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RH Import/Export Plugin for SOFTIMAGE|XSI
 

RH Import/Export Plugin for SOFTIMAGE|XSI
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Welcome to Right Hemisphere's Import/Export Plugin for SOFTIMAGE|XSI, a plugin that enables you to open .rh files in SOFTIMAGE|XSI, and to save SOFTIMAGE|XSI files to the .rh format for use in Deep Exploration.

This reference contains detailed information about all the features and capabilities of the RH Import/Export Plugin for SOFTIMAGE|XSI.

Please note that this document may be updated as more information becomes available.

Using the Plugin
User Interface
Release Notes
Archive Information

Using the Plugin

You are as yet unable to save SOFTIMAGE|XSI files to the .rh format for use in Deep Exploration. This will be implemented in future versions.

To import a .rh file:

1. Choose File > Import > Import RH from the SOFTIMAGE|XSI menu bar.
2. Navigate to and select the .rh file you want to import.
3. Click OK.
4. Select the components you want to import.
5. Select the import options you require.
6. Click OK.

User Interface

The user interface consists of an import dialog and an export dialog.

Import Options Dialog

The Import Options dialog is used to import .rh files. You can choose to import various components of the selected file.

  • Import Materials: Imports all materials associated with the file.
  • Import Normals: Imports all normals within the file.
  • Import Textures: Imports all textures associated with the file.
  • Add Top Level Frame: Creates a top level 'node' to contain the objects within the scene.
  • Flip Normals: Reverses the order of the points and 'flips' the direction of the normals on the faces of the model. This is helpfule for models with incorrectly orientated (facing backwards) faces and/or surface normals.
  • Import Vertex Colors: Imports all vertex color coordinates.
  • Swap Axes: Swaps the Y axis with the Z axis.
  • Import Animation: Imports all animation within the file.
  • Sample Animation: Uses sample values for the key frames. That is, it samples the value of the animation curve at every frame. These values are then used as the key frames instead of using the key frames that created the animation curve.

 
 
   
   
 

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