Softimage XSI questions

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neko-kun

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Konishiwa,
This is my first post, and I have a lot of questions about Softimages XSI.

XSI v.40 Foundation
First of all there is a XSI v.40 Foundation at a cheaper price than the full complete version. What am I missing out if I get the cheaper version? Also, will the Halflife 2 (HL2) tools also work in this version, will they be integrated in the program or will I have to import them? Dose HL2 even support XSI v.40 models?

Modelling
How dose one display the polygon count?

What are my limitations? For instance, what is the polygon limit of for HL2 models? What effects can I use for HL2. Can I make a ball that squashes when it hits the floor (I think that’s the soft body tool)? Can I use the cloth or hair tool to make a skirt or hair blow in a breeze? Dose HL2 have wind?

If I hit the + or – key on the NumPad the model become smoother. My mesh dose not change. So theoretically the polygon count is the same. Or is it?

Dose anyone use the proportional modelling tool when making a game character. Dose it make sense to use on a low poly model?

If I am making a skirt for my character, should I make a separate mesh or extrude it from the original mesh? When is it a good idea to make a separate mesh?

Are there any good XSI tutorials out there on the web for character modelling in XSI. At the moment I refer to the 3DsMax tuts out there and my ”experience XSI 4” book.

One last question. Not shore if any one can answer this. Is it possible to make a character maker in HL2 that allows one to change the look of there character (for instance a long nose, a more muscular body or longer hair) with sliders? There is a MMRPG (Ryzor or something like that) that allows you to make an individual look for your character with sliders. Since XSI uses something similar, is it possible to integrate that into HL2 for a multiplayer game?

Thanx
 
First of all there is a XSI v.40 Foundation at a cheaper price than the full complete version. What am I missing out if I get the cheaper version?

You can find the complete list here of there differences between the different versions.

It has everything you need for HL2. No problem there.

Modelling. How dose one display the polygon count?

Two ways:

1. Select the object and press shiftt+Enter to open a dialog.
2. If you want the information in a viewport, press the eye icon on the top of the viewport, and select "visibility options". Go to the stats tab and turn on "Show Selection Info"

What are my limitations? For instance, what is the polygon limit of for HL2 models?

If you buy XSI Foundation, when the SDK is released with the exporter you will be able to produce models of any resolution - since it is a commercial license.

What effects can I use for HL2. Can I make a ball that squashes when it hits the floor (I think that’s the soft body tool)? Can I use the cloth or hair tool to make a skirt or hair blow in a breeze? Dose HL2 have wind?

It is unlikely that HL2 and XSI are compatible on these levels. Things like cloth and soft body dynamics have been designed for non-realtime simulations.

If I hit the + or – key on the NumPad the model become smoother. My mesh dose not change. So theoretically the polygon count is the same. Or is it?
You are now using subdivision surfaces - a type of geometry which can be best thought of as a mix of NURBS and polygons. The way it works in XSI, is a polygon mesh is a subdivision surface and vice versa. HL2 does not support subdees in this way, so you will just see your original polygon mesh in game. If you think the mesh needs the extra detail you can bake in the subdivision using Edit>Duplicate/Instantiate>Duplicate using Subdivision

Dose anyone use the proportional modelling tool when making a game character. Dose it make sense to use on a low poly model?
Yes, all the time. You will find it especially useful when defining the shapes for the lip-sycning

If I am making a skirt for my character, should I make a separate mesh or extrude it from the original mesh? When is it a good idea to make a separate mesh?
I would extrude it personally, and also add some bones to animate it.

Are there any good XSI tutorials out there on the web for character modelling in XSI. At the moment I refer to the 3DsMax tuts out there and my ”experience XSI 4” book.
If you buy foundation it comes with over 50 hours of DVD tutorials covering the whole application.
Else go to:
softimage.com tutorials - you will need a login though
and
xsibase.com

One last question. Not shore if any one can answer this. Is it possible to make a character maker in HL2 that allows one to change the look of there character (for instance a long nose, a more muscular body or longer hair) with sliders? There is a MMRPG (Ryzor or something like that) that allows you to make an individual look for your character with sliders. Since XSI uses something similar, is it possible to integrate that into HL2 for a multiplayer game?
You can use the character man to do a lot of the pre modelling for you. He is under Get>Primitive>Model>Character Man. He is a normal XSI character, but you can drive the shape and deformers to customise it. You can easily use this as a template for your HL2 character.
 
talking about the tutorials.. Has anyone tried them out? how good are they? and in how much depth do they go? 50h is alot!

desty
 
Another question: I heard (haven't tested it myself) that the exporter for HL2 modelformat currently has a 5000 triangle limit (or something in that range) is that true and is it gonna stay at that limitation? Because it's too little for really complex models (vehicles). :)
 
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