 2013. Default produces the identical pattern as shown in High Quality display mode. The Cubic Mapping 6 shader has a different option Invert YZ to suit the Softimage scenes global reference frame Y-up rather than Z-up. The Transformation parameter in the Environment shader is currently texturable, so it is usually driven by the connection like from a Create Transform shader. You can rapidly pan by clicking and dragging within the background from the view using the middle mouse button. Middle-clicking over a node still branch-selects. There is usually a new option Automatically Delete Unused Nodes on Refresh within the Render Tree Preferences that automatically deletes unconnected shaders once you refresh or close the render tree. The texture editor preferences are actually available from File Preferences within the main Softimage window, together with from File Preferences inside texture editor itself. The options within the Snap have already been added to your texture editor preferences. Snapping to sample points is on automatically. The Shader Code Editor has a fresh Update All button to update all open shader files immediately. When specifying a frame set to render, you'll be able to now specify partial frames. For example, to render in a time 20% on the frame length from frame 7 to 8: There is a corresponding file name template token. When rendering partial frames, you need to use the PartialFrame token inside the file name template since the Frame token gets rounded for the nearest integer. See Tokens and Templates. There at the moment are three possible settings to control once the render region refreshes: Interactive the existing Auto-Refresh on, Camera, Time, and Region State the previous Auto-Refresh off, and also the new Manual mode. In Manual mode, render regions never refresh automatically so you must always refresh manually. The render region preferences have moved with their own Region SECTION7A5B5FBB7DB247CA9F0315277A62DE5C tab from the Rendering Preferences. There are several new options: Draw Tile Borders, Clear Rendered Image on Interaction, and custom colors for assorted interface elements. You is now able to specify the newest High Quality mode because Render Type inside the Hardware Renderer Property Editor. Framebuffers aren't supported you may only render the leading channel. You are now able to use irradiance particles combined with final gathering. However, the ultimate gathering settings take precedence within the irradiance particle settings. In particular, the irradiance particles Intensity and Interpolation settings are certainly not used. See Using Irradiance Particles with Final Gathering. The AngularVelocity attribute works correctly with values beyond/-360 when rendering motion blur. Local rendering options now show the label Local together with appearing in Roman typeface from the explorer. This distinguishes them better from global settings in Italics. See Setting Global or Local Render Options. When rendering with mental ray and Premultiply with Alpha turned off around the Framebuffer tab of mental ray Render Options Property Editor, RGB values no more get clamped to just one.0 for floating-point images. Similarly when while using PreMultiply inside Fx Tree to unpremultiply, RGB values not get clamped to a single.0 for floating-point images. The default camera achievable scenes is actually HD 1920x1080 16x9 30fps. Softimage 2013 uses version 3.10.1.4 from the mental ray rendering software. You can keep workgroup paths to which you need to connect in a number of files having a extension, then place these files within the Data folder with the Softimage installation Factory location or User location. Softimage automatically scans these locations at startup and when files are only, Softimage will connect on the workgroup path of each one entry. file is often a simple text file which could contain multiple directory paths. Each path should be added on an outside line each line must end that has a newline character. Note: The older way of using an individual file called remains supported. Many more attributes have already been made intended for controlling layouts and relational views. In addition, almost all now available while editing a view by right-clicking inside a pane and selecting Set View Properties. You no longer must restart Softimage after connecting to some workgroup to utilize any layouts installed from it. Theres a different Toolbar Spacer from the Toolbar Widgets group that it is possible to use to make a horizontal or vertical space in the toolbar. See Custom Toolbars. You can drag and drop to reorder tabs in the shelf. See Shelves. You may now use Python for scripts in synoptic views. See Creating and Editing Synoptic Files. This ensures that they support multi-byte characters, including Japanese and also other languages. In addition to new environment variables for controlling High Quality display mode, there is often a new environment variable SIDISABLESHADERDEFCACHE. Set this variable to your value to disable the shader definition cache. This is usually useful if that you are developing shaders and dont want to continually refresh the cache. See Environment Variables. AddPortToICENode2 - Adds a different port in the specified location and returns an XSICollection of recent port objects. HideAllPortValues - Hides all port values in specific container nodes. SetCheckerboardMode - Sets the Checkerboard mode of your particular Texture Editor view. CICEAttributeDataArray T ::operator - Accessor for the encapsulated array. This operator is used in writing on the data array. CICEAttributeDataArray bool ::SetData - Accessor for the bool array for writing towards the data array. CICEAttributeDataArray2D::ResizeSubArray - Changes the size from the sub-array at the given index and returns a fresh array pointing towards the resized sub-array. Geometry::AddICEAttribute - Adds a fresh ICEAttribute resist this geometry and returns this object. Geometry::RemoveICEAttribute - Removes an attribute out of this geometry. CMatrix3f::Get - Gets a pointer to your const version from the internal matrix. CMatrix4f::Get - Gets a pointer to your const version on the internal matrix. ProjectItem::AddICEAttribute - Adds a fresh ICEAttribute mind this ProjectItem and returns this object. ProjectItem::RemoveICEAttribute - Removes an attribute with this ProjectItem. CString::TrimLeft - Removes a character or perhaps a group of characters on the beginning with this string. CString::TrimRight - Removes a character or possibly a group of characters with the end on this string. Camera::GetFrustum - Gets your camera frustum values in the near plane. ViewContext::GetMetadata - Returns an individual data stored inside Context. ViewContext::GetView - Returns the View object associated together with the Context. Application::GetCustomPropertyCount - Returns the Custom Property count for just a given type. ShaderParamDef::SetReadOnly - Sets the ReadOnly capability in the Shader parameter. Sets a 1D Array object containing the details defined by an attribute. 2D - Sets a 2D Array object containing the 2D data defined by an attribute. Returns a subset on this collection like a new variety of objects matching the filter criteria. 2 - Creates and adds a UserDataBlob or CustomProperty to your Clip object. This method is specific on the python language. Adds and returns a different attribute data with a geometry. Removes a non-built-in attribute at a geometry or even required by an ICETree. 2 - Creates a fresh View object because of the path to its definition on disk. This method is a lot like but specific on the python language. 2 - Finds a pre-existing View object given a title in this layout. This method is a lot like but specific to your python language. 2 - Adds a menu item at to end in the menu. This method is a lot like but specific for the python language. 2 - Adds a menu item in the end in the menu and attaches a command. This method is a lot like but specific towards the python language. 2 - Adds a menu item towards the end in the menu and attaches a callback function. This method is comparable to but specific for the python language. 2 - Returns the ICENodePort object that suits a specific port name. This method is a lot like but specific for the python language. 2 - Returns the ICENodePort object specified by the port index, group index and group instance index. This method is comparable to but specific towards the python language. Returns the desired Port object. This method is much like but specific for the python language. 3 - Returns the required Port object to the operator. This method is much like 2 but specific towards the python language. 2 - Adds a fresh entry to override the input parameter and returns the modern overriding parameter. This method is much like but specific on the python language. 3 - Returns a Geometry object containing the objects geometry. This method is a lot like 2 but specific to your python language. Adds and returns a whole new attribute data within this object. Removes a non-built-in attribute from your geometry or else required by an ICETree. 2 - Returns a home, given its scripting name. This method is a lot like but specific towards the python language. 2 - Returns the local property, given its scripting name. This method is much like but specific towards the python language. 2 - Returns the root ShaderParamDef or ShaderStructParamDef object just for this array item. This method is a lot like but specific towards the Python language. 2 - Returns the required ShaderParameter item with this array. This method is just like but specific to your Python language. 2 - This method is just like but specific towards the Python language. 2 - Returns the ShaderParamDef that will fit the specified name using this container. This method is comparable to but specific on the Python language. 2 - Returns the shader parameter definition as being a ShaderParamDef object. This method is a lot like but specific to your Python language. 2 - Finds a preexisting View object given a title. This method is much like but specific to your Python language. 3 - Returns the 3D objects active Primitive for the given frame. This method is just like 2 but specific on the Python language. 3 - Returns or sets the active XSIProject object. This method is much like 2 but specific for the Python language. 2 - Returns the article matching the desired ID. This method is a lot like but specific to your python language. 2 - Creates an object from your preset and optional preset family name. This method is just like but specific for the Python language. Sets the Read Only capability on the Shader parameter. Returns the Custom Property count for any given type. siHLEOperationAbsoluteOffset, siHLEOperationRelativeOffset, siHLEOperationAbsoluteScaling - Constants define the high-level editing HLE operation employed in the FCurve Editor, if your HLE tool is enabled. siRenderRegionRefreshMode - This indicates the render region refresh mode make use of for render regions. siOnBeginScrubbing - Fired before setting a parameter values which has a PPG slider control. siOnEndScrubbing - Fired following a parameter values happen to be changed using a slider control. siOnPreParseShaderDef - Fired from a shader definition is pre parsed. siOnPreDefineShaderDef - Fired after having a shader definition is pre defined. invaliddeformers - Returns an XSICollection containing the invalid X3DObject deformer objects currently displayed inside the Weight Editor. selecteddeformers - Returns an XSICollection containing the selected X3DObject deformer objects currently displayed inside the Weight Editor. verticesnotfullyassigned - Returns a one-dimension SAFEARRAY containing the string expression of point components which will not be full assigned weight. verticesexceedingdeformerlimit - Returns one-dimension SAFEARRAY containing the string expression of point components which might be exceeding the deformer limit. painttoolactivated - Determine whether or otherwise not the paint tool is activated in Weight Paint Panel. interactiveupdate - Determines whether or not to determine the effect on the changes in viewports while you edit the fcurves. showbuffercurves - Determines whether or otherwise to display a brief copy on the original function curve that may be saved right into a buffer. displaynormalized - Determines whether or otherwise to display the normalized fcurves. hle - Determines whether you aren't to give the high-level editing HLE tool. savebuffer - Saves the buffer copy from the edited curve, when buffer curves choice is active swapbuffer - Swaps relating to the edited curve as well as its buffer copy, when buffer curves choices active connectivity - Enables/Disables the display from the connectivity inside Texture Editor view. Retrieved from ?titleNewFeaturesfor Softimage2013 %28version11.0%29 This page was last modified 03:44, 13 Apr 2012. This page has become accessed 11962 times.

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