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    May 10th 2014: http://rray.de/xsi #Softimage resource website update

    Feb 22nd 2014: EOL≠dead! http://www.3dwillneverbethesame.com / https://www.change.org/petitions/autodesk-save-softimage / btw rray.de/xsi will be updated for as long as there are new plugins

    Feb 22nd 2014: http://rray.de/xsi #Softimage resource website update - Arnold @arnoldrenderer

    Feb 21st 2014: @Mr_DC_3D @m0fe @softimage_tv @cgcris_com @JimBowers5 @HiraziB @cgjobs_tv... Thanks for Follows,Favs,RTs&MTs!

    Something missing?

    click to open
    Sort ControllerAuthors: Andy Jones and Jonah Friedmannew, osAll, vbs, rendering
    Andy Jones and Jonah Friedman from Psyop London ( vimeo channel) release this very helpful partitioning plugin: I'm pleased to announce the release of one of my favorite tools we have at Psyop- the Sort Controller! The premise is simple: using a simple 'partition = group' markup language, you write rules for procedurally sorting your passes. Groups are used as something like metadata tagging, and the sort controller sorts your partitions with it. By adding a layer of proceduralism to passes and partitions, the Sort Controller puts Softimage passes another five years ahead of... well.. never mind! A simple example to show how this works — Sort Code:

        Background_Objects_Partitions = *
        characters = sg_characters
        set = sg_set

    Result: The first line puts everything into background objects to start clean. All objects in group(s) named "sg_characters" are sorted into the "characters" partition. All objects in group(s) named "sg_set" are sorted into the "set" partition.

    So if geometry is added to your characters, or more characters were added, or you're using the same passes in a different shot with different characters, your passes can be kept up to date
    [..] Follow the mailing list link to continue reading.

    local backup: SortController.py

    author's site: http://www.jonahfriedman.com / download @github.com / full documentation / -community thread / mailing list thread @google groups
    Redshift RendererAuthor: Redshift Rendering Inc.updated, osAll, renderer, commercial
    Without a big announcement, Redshift has released version 1.0 of their renderer and its Softimage integration. From the company's website: Redshift is a GPU-accelerated biased renderer offering the ultimate in flexibility and control at incredible speeds. [..]

    Biased Rendering: Redshift is a biased renderer. Redshift uses approximation and interpolation techniques to achieve noise-free results with relatively few samples, making it much faster than unbiased rendering. Redshift supports several biased global illumination techniques including: Brute Force GI Photon Mapping (with Caustics) Irradiance Cache (similar to Irradiance Map and Final Gather) Irradiance Point Cloud (similar to Importons and Light Cache). You choose the techniques that work best for your particular scene.

    Out-of-Core Architecture: Redshift uses an out-of-core architecture for geometry and textures, allowing you to render massive scenes that would otherwise never fit in video memory. A common problem with GPU renderers is that they are limited by the available VRAM on the video card that is they can only render scenes where the geometry and/or textures fit entirely in video memory. This poses a problem for rendering large scenes with many millions of polygons and gigabytes of textures. With Redshift, you can render scenes with tens of millions of polygons and a virtually unlimited number of textures with off-the-shelf hardware.

    Proxies and Instances Redshift supports geometry instancing allowing you to render massive scenes with large numbers of repeating objects, like grass or trees, [..] Follow product link to continue reading.

    Pricing information: Price is $500 for a node-locked or $600 for a floating license (5 lic. minimum for floating). Both options include 1 year of maintenance. For other options, see the purchase page.

    author link: http://www.redshift3d.com / product page / -community announcement- and render tests thread
    AnimSchool PickerAuthor: AnimSchoolnew, osAll, rigging
    AnimSchool recently released the qt-based AnimSchool Picker for Softimage. It can be used with the popular Malcolm Rig (see below) or with custom characters.

    AnimSchool's Picker is the best way to select and interact with 3D characters available anywhere. And it's free for friends of AnimSchool! (some restrictions apply).

    AnimSchool Picker can be used with most 3D characters, not just AnimSchool ones. The main restriction is that it cannot be used with 3D characters from other online schools, workshops, or classes. AnimSchool Picker is tightly integrated into Maya and Softimage, highlighting when you make a selection in Maya, as well as picking from the buttons. Users can zoom and pan using standard Maya/Softimage navigation hotkeys.

    Authoring a picker is very easy. Make single or multiple object buttons — even vertices. Make script/command buttons. Move buttons or groups of buttons with the control key. Nudge buttons precisely with the arrow keys. Arrange and distribute buttons horizontally or vertically. Reuse pickers in an instant by switching it to another character's namespace. AnimSchool Picker automatically changes all buttons and scripts to update to the new character.

    Follow the download link for the Softimage installation instructions and a how-to video.

    Malcolm RigAuthor: AnimSchoolosAll, rigging
    Malcolm is a fully flexible, detailed character rig from AnimSchool. This film-quality rig includes super-expressive facial controls.

    AnimSchool students and instructors have full-throttle animation fun with characters like this! AND NOW most anyone can download and use Malcolm!

    Follow download link to continue reading. To use the Malcolm character, qualified users must abide by the Terms of Use.

    pb_BendWithRadiusAuthor: Pedro Alpiarça dos Santosnew, osAll, deform, bend
    This compound wires into the factory Bend Op and uses the angle value to drive the radius in a way so the deform always goes along the whole length of the object- similar to 3DSMax's bend deformer. Demonstrated here on vimeo.

    Related plugin: »agBend« by Angel Pavón

    local backup: pb_BendWithRadius.xsicompound

    author's vimeo channel / -community thread
    Timewarp Cache RetimerAuthor: user /voo-doo/ @softimage.runew, osAll, ICEmisc, retime
    This is an retiming compound posted by sofimage.ru forum user /voo-doo/ that does an fcurve controlled retiming of particle positions, rotations and scale values.

    Basic usage instructions as posted by the author: Create a basic emission on a grid Open Cache manager » Write Ice cache to the file Hide (or delete) original pointcloud Create a new empty pointcloud Assign Ice Tree (Simulated) Drop and connect a new Retime compound into Ice Tree Choose your Ice cache play with f-curve :)

    Related plugins: »Cache Retime 1.2« by Rob Chapman

    local backup: ICE_cache_Retimer_v1.51.xsicompound

    author site: n/a / softimage.ru thread / -community thread
    ForesterAuthor: 3DQuakersnew, win64, commercial, vegetation
    3DQuakers, one of the few providers of Softimage video training, is proudly presenting its first Softimage plugin: [..] Forester is a procedural creation addon that renders the creation of natural elements like trees, forests, grass and flowers a breeze! With its procedural approach, Forester generates the geometry using ICE, making the creation and editing of elements very straightforward. Forester is not aimed for technical directors, but for artists. No ICE knowloedge is required. In fact, Forester will add all the connections automatically, so the user would only have to change the element parameters. Forester elements come with lots of parameters to render the customization process very fast and intuitive. Almost all geometry come with built-in UVs, called Space UVs, that fit perfectly over the geometry, and render exactly the same way in Mental Ray and Arnold.

    Pricing information: Forester v1 is launched with an introductory price of 159 USD, for single machine use. Additional licenses cost 100 USD per machine. Prices are subject to increase after the launch period.

    Related plugins: TGen, LKLightning, StrandTree, Ivo Tree, Recursive Tree (click »vegetation« tag)

    author link: http://3dquakers.com/web / plugin: /web/...&ItemId=75 / -community thread
    emTopolizer2 v2.2Author: Eric Mootzupdated, compilation, osAll, ICEtopo, ICEparticle, ICEmisc, shadingworkflow, commercial, shatter, fluids
    Updated April 2014 with a rewritten polygonizer core (Version History) — While working at Framestore on the »2013 Nissan Altima: Wouldn't It Be Cool?« spot with Tim Borgmann and Chris Keller, Eric developed a whole suite of topology manipulating ICE compounds that he now releases as »emTopolizer«. Core piece is an operator stack-like ICE compound that simplifies working with with topology in ICE and is able to deal with massive amounts of particles/polygons while maintaining a very high performance.

    From his webpage: emTopolizer is a Softimage ICE plugin for creating, accessing and manipulating geometry within ICE. The plugin consists of an Addon that contains a "DLL" file (Windows) or "so" file (Linux) for the custom ICE node (compiled C++ code for 64 bit versions of Softimage) and many ICE compounds. Feature list of emTopolizer: High speed geometry caching ICE compounds - (.mzd, .emp2, .obj sequence and Realflow .bin formats) high performance polygonizer within ICE - with new memory management UVW Engineer - automatic UV coordinate generating for changing topologies (typically liquids) Access to vertex/polygon island data in linear time. Thickenizer Shatterizer The Geometry Free Reader Many further little high speed goodies

    More information including the full online documentation available on the product page. Price is €199.

    For videos from the April 2014 release see the si-community thread linked below. Older videos available on vimeo: Walkthrough, A closer look at the demo scenes, Vertex Islands, The Geometry Reader and Writer, The Polygonizer Jungle and an interesting lookdev spot for the Nissan ad by Tim Borgmann.

    author site: http://www.mootzoid.com / product page: /plugin/emtopolizer2 / -community thread
    emTools 1.935Author: Eric Mootzupdated, compilation, osAll, ICEparticle, ICEmisc, scene, voxelize, strands, text
    Updated April 2014 — A free and ever growing collection of heavily production-tested helper and FX compounds. For the full set of included items see the emTools instruction page on mootzoid.com. The latest release adds the »Particle Liquid Shaper« which scales and rotates particles to better conform the liquid surface (see thumbnail). Other highlights from the April release: The »Principal component analysis«, »Compare Strings« and »Denoise Point Cloud«.

    The initial release from ca. 2011 which makes up only a small portion of the current release, featured these items: »Quantize Volume« compound: fills a volume with particles with options such as align-to-surface and different distribution methods. »Melt Particles«: welds two intersecting particles into one, accounting for particle size Liquid Filaments: creates liquid filaments (= particles along a line) between a particle and its neighbors Center of Geometry: calculates the center of the input geometry Fly towards Position: will make a particle fly towards a position (= a goal) without changing its speed Init slim Particle Data: very similar to the factory compound »Init Particle Data« that is used under the hood by the factory emitter compounds. This compound however only sets/initializes the most commonly used data and furthermore allows you to set - or not set - the _Init data Intersection of a Ray with a Plane Intersection of two Lines Intersection of two Spheres Linear Interpolate Duo: more or less identical to the factory node »Linear Interpolate« with the only difference that you interpolate between two pairs of values rather then between two values Linear Interpolate Trio Local Rotation : will rotate a particle around one of its local axes Point Force from Nulls Point Force from Points Pseudo Subframe on Emission Scale Particle Size Turbulize Position Volume of Sphere

    Some videos from earlier releases: v1.84, V1.33 - walk through new stuff, V1.4 featured in this EMTopolizer Tutorial

    author site: http://www.mootzoid.com / download: /plugin/emtools
    SiScatter 2.0Author: Julien Carmagnacnew, osAll, curves, modeling, ICEparticle, scatter
    A scattering plugin from Julien Carmagnac, author of »Instance On Curve«. SiScatter offers a high level of control over the scatter placement:

    This scatter tool distributes particles based on the »emTool _ Equal Distribution on Surface« Compound from Eric Mootz (thank you Eric !). I tweak this compound to work together with »Delete Particles Near to Boundaries Edges«, »remove closest geometry« and »remove inside filter« compounds.

    This tool build an ICE Tree and create a custom property under the point cloud object to tweak all ICE parameters. So you can edit entirely your scattering without open your ICE Tree. List of avalaible modifiers: color by gradient color by shape id color by texture map filter by boundary edge filter by closest geo filter by fractal filter by random

    Continue reading in the si-community thread. Video demo here.

    local backup: siScatter.xsiaddon
    author on vimeo / -community thread
    Strand TreeAuthor: Fabricio Chamonupdated, osAll, ICEmisc, vegetation
    Updated April 2014 with a fix by Hans Adrian for Softimage 2014+. Strand Tree is a set of ICE compound nodes that allow the creation of plants and trees. See the author site / the si-community discussion for documentation, example scenes and videos.

    Emitters: Emit Branches, Emit Leaves Grow Control: Even distribution grow, Random distribution grow Modifiers: Modify Branch Color by Iteration, Modify Branch Width by Iteration, Modify Particle Size by Iteration, Modify Value by Iteration, Modify Value by Normalized Strand Segment Debug: Debug Iteration Strand Effects: Deform Tree by Curve, Surface Grow Rendering: Tree Visibility Options, Use Geometry Branches Presets: Basic Tree, Pine Tree

    Hans' interesting explanation for the Softimage 2014 fix: [..] I moved the »set data« node to outside of »Add point« node on creation. This is because whenever there is a »Add point« node, the custom attribute stored in points may be reset. This was the case with »self.__strandTree_NumBranchesPerIteration«, which was reset to 0. It caused division by 0 in »Even Distribution Grow« node and thus the whole compound does not work. To work around this, we need to set the custom attributes in per Object context, instead, so that those attributes will not reset when there is another »Add point« node. .

    Available on vimeo: Softimage ICE Procedural Tree Generator, ICE Procedural Tree - Surface Grow and Tree simulation - wip.

    local backup: StrandTree.xsiaddon (fixed version)

    author site: http://iceduous.blogspot.com / -community thread
    Maxwell Render PluginAuthor: Next Limitupdated, osAll, renderer, strands, ICEparticle, commercial
    Updated May 2014. The Softimage integration of Next Limit's Maxwell Render Engine. Supports features such as Multilight, ICE strands and particle instancing, FIRE script commands, MXS references, previewing embedded materials.

    The May 2014 update adds support for Softimage 2015, the render region, MXM script functions and has a number of bugfixes (See the release notes for the Softimage plug-in).

    product page: http://www.maxwellrender.com/ / -community thread
    Mitsuba ExporterAuthor: user Angel 07 @si-community.comnew, winAll, interop, renderer, cppsrc
    This plugin is called Mitsuba and Softimage synchronizer (shortly MaSs). I start to develop it for understanding how the Mitsuba renderer works. So, some tool for export scenes needed. Of course, there are some other exporters from Softimage to Mitsuba. One of them here. I try to understand how it works, but then decide to create my one exporter with Python and GUI. Link for download.

    After installation in the top menu will appear "MaSs menu" item. Let describe command from this menu: In the Primitive group we can create primitives for Mitsuba. For example, mSphere is not a polygonal sphere but parametric. In the Lights group we can create lights of different types for Mitsuba. In fact all of them are standard lights but with custom light shader. The command in Property group add property to the camera. In this property we can choose type of camera, different parameters of it and so on. If this property is not assign to exported camera it will be append automatically. MaSs window open the main window with export settings.

    local backup: MaSs plugin 0.1.zip

    author on vimeo / -community thread
    CrowdFX - Move Within Two CurvesAuthor: Hans Adrian (Autodesk)new, osAll, ICEmisc, ICEparticle
    An ICE compound that makes a crowd follow a path defined by curves on either side.

    Usage instructions as posted on the mailing list: Create a new Crowd Scene Create two curves which will bound the crowd Put »Initialize Move Within Curves« compound in »Emit_and_Initialize« tree of the crowd see attached »Emit and Initialize.PNG« Put »Move in between two curves« compound as Goal of the crowd in »Behavior« tree; use the two curves as input to the compound, with the left curve as Curve_Name_1 and right curve as Curve_Name_2 see Behavior.PNG This compound works with and without terrain.

    Additional material: A demo on youtube.

    local backup: Initialize Move Within Curves.xsicompound   Move in between two curves.xsicompound
    author site: n/a / source: mailing list @google groups / -community thread
    CrowdFX - Group BehaviorAuthor: Hans Adrian (Autodesk)new, osAll, ICEmisc, ICEparticle
    An ICE compound ifor CrowdFX that makes groups avoid each other.

    Usage instructions as posted on the mailing list: Create a new crowd scene with different social group ID Go to »Behavior« tree of Crowd Simulation Tree Replace »Set Velocity Using Collision Avoidance« with the attached compound »Set Velocity Using Group Collision Avoidance« (See Attached Group Behaviour.PNG) Tune »Far Interaction Limit« (found at »Emit_And_Initialize« tree > »Initialize Collision Avoidance«) for better result. Using 70 as the value seems to give overall best result for most cases.

    Additional material: A demo on youtube.

    local backup: Set Velocity Using Group Collision Avoidance.xsicompound
    author site: n/a / source: mailing list @google groups / -community thread
    Vorlex on Verlet actionAuthor: Rob Chapmannew, osAll, ICEmisc, scene
    Disclaimer: This is from the resourcedump thread on si-community.com so »some restrictions may apply« (but usually don't)

    He shoots he scores. this one is for Mr. Spare. a pure ICE non robust solution for the eternal problem of Rigid bodies colliding on cloth with interaction and simulation therein. only ICE, Verlet and Vorlex were used in the making of this scene which can be found here [..]

    local backup: Deformation_Verlet_Cloth_net_vorlex_ball_rc.scn

    FaceRobot PoseToolsAuthor: Oscar Juareznew, rigging, osAll
    Attached you can find a very hasty plugin I did for mirroring poses on Face Robot, is built in a very hacky way but I think it might be helpful for you, should work with vanilla facerobot, and it's very bad naming conventions for control names.

    Use at your own risk, I tested with Rock Falcon and it works. It works on selected controls, but there is a catch, it should be a control on the right side of the face, even if you are transfering from left to right or right to left (I told you very hacky made) also works in all controls if nothing is selected. It creates a menu on top of softimage, feel free to modify it.

    local backup: oj_FR_PoseToolsPlugin.py

    Mirror FaceRobot RigAuthor: Pedro Alpiarça dos Santosnew, rigging, osAll
    This script mirrors any selected FaceRobot control. The initialization string for the lookup table used in the script was built using the second script.

    local backup: MirrorPose_Apply_02.py   MirrorPoseBuildingLibrary_02.py (lookup building script)

    author's vimeo channel / -community thread
    Welding with ICEAuthor: Chris Marshallnew, osAll, ICEmisc, scene
    I needed a logo that looked welded together, so created a very simple setup in Softimage with ICE to automatically build the welding. The job didn't require any animation, but this test shows what's possible. I was surprised how easy this was with ICE, very simple indeed [..]

    Video demos: part 1, part 2.

    local backup: welding-with-ice-2013.scn

    Kristinka HairAuthor: Anto Matkovicupdated, osAll, ICEparticle, strands, scene
    Anto currently (May 2014) updates Kristinka Hair "incrementally" — to see the latest additions, visit the si-community thread.

    The Kristinka Hair toolset is a new and unique way to set up, style and simulate hair using ICE nodes. A set of fully customizable ICE nodes Scalable, from only a few basic compounds for building basic hair, to very complex structures. Hair styling that always considers the whole shape of the hair. Styling works well for short and for long hair. Unlimited hair length, unlimited number of hair segments. Automatic, procedural generation of details - always with full control. Locks, clumps, curls, turbulence, are created by ICE compounds Additional modifiers, like cutting hairs by external geometry, constant strand length for key frame animation, resampling and subdividing strands, morphing with another hair, modulating hair's distribution over emitter, so user can increase density on most visible areas Full support for the Sofimage's built-in Strand Dynamics Framework simulation engine. Only factory ICE nodes were used, it should work nicely with any Softimage version from 7.01 on.

    The 3.0 update adds a lot of new features, including a new method of guides-filler interpolation which allows for the filler strands to be generated inside the same point cloud as the guides. Version 3.1 adds new features written by Anto himself, as well as custom developments by Jonah Friedman from Psyop and Mihail Dzhurev from Chaos Group. Here's a TV ad created with the new version nodes.

    Also available: documentation and an online tutorial. Note that bronco67 has created a video introduction for an earlier version available here. In case you want to apply kH3 nodes and dynamics on top of strands that were not generated by kH3 itself, here is a setup for that.

    local backup: kristinka_hair_31_11june2012.rar

    author site: http://www.matkovic.com / download: /anto/kristinka-hair.html / -community thread
    Zoogloo Rigging ToolsAuthors: Andy Buecker and Greg Maguirenew, osAll, vbs, rendering
    In the mailing list thread discussing cross-DCC rigging, Greg Maguire posted this gem (The Softimage side of a cross-DCC rigging framework): I've been involved in building several rigging systems. So, much so that I co-founded Zoogloo with Andy Buecker in 2006 to rig for studios. We worked on 25 different projects over a three year period including, Spiderman3, Where The Wild Things Are, Happy Feet, Thundercats and more. Because we worked on animated features, episodic television, games and visual effects features and in Maya and in Softimage, we developed an in-house rigging system that took a different approach to any rigging system at the time and any that I have seen since.

    Having worked at ILM and witnessed the size of the team that had to be hired to translate between maya and ILM's proprietary tools, we decided to go further up the chain and develop a higher level rigging tool. We would not translate between softwares, we would instead issue each package instructions that would be built natively. i.e. a node based editor to build connections between blocks of body parts. A block would have characteristics built in, a 3-bone spine, or a 9-boneIKFK spine or a Disney-foot or an ILM-head. Each block then passed their data to a python script built for maya or softimage natively. i.e. we had to write Disney-foot in python for Maya and python for Softimage. btw. You can tell from my poor explanation above which one of us did the majority of the coding! (thanks Andy, you rock!)

    It addressed the following issues: Developing rigs for Maya, Softimage and any other software (Fabric?) Developing rigs for games, animated features, episodic television and vfx Naming convention mapping between all objects, controls for different studios SQLite for storing, geom, transforms, weights.

    Anyway, to cut what could be an incredibly long story short we Opened Sourced the tools some time ago but ....didn't tell anyone. I thought some of our work might be of use to you guys:

    Two years amount of work here, it might speed things up.
    [..] follow the discussion in the mailing list link below.

    repository @github / mailing list thread
    Domemaster3D Lens ShaderAuthor: Andrew Hazeldenupdated, osAll, cppsrc, shader, mentalray, scene
    Updated March 2014 (new features see below) — The Domemaster stereo shader for Softimage is designed to create 2D & 3D fulldome renderings for use in planetariums and other fulldome theaters, and spherical/equirectangular renderings with the latlong_lens shader. Roberto Ziche created the domemaster stereo shader for 3D Studio Max and I added the Autodesk Maya and Softimage support. [..]

    Continue reading here. The latest releases add: A realtime OpenGL and rendertime polygon subdivision smoothing on the 'starry sky' quadsphere mesh The new Domemaster3D toolbar (see thumbnail) with a fulldome media viewer a revised stereo camera rig an improved starglobe tool a reference grid an automagic fulldome tool and new resolution presets.

    See Andrew's homepage for more information. A demo created by Max Crow.

    local backup: domemaster3D.xsiaddon   domemaster3D_sample_project.zip   domemaster3D_src.zip

    author site: http://www.andrewhazelden.com / download: blog/downloads / project @google code
    LegolizeAuthor: Giulio Tonininew, osAll, ICEmisc, private
    This is a Legolize compound I created for some commercials I worked on. [..] Continue reading on the author page.

    Video demo here.

    local backup: gt_Legolize.xsicompoundp

    Set Weightmap by VolumeAuthor: Giulio Tonininew, osAll, ICEmisc, private
    This is a simple compound I created some time ago. Basically, it can modify an object weightmap using another object as influence. I found it useful in many productions [..]

    Video demo here.

    local backup: Set Weightmap by Volume.xsicompoundp

    DKN Backburner for SoftimageAuthor: Daikin Industries, Ltdnew, osAll, vbs, rendering
    A plugin for Backburner, the network render manager software for animations which installs with 3DSMax. Testimonial by the submitter: I've tried for a while, and it works pretty good.

    Functions installed: DKN_BackBurner_for_Softimage DKN_RenderMap_by_Backburner DKN_RenderMap_by_Qube bat_obj_rendermap

    Related plugins: »Submit to Backburner« by Wilhelm Landt

    local backup: DKN_Backburner.xsiaddon

    Softimage Survival Pack 1Author: variousnew, win64, compilation
    Softimage Survival Pack wraps a number of add-ons that can only be applied by patching factory files: Replaces the green Autodesk app icons with the old black 'X' icons XSI 5's splash screen graphics for Softimage 2015 (other versions are getting different splash screens) top-right toolbar logo replaced with the old version added feature for ICE: Menu item »select object(s)« in the context menu of get data scene reference nodes now supports multiple selection added feature for ICE: Executable compounds added to the lists in Preferences > Custom > ICE Operators (AKA »Custom ICE operators«) can now be applied to multiple selected objects at once using the specified menus.

    Note: This is an installer executable which patches files inside the Softimage application directory. Backups of the original files are created (named *_original) and can be restored manually or using the included uninstaller (via Windows Control Panel > Software). Supported versions: Softimage 2013 SP1, 2014 (all SPs) and 2015. Not tested on Windows 8. Uses the Nullsoft NSIS Installer/VPatch addon. Use at your own risk.

    local backup: Softimage_Survival_Pack_v1.5.exe
    -community thread
    ICE Array NodesAuthor: Reinhard Clausnew, osAll, cppsrc, ICEmisc
    A set of ICE nodes for some array operations that are not possible to recreate using factory nodes. Examples are: grouped sums, cumulative sums and operations on 'fake' 2D arrays (=linearized to a normal array).

    Includes (from the si-community thread): Get Grouped Sums Array - groups values from an input array in a specified pattern and outputs the group sums as a new array. It can also do cumulative sums. If you're not working in a subcomponent context, you can also try this approach using GenerateSampleSet. Get Grouped Products Array - Same for products of array entries... uses cross product for vectors - Get Cumulative Sums Array - This one is a convenience node that does what is shown in example #4. It contructs the group sizes array based on the input array and output the cumulative sums array [A1, A1+A2, A1+A2+A3, A1+A2+....] - Get Repetition Array - This is a simple compound that creates repetions of an array, number of repetions is configurable of course. It is used to prepare a normal array for an operation with a 'fake' 2D array.

    See the si-community thread for a few examples. A more complicated example is interpolating strands by nearby guide strands. Problem here: 'Get Closest Points' returns an array of the closest points and a 'Get StrandPositions' on this would require native 2D array support which does not exist. Workaround possible with these nodes: Build a global GuideStrandPositions array by concatenating the Guides' StrandPositions and store each guide's offset into this array as an attribute on the guide. The example scene demonstrates how to use this plugin to calculate the interpolated strands from this array.

    local backup: ICEArrayNodes.xsiaddon   CurvesAsGuides_Example_2014SP1.scn

    author site: http://rray.de/xsi / -community thread
    mHard Edge MarkerAuthor: Martin Yaranew, osAll, js, align, measure
    Run it from the Model - Modify Component menu on the left. You have 3 buttons: Select - It will select all edges whose neightbor faces have an angle superior to the one specified in the angle option. It works with objects, and with specified subcomponent selections. This is based on »Select Hard Edges« by Christopher Peltz, but working a lot faster. Hard - Mark selected edges to Hard, delete edge clusters and freeze only the mark hard edges operator in the selected object. Soft - Unmark hard edges to soft.

    Instructions: Drag & Drop the xsiaddon to the XSI Viewport (you can drag & drop directly from the link) Versions: XSI 5.11 and later

    local backup: mHardEdgeMarker.xsiaddon

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