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Constrains
- by - Bull Schanen - This allows you to constrain multiple objects at
once that share the same number (ie. cube1 to null1, cube2 to null2, etc).Made
primarily for imported gowiththeflow systems of nulls, seeing as there
isn't anything similar for xsi. It has a GUI, and you can select the type
of constraints you want to use (pos, dir, or ori). Drag and drop this link from a netview browser within XSI 1.5 to install: CONSTRAINS |
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MirrorJoint v1.1
- By Ludovick Michaud-
A script that can mirror joint chains. The existing mirror script from
the softimage site just lacked one further operation for it to work on
joints properly. This has that operation added. (This script is not
needed if you have SOFTIMAGE|XSI Version 2.0 or higher) Drag and drop this link from a netview browser within XSI 1.5 to install: MIRROR JOINT |
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Branch_viz v1.0
- Created by Matt Lowery -
Makes it much easier to save branch visibility keys. Drag and drop this link from a netview browser within XSI 1.5 to install: BRANCH VIS 1.0 |
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Nillifier v1.1
- Created by Matt Lowery -
This script Pose constrains selected objects to nulls. Drag and drop this link from a netview browser within XSI 1.5 to install: NILLIFIER v1.1 |
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Cube Control
- Created by James Rogers - Working
with a skeleton, the user runs the script. A small cube is created (with
blue wireframe and wireframe display under mixed viewing mode). The user
is then prompted to click the created control cube and then the effector
to which it is to be applied. The cube is the positioned at the effector
(by constraining it to the effector and relaxing the constraint) and the
the effector constrained to the control cube. Drag and drop this link from a netview browser within XSI 1.5 to install: CUBE CONTROL |
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UP_VECTOR
CREATOR - Created by James Rogers
- This script creates an automatic skeleton up-vector control for a chain.
The user is prompted to select the chain root on an existing skeleton
and then the effector. The mid-point betweeen these two coordinates is
calculated and a control cube is placed there with a minus five offset
in the z-axis. The user then selects the first bone of the chain and this
is up-vector constrained to the created cube. Drag and drop this link from a netview browser within XSI 1.5 to install: UP_VECTOR CREATOR |
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.Camera Switcher
Script - Created by Andy
Hayes - Bournemouth
University - This script was made primarily for use with animatics,
when multiple cameras can be combined into one camera enabling an easier
and simpler render. Simply set the desired cameras up in the scene and
run the script. The script then lists all available cameras, where upon
the user can input the desired starting frames for any camera. There is
no need to enter ending frames as each camera will continue to be in use
until the script comes across another camera starting frame. The same
camera can be used more than once, by seperating each starting frame with
a comma. For example to use camera1 from frames 1 to 25, followed by camera2
from frames 26 to 46 and finally back to camera1 for frames 47 to 100,
simply enter "1,47" next to camera1 and "26" next to camera2. The script
is also not order specific, so for example the first camera in the list
does not have to be the first camera used. The script will generate a
new camera and bake the camera selections on to the one camera called
"Render_Me" and it is this camera that the user should render from. The
baked camera also takes into account animated cameras and various fields
of view. Please send commments/suggestions to ahayes@bournemouth.ac.uk Drag and drop this link from a netview browser within XSI 1.5 to install: CAMERA SWITCHER SCRIPT |
| SOFTIMAGE|XSI LightsRing
Script - by Guy Rabiller -
Click here for a tutorial
on how to use this script. (This tutorial is also avaliable in French)
When you want to animate many lights in a coherent way, this can quickly
becomes a tedious work. With the help of scripting, this could be a lot
easier. Here we want to create a ring of lights, then animate the intensity
of each light in circular patterns, and be able to play with some other
parameters like the 'hardness' of the intensity transition during rotation.
This script has two sides, one for creating such setup, the other will
help us to animate it with the help of customs parameters created specificaly
for this kind of animation. Drag and drop this link from a netview browser within XSI 1.5 to install: LIGHTSRING |
| SOFTIMAGE|XSI
Dominos Script - by Guy Rabiller
- Click here for a tutorial
on how to use this script. (This tutorial is also avaliable in French)
Some tasks wich involve numerous similar objects can quickly become a
real nightmare, if done by hand. Here we want to place and animate numerous
dominos - 1000, 10000 even more - along a path, without dealing with each
domino individualy. With the help of scripting, this can be done easily,
giving us the ability to interact with the spacing and the timing of each
instance. We can even choose an existing curve along wich the dominos
will be placed. Last, you deal with only one source object regarding the
animation. The other instances will refere to it. Drag and drop this link from a netview browser within XSI 1.5 to install: DOMINOS |
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Chain Fixer
- David Gallagher - Cineframe
Animation - This script normalizes the rotation of the first joint
of a chain, and puts that rotation into the chain root. When you draw
a chain, the first joint often has a non-zero rotation, sometimes very
different from what one would expect. This is because of the rotation
values of its parent, the chain root. The window the chain is drawn in
determines the chain root's orientation. Other joints in a chain have
a predictable value: the offset from the first joint, and returning them
to a zero value straightens out the chain. A zero value on the first joint,
though, can throw the chain into a contorsion. ChainFixer just puts the
rotation values on the first joint of a chain into the chain root, changing
the root's orientation, and leaving the first joint's global orientation
the same, while changing the value to 0,0,0. Doing this can also help
avoid gimbal lock in some cases because any Y rotation on the first joint
removes the difference between the X and Y axes (which you can see in
Add mode). Usage: Select the first joint of a chain. Run the script. The values of the joint change to 0,0,0 and the root of the chain rotates to match the joint's axes. Drag and drop this link from a netview browser within XSI 1.5 to install: CHAIN_FIXER |
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Connect Values
- David Gallagher - Cineframe
Animation - I made a quick script that automates dragging and dropping
all position, rotation, and scale parameters from another object (creating
an equivalency expression). This is something I
do in rigging quite a bit when I need local values instead of global,
so I'm finding it useful at least. It's based on Ludovick Michaud's CopyMat.
You select the destination object, then the script has you pick a source.
Just for others' clarification, the script is strictly for when you need
to connect local values together (as opposed to a constraint or Match
Transforms which are always global) Drag and drop this link from a netview browser within XSI 1.5 and above to install: CONNECT_VALUES |
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GP_easy_hide_unhide
- Greg Punchatz & Ludovick
Michaud - Janimation
- Simple Script that allow user to save key of animation
for hide/unhide of objects. (just a quicker way of doing the save,
it saves about 7 clicks.) So the way to use it is simply to run the
script. If you simply run it after selecting an object the object
will have animation of hide at the current frame that it is but the
frame before will be unhide) Now if you press and hold "ctrl"
while running the script it will do the inverse as far as hiding goes.)
This script is up and running for 2.0 and up, I
believe that it should work in 1.5 but not too sure. |
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ImportVoicePuppeteerData - Ángel
Tena - Website
- Readme -
This script is part of a major system that we use for lipsync. The system
kernel is a Windows application. This application gets the text and audio
of a dialog and builds up the phonemes positions and length, all based
on the Spanish Language. The output of this application is a file with that phonemes information. We use 13 phonemes groups or visemes. Each viseme has the identification, frame offset from 0 and length. This script reads that file and makes the mouth shape animation. It has not utility without the Windows application that provide the lipsync file information, but it could be used as a template for scripts that need file reading operations. Drag and drop this link from a netview browser within XSI 1.5 and above to install: IMPORTVOICEPUPPETEERDATA |
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LM_Ghosting
- Ludovick Michaud - Janimation
- See this as being a really big workaround of the ghosting option in
3.X Simply select the object and run the script. This will simply copy a frozen object at the selected frame. This script only works in 2.0 and higher as I'm using command none existant in 1.5 Drag and drop this link from a netview browser within XSI 2.0 and above to install: LM_GHOSTING |
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LM_Rot_Trans_Marking
- Ludovick Michaud - Janimation
- Simply quick marker of pos and rot in the scene.
Just run the script. Drag and drop this link from a netview browser within XSI 1.5 and above to install: LM_ROT_TRANS_MARKING |
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LM_Shape_Creator
- Ludovick Michaud - Janimation
- Well most of you from Maya love doing shape animation
because of the ease of use when creating a shape and the nice slide being
created for you automatically. Well not to worry anymore because this
feature is now accessible to XSI user as well. It's a simple scripts that
automates a bunch of stuff for you when saving shape. Basically
I'm creating a slider based on the shape that you saved and of course
there is a bunch of other stuff going on in the back but. Each time you
save a shape key using that script you will have a slider added to a custom
PPG. This is model based script, in other word I'm looking for the first
model that contains the 3Dobject selected and then I create the custom
PPG on the 3D object and each time you create a new shape for that 3D
object I'm simply adding to this page the proper slider. So no need to
go in the Mixer anymore with this script. Simply select the object with
a shape to be save and run the script. I'm taking care of the rest. There
will be a custom ppg appearing with your shape under a slider control.
And yes it's working with Cluster and multiselection. And this was written
for 2.0 and higher, it's written using solely the Object model thus will
not work in XSI 1.5, but I had to choose a version upthere Drag and drop this link from a netview browser within XSI 2.0 and above to install: LM_SHAPE_CREATOR |
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Chain
Scipts -by Michael
Donovan - Many Cool scripts for working with
IK chains: CHAIN COLOR - Simple script that colors your EFFECTORS RED and ROOTS BLUE. SI|3D EFFECTORS - You build all your skeletons in XSI ... but you hate that fact that XSI puts the effector under the root node. This script will reparent them under the last bone (where SOMETIMES it makes more sense). Works on parented chains too. XSI EFFECTORS - Reparents all of your effectors under their corresponding chain roots. If you like having your effectors under the root node and you import skeletons from SI|3D ... this is for you ... =). RENAME CHAIN - This script will rename the elements of any chain. Simply pick the root node and then give the chain a name and if desired a prefix. |
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Mxe Bone
Assembler by Andrea Padovan:
This sript modifies the number of bones that influence the vertices of character with an envelope operator. Example: If the charcter has some vertices that have
been influenced by more the two bones , (four or more) the script Example with vertices influenced by three deformers
or bones taking them to two. When the panel opens you can choose between
two types of calculations: "0" = takes the smallest influence
value divides it by two and adds this value to the remaining two deformers.
"1" = takes the smallest influence value and of the two remaining
deformers adds this value to the deformer with the lowest value. |
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Sel All
Clip Apply by Andrea Padovan:
This script selects all clips presents in all animation mixer's track
it applys a "freeze to new source" command, it selects the new
souce created by the "freeze to new source" command, it makes
an apply action and cancels the clip generated by the "freeze to
new source" command present in the mixer. The original source are
neither modified nor cancelled. This script helps resolve update problems
in the animation mixer.
Limits: The model must have a mixer with at least one clip in a track. The compound isn't modified by the script. Select model run script. |
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HandyMansScript
- By Graham D Clark - Website
- Handy Mans Script to automate setup for
shape animating hand gestures Drag and drop this link from a netview browser within XSI 1.5 and above to install: HandyMansScript |
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Stefan
Andersson Pose Storing Script - By Stefan
Andersson - Website
- This script stores Poses to be used in the mixer for blocking characters.
Prework is to create groups of the object that you are animating. Ex.
all objects used for rotation can be put in a group called "rot_chains_monster".
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