![]() ![]() So we really tried to make sure that we had seen it as many times as possible in its various primitive stages, including wireframe and shaded views.”įor example, even with four SGI servers, the submarine adventures at the bottom of Jungle Island Bay lived in the queue for months because the atmospheric shaders and reflections caused the animations to creak out very slowly, frame by frame. “A lot of these animations were so complex in terms of the geometry that we knew we were only going to have one shot at fully rendering this thing - it was just going to take so much time. ![]() “Softimage’s tools are really flexible, and are one of the biggest strengths of that whole package I think,” said Richard of the 3D application used to create RIVEN. In 1986, National Film Board of Canada filmmaker Daniel Langlois, in partnership with software engineers Richard Mercille and Laurent Lauzon, began developing an integrated 3D modeling, animation, and rendering package with a graphical interface targeted at visual artists.From “Prototyping 3D Games: Lesson learned from Riven,” in the March 1998 issue of Game Developer Magazine. The software was initially demonstrated at SIGGRAPH in 1988 and was released for Silicon Graphics workstations the following year as the Softimage Creative Environment™. Softimage Creative Environment was adopted by major visual effects studios like Industrial Light & Magic and Digital Domain for use in their production pipelines, which also typically included software from Alias Research, Kroyer Films, Angel Studios and Pixar Animation Studios Inc. Its character animation toolset expanded substantially with the addition of inverse kinematics in version 2, which was used to animate the dinosaurs in Jurassic Park. In 1994, Microsoft acquired Softimage, Co. With the intention of introducing high-end 3D animation software to its Windows NT platform, and subsequently renamed it "Softimage|3D." In January 1995, Softimage|3D was announced as the official 3D development tool for the Sega Saturn. The first Windows port of Softimage|3D, version 3.0, was released in early 1996. Softimage|3D Extreme 3.5, released later that year, included particle effects and the mental ray renderer, which offered area lights, ray tracing, and other advanced features. With FBX you can translate and exchange 3D assets and media from a variety of sources quickly and easily. Autodesk® FBX® SDK is a free C++ software development kit (SDK) that lets you create plug-ins, converters, and other applications that use Autodesk FBX technology. 3D paint functionality was added a year later in version 3.7. Easily transfer content into the FBX format. began developing a successor to Softimage|3D codenamed "Sumatra," which was designed with a more modern and extensible architecture to compete with other major packages like Alias|Wavefront's Maya. Development was delayed during a 1998 acquisition by Avid Technology, and in the summer of 2000 Softimage|3D's successor was finally released as Softimage XSI. Release history Versionīeta debuted at Siggraph '88, v1.0 commercial release in 1989 Because of Softimage|3D's entrenched user base, minor revisions continued until the final version of Softimage|3D, version 4.0, was released in 2002. New selection & viewing tools, RenderMap, Nintendo 64 supportĪdded animation sequencer, polygon/color reduction toolsįirst release by Avid Technology, Plus & Performance options Introduced Extreme edition (particles, metaballs, mental ray) Introduced Actor module, IK, constraints, deformation latticesĪdded clusters, weighted envelopes. Softimage Creative Environment 2.66 - Matter module with Render Setup dialogue box The Softimage|3D feature set was divided between five menu sets: Model, Motion, Actor, Matter and Tools, each corresponding to a different part of the 3D production process: File:Softimage Creative Environment 2.66 - Render Dialogue.png Mental Ray 2.1, Surface Continuity Manager, DropPoints & SlidePoints, GoWithTheFlowĪdded multi-UV texturing, vertex colors. ![]() Model: Tools for creating spline, polygon, patch, and NURBS primitives (later releases also included Metaballs). Boolean operations, extrusions, revolves, and bevels, as well as lattice deformations and relational modeling tools. Subdivision surface modeling was available via a third-party plugin from Phoenix Tools called MetaMesh. Motion: Animation of objects and parameters via keyframes, constraints, mathematical expressions, paths, and function curves. Animatable cluster and lattice deformations. Motion capture through a variety of input devices.Īctor: Rigging and animation of digital characters using skeletons, as well as dynamics tools for physics simulations of object interactions. Included inverse kinematics and weighted / rigid skinning. Matter: Creation of materials and rendering images for output. Standard features included 2D and 3D textures, field rendering, fog, motion blur, and raytracing. ↑ Softimage: 16 Years of Leadership and Innovation, Softimage, archived from the original on.Tools: Utilities for viewing, editing, and compositing rendered image sequences, color reduction, and importing/exporting images and 3D geometry. ![]()
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