Softimage|3D
Originally named Softimage Creative Environment, this was the first product developed by Softimage. Softimage President Daniel Langlois and engineers Richard Mercille and Laurent Lauzon begin development of the company's 3-D application software in 1987. The user interface would remain largely unchanged for the next 16 years of the product's life. In a first for the industry, the software offered modeling, animation and rendering in a single integrated environment.
Creative Environment 1.0 was introduced at SIGGRAPH in 1988 and the first public release, v0.8, was followed shortly by v1.0 all in 1988. The next year v1.65 was released including texture mapping followed in 1990 by v2.0 with a set of new animation tools, the concept of object constraints, a new Dopesheet editor, and spline modeling.
The software received a major update in 1991 with the release of v2.5 which included an Actor Module with Inverse Kinematics, a concept coming from robotics. The Actor Module also included Bones, Flexible Skin (Envelopes), and Rigid-Articulated Body Dynamics. Softimage received a Technological and Scientific Academy Award for the module's innovation after it was employed in Terminator 2: Judgment Day (which itself won the Academy Award for Best Visual FX).
Additional updates followed in 1992 with v2.52 which included the addition of Motion Capture (Channels) and an SDK (DKit) and in 1993 with v2.6 which introduced a wide variety of features including Metaclay ("Metaballs"), Motion Control, Clusters, Shape Animation, mental ray rendering, Wave Deforms, Flock Animation (macro particles), a Standalone Particle System, Rotoscopy, 3D Booleans and Ghost display/Onion skinning. Mental ray rendering was made possible by a rendering technology agreement between Softimage and mental images announced the same year.
Along with Microsoft's acquisition of Softimage in 1994, the company released v2.65 which introduced revamped File and Database Management, a new Topological scene graph update, Structure Keys, Extended Constraints, Expressions, Animation par Shapes, and Toon rendering.
The Interactive Developer's Entertainment Authoring Software (IDEAS) with ProPlay and ProPlay Plus solutions was introduced in 1994 and included Softimage Creative Environment, Eddie compositing, video-effects software, distributed ray tracer and a 3-D particles kit.[16]
The 1995 release of v3.0 was the first major release in which the product was named Softimage|3D and the same year, the company released the first version of its Softimage|3D Extreme edition which included Osmose, Virtual Theater (real time capture and virtual set compositing) and mental ray. Version 3.0 included NURBS Surfaces and Modeling (Trims, Instances and Relational modeling), Qstretch deform (squash and stretch), Custom hotkey remapping (swift keys), a Spreadsheet function, the 1st generation of Polygon Reduction, as well as Games Features (Advanced polygonal modeling tools, 2D/3D Paint + UV Texturing + Painterly Effects, Color Reduction, and Game Export / filtering / on target viewing for SEGA Saturn).
Version 3.5 was released in 1996 and included Windows NT support, User Data, an Image Library, Ambulate, Stepmaler,[17] and the Saaphire SDK.[18] It was followed in 1997 by v3.7 which expanded the Game Export functionality to include Sony PlayStation Export / Import / Viewer + Attribute Editors and also added Colors at Vertices (painting, OpenGL, Softimage + mr rendering, Saaphire), Direct3D Export / Import, and RenderMap (baking light maps).[19]
In 1998, v3.8 brought a GDK (Game Development Kit / high-level AP), dotXSI file format, import/export pipeline (Direct 3D, VRML, 3D Studio) and the GameFilter, Merge, Polygon Reduction, Neural Quantizer (color reduction), Animation Sequencer (precursor to animation mixing), and Audio Track for lip synch features.[20] This was followed a year later by v3.8 Service Pack 2 which included Advanced Rendering (Caustics support, Global Illumination), Bézier curves support, Surface Continuity Manager (SCM), Drop & Slide Points, and GoWithThe Flow (which constrains objects to particles) plus additional games toolkits: Nintendo NIFF toolkit and Sony PlayStation HMD.[21] Softimage|3D v3.9 was released in 2000[22] and v4.0 was unveiled in 2001 at SIGGRAPH and released in 2002.
Softimage|XSI
The software which would become Softimage|XSI was unveiled in 1996 under the code name Sumatra along with RenderFarm, a Sumatra module which was never released. In 1997, a company announcement mentioned Twister, a rendering module of Sumatra.[27] Twister was officially announced at SIGGRAPH in 1998 as the first module of the still-unreleased Sumatra.[28] However, Twister was later canceled to allow the company to focus on Sumatra.
The 1999 campaign "Animation R3defined" was the presentation of Sumatra as the first "Non-Linear 3D animation" system The Animation Mixer, which allows manipulation of animation as clips on tracks, similar to video non-linear editing system like Avid Media Composer.
Softimage|XSI finally had its v1.0 release in 2000 and included new generation architecture, user interface, workflow, etc. as well as ActiveScripting, Interactive Rendering (Render Region), Rendering Passes, Render Tree, GAP (Generic Attribute Painting), Surface meshes (Nurbs networks), Non-linear animation – Animation Mixer, and Integrated Particles features.[29] The 1.0 release was followed later the same year with v1.5 which added Polygonal modeling, Subdivision Surfaces, and texturing tools as well as Animation Clip Effects/Offsets, Equalizer, Bridge Transitions, Scripted Operators (scripted plugins), Soft-Bodies, Cloth, Fluids (from Phoenix Tools), and the SDK Object Model (COM).