The only differences between Local and Global textures is the priority in which they're layered on the target object. It doesnt' affect whether an object grabs part or all of a texture. Global textures override all Local textures and only one Global texture can be applied per object. I would suggest using Local textures as there are a few tools that don't work with Global textures.
I think what he wants is to be able to apply a single texture to a hierarchy and have each member use only the portion that's relevant to it's location. For example, if a grid were broken up into a bunch of squares, then the leftmost square should only use the leftmost portion of the texture. By default, SI3D applies the entire texture to each object.
There are a few different ways to get around the problem:
1) Apply a projection and use the Puzzle+ effect.
2) Apply the texture in branch mode to the parent of the hierarchy. Nothing should be applied to the children so the projection can propagate. The downside to this method is that the objects will swim within the projection when they move. Therefore, Rendermap will be needed to lock the textures in place per object. UV coordinates can be used because the information is stored in the geometry, not the material or texture. But it will be a tricky maneuver to get it to work. Usually this involves applying a material + texture to establish UV's, then removing it so the texture inherited from the parent will display properly.
3) Camera/Texture projection. This allows you to project a texture from the camera onto elements in the scene. You have the choice of locking the texture to the object so the elements don't swim.
If you want to lock 3D textures onto objects, then Rendermap is your only option.
Details on how to use all tools in the manuals.
Matt
Matt Lind
Animator / Technical Director
Softimage certified instructor:
Softimage|3D
Softimage|XSI
speye_21@hotmail.com