• Image sources: Once Upon a Time in Mexico VFX,© 2004 Hybride &i am 4. promotion, © 2004 Softimage|XSI

    CGNetworks Product Review :: Softimage|XSI 4.0
    Production with XSI 4.0
    Ed Harriss, Technical Director, SAS Studio Productions, 17 June 2004

    Softimage XSI 4.0 is here! Generating a lot of publicity in many quarters, everyone is talking about the new features in XSI 4.0. But how do these features work for the typical CG production pipeline? Ed Harriss, Technical Director at SAS Studio Productions, delves into the intricacies of this fresh release to focus on how it fits into a production pipeline.




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    From Start to Finish

    As with other 3D software, most companies will put XSI at or near the beginning of a pipeline – creating models, animating, lighting and possibly rendering. When choosing 3D programs, most people don't consider them to play much part in the 2D side of production (such as compositing, texturing, and rotoscoping). With the advent of version 4.0, however, XSI can practically replace the entire pipeline.

    How can this be possible? What if you need to paint texture maps, clone out wire rigs, make spot corrections? What about tracking, frame-by-frame corrections, or cloning and merging background plates for a sequence? With built in paint and rotoscoping abilities, XSI 4.0 replaces many of the animation-capable and standard painting programs that perform these functions. Furthermore, Softimage didn't just throw some paint program together and bolt it on the side of XSI. They included a resolution-independent, multi-layer, 16-bit, scriptable raster and vector paint module based on proven technology from Eddie, Media Illusion and Matador. Not only is it a good paint program, but it can perform tasks that other painting software has trouble doing.

    Imagine trying to get a specific object/mask to match the right position and orientation of a given item in your video, for every frame of your animation. It's extremely time consuming, usually requiring you to bounce between multiple applications to get the job done. In XSI 4.0, you'll find the workflow is all tied together very well. You can track objects in the source footage and share that information with your composites or objects in your scene. No more pushing data in and out of other programs, no more compatibility problems and the time you save will let you get home much earlier.

    XSI 4.0 has a built in compositor making it unnecessary to purchase an additional standalone program to perform those functions. The compositor is tied into XSI in ways that external programs currently don't achieve. For example, scene objects can share information with the compositor. The compositor can adjust the textures on your objects based on information gathered from your 3D scene. Layers or effects in your composite tree can be adjusted based on that same information. Having the scene and the final composite in the same place means that you can fire off one render session and come back to have your scene rendered and composited all in one go.

    What about output? XSI doesn't come with any hardware, aside from a dongle, so you'll need something for output. If you are doing animation for TV, all this work is useless if you can't get it to video. In XSI 4.0, Softimage offers Avid Mojo support. Mojo is an accelerator that delivers realtime D1 input and output. It can display any XSI view, even ones containing a render region and it accepts output from XSI 4.0's built-in compositor. XSI can also read/write Avid Xpress media. Thus, if a machine with the Mojo installed also has Avid Xpress DV or Pro installed, you will be able to capture and log media in Xpress, and link to it in XSI. Softimage and Avid really have done a good job of integrating XSI into the finishing pipeline.



    Image credits: (above) Resident Evil, © 2004 Capcom; (below) Timeline based editing in Softimage|XSI 4.0


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  • Image sources: PMT used XSI to achieve many of the effects for Cirque du Soleil: Solstrom,© Cirque du Soleil 2004

    Softimage|XSI 4.0 continued...

    Rendering


    Improved hair tools in XSI 4.0, © 2004 Raffael Dickreuter.
    Mixing output from different renderers or using renderers not native to a program is bound to cause some problems. Some rendering features might not be supported by the program; pixels from one renderer might not line up with another; or certain functions of the program might not render at all. Fortunately, XSI has the best integration of one of the most respected renderers on the planet: mental ray. As a result there is no need to purchase third party solutions for this process either. Additionally, XSI 4.0 comes with BatchServe render management software, making it a snap for the animator to just submit their scene and forget about it. While Batchserve is a great program, setup can be a little daunting. Once you get it going it really pays off.


    Material Library
    The material library makes it very easy to share between scenes. In earlier versions of XSI, the only way to truly share materials between scenes was with reference models. You could save out materials individually but if you updated the material in one scene, the other scenes would not update. You'd have to apply them manually. Now you can have ‘referenced libraries’ in dotXSI format which can be imported and exported as dotXSI files.


    Simulation
    In earlier versions of XSI it was very hard to simulate dynamics involving anything more rigid than a beach ball. However, now XSI has included support for RBD (rigid body dynamics). They are a welcome addition to XSI. This is one of those functions that most users take for granted. It is not until they use a package with no RBDs that they discover just how much it is needed in production. The RBDs are great and provide a lot of functionality out of the box. But that doesn't mean that people won't want to augment or change them. Softimage has made this very easy to achieve. The core of the dynamics engine is a slightly modified version of ODE (Open Dynamics Engine). It's open source, so it can be downloaded and modified as users see fit. Why is this important though? Because it means that it's easy to compile a version of ODE that has the appropriate hooks to do what ever you want. ODE is written in C/C++ and compiles easily on Windows and Linux, right off the website. As long as you don't break its API, you should be able to rework the internals of ODE as much as you want, and drop it seamlessly back into XSI.


    XSI 4.0 now comes with support for rigid body dynamics.


    Images credit
    : All screenshots produced
    by Ed Harriss using Softimage|XSI 4.0

    Polygon Reduction
    XSI has done a lot of work to make sure the new polygon reduction tools can be used for more than just reworking large models. As expected, they have great reduction functions, but there are new tools that make it very easy to create several versions of an object at different levels of detail (LODs). The new tools also make it very easy to transition between low-res and high-res models without texture and polygon popping. It's quite simple to link your camera to various objects and drive the LOD parameters with the camera's distance to the object. This technique, along with the smooth transitions between discrete LODs makes creating crowd scenes much easier.

    Rigging
    Imagine being able to adjust anything on your character at any time. Imagine working with a character in the middle of a heavy-duty scene and being able to go back to tweak the envelope without messing up anything else. This is what XSI's construction modes can do. With construction modes you can tweak your modeling at any phase of production without being forced to go back and refit your texturing, envelopes, shape animation, etc. That's a huge time, headache and money saver in any company's pipeline.


    Construction modes save a tremendous amount of time.

    Much of this functionality was already available in earlier versions of XSI. The problem was that, to be used effectively, it required users to know how XSI manages layers and how it interacts with operators. It was very easy to become confused and make mistakes if you forgot a step. Now it's a lot friendlier and faster, and the overhead in situations when you wouldn't need it is practically nil.

    In short, Softimage has taken the hard work out of ordering your operator stacks, so less ‘technically-advanced' users can better take advantage of XSI's non-linear workflow for deformation and modeling. In fact, they force you, without thinking about it, to sort your operators in a way that keeps them flexible for such a workflow. For example, when you apply a deformation, you might be building the object's basic geometry. You would put that operator in the Modeling mode. A shape key for use with shape animation would go into the Shape Modeling mode, and an animated effect it would go into the Animation mode.




    Rigging in Softimage|XSI is easier now in version 4.0.


    XSI 4.0 Advanced ships with Syflex cloth.



    Some of the VFX for Hidalgo were created in XSI, © 2004 Buena Vista.


    Buzz Image used XSI in The Eternal Sunshine of the Spotless Mind.

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  • Image sources: i am 4. promotion, © 2004 Softimage|XSI
    Softimage|XSI 4.0 continued...

    Custom Display Host
    There is a new system in XSI 4.0 called XGS. (XSI Graphic Synthesizer.) One of the tools in the system is called “custom display host.” The custom display host is an extremely useful and powerful feature. It permits users to open any foreign application (such as a game engine) in an XSI viewport. This means a game developer can now run the game directly within XSI, with no need to export anything. You can easily play the game and test it in this manner, using a joystick or the keyboard. The custom view can also interact with XSI's scene. For example, a user could select and modify a mountain's highlights in XSI and the changes would be accurately reflected in the game viewer. Conversely, one could fly through the mountains within the game engine viewport and see the camera in the XSI scene update accordingly. It's even possible to run another 3D application within the XSI viewport!

    The XGS is a very open system allowing for custom plugins. One that comes with 4.0 is called Xgs_Slate. This tool allows the user to display scene information in the viewport. For people doing previsualization work or generating tests or stand-in renders this tool is a great. It has access to just about any piece of info in the scene, such as the camera info, scene name, date, time, etc. It even allows you to create icons by accepting custom bitmaps. Xgs_slate is very easy to implement and makes it very easy to visually identify shots.

    XSI Cabs
    XSI 4.0 comes with a new application, called XSICabs. This provides Softimage with an easy way to resolve bugs in XSI. This program essentially packages a mail with all the information pertaining to the last crash you experienced. The information is gathered automatically, but you need to manually send Softimage the cab by email, so no information is sent to Softimage without your explicit consent. Softimage's goal in obtaining this information is to locate as precisely as possible what makes the software crash.

    XSICabs provides Softimage with the following pieces of information:

    • An .MTT file. This file contains information about the state of the program at the time of the crash, as well as mean time to failure information.
    • A SCRIPTLOG.TXT file. This is saved at the time of the crash by XSI. It contains information about the history of the session.
    • An XSICMDLOG.TXT file. This contains your session script.
    • An XSICab_MissingFiles.txt file. This will be present only if XSICabs cannot find at least one of the above files. It simply contains a list of the names of the missing files.

    Nobody's Perfect
    With all this great new functionality in XSI 4.0 it's hard to see what else could be improved. However, no software product is perfect. While it is nice to finally have RBDs in XSI, they are clearly a ‘1.0’ implementation and are not without their limitations. The paint tools are great, but at the moment, they aren't really designed to be a fully-fledged texture painting solution. They are better-suited to animated frame-by-frame correction of image sequences, where a standalone program like Photoshop would not be practical. This doesn't mean that you can't do texturing in the paint module. It has many of the standard tools that you'd expect in any 2D paint program and quite a few more; but it's not Photoshop.

    It's a well-known fact that many 3D programs have problems with video card compatibility. XSI is no exception. Making a 3D application work with a variety of video cards is a huge challenge. Softimage can't be sure that all its users will buy certified cards. Consequently, some people without an appropriate video card will have problems. The great new additions in XSI 4.0 would be completely worthless if the application is crashing due to video card incompatibility.

    The majority of XSI users don't need NURBS tools. However, the ones who do are out of luck. There have been almost no improvements in XSI's NURBS tools. While some new additions and adjustments have been made to the modeling curve tools there are still no handles to control the weighting, making it much more difficult to create complicated designs.

    Verdict
    XSI 4.0 provides functionality absent in many other 3D programs and is different in the way it is implemented compared to the bulk of today's 3D software. The main benefit to production studios using XSI 4.0, however, is its ability to do most of the work from start to finish. Small to medium companies will benefit, as they won't need to buy separate compositors, tracking, roto and paint programs. This will save them money on software, maintenance and rendering nodes. Larger companies will benefit because a single software package is easier to integrate across a wide range of machines than a variety of applications. Similarly, training employees on one program is much easier than training them on several. XSI still has a long way to go to replace all of the tools it emulates, but with the rapid pace at which Softimage develops XSI, it won't be very long until that happens. [CGN]


    Standard painting tools in XSI 4.0


    XSI was used to complete many of the effects on Van Helsing,© 2004 Universal Studios.


    XSI 4.0 has one of the best built-in toon shading systems available.


    The FX Tree has had a huge overhaul in XSI 4.0
       
    Vital Statistics
    Product:Softimage XSI 4.0
    Manufacturer:Softimage/Avid
    Price:USD$1995 (Foundation)
    USD$3995 (Essentials)
    USD$8995 (Advanced)
    Hits:- Built-in paint, roto and tracking tools
    - Compatible with Avid software/hardware
    - Excellent support for mental ray
    - Upgraded dynamics engine
    - Advanced users get Syflex Cloth free
    - Construction modes save countless hours
    - New and improved interface for version 4.0
    Misses: - Does not work well with cheap video cards
    - Very limited NURBS toolset
    - Modeling curves difficult to manipulate
    Comments:

    An amazing piece of software that seems to be growing faster with every release

    Special thanks go out to the people who helped with this article, but don't know it: Brad Gabe, Robert Moodie, Raffaele Fragapane, Stefan Andersson, Jennifer Goldfinch and Chinny.

    About Ed Harriss

    Ed Harriss is a 3D artist/Technical director currently working at SAS Studio Productions. Author of How to get a Job in Computer Animation, Harriss devotes much of his time contributing his expertise and experience to the wider community. Most of Harriss's technical work involves texture mapping, lighting, compositing, and particle systems. He is usually the person right at the end of the pipeline working on a scene just before it is released. Harriss is very proficient in modeling and animation but it's not his main focus. An active participant in the wider CG community, he also writes scripts, plugins and other little helpers to improve workflow, all of which he shares for free on his website at www.edharriss.com.

    Related Links
    Softimage
    mental ray
    Ed Harriss's website
    Softimage Community Article The Real Ed Harriss
    SAS Studio Productions, where Harriss is a Technical Director


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