3dsmax |
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Workflow |
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Inter-System (3dsmax to Maya) transfer for project colaboration pre-visualisation
Author: Chris Thomas
Level: Advanced
Topic: How to transfer scene files with animated elements between 3dsmax and Maya.
TYou may find yourself in a situation where you are collaborating with another team or individual that is using Maya for their portion of your project. So, how do you share data, camera moves and animation roughs between packages so you can successfully colaborate together? This tutorial runs through one potential pipeline for transfering your scene data from 3dsmax and into Maya. |
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Particles |
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Particle Flow Spiders
Author: Chris Thomas
Level: Advanced
Topic: Particle Flow Scripting & Character Rigging
This tutorial came about as the result of some experimentation I undertook with Particle Flow in late 2002. The goal of the project was to see if I could control the animation of instanced geomerty via the behaviour of the particles. I decided to try and control the animation speed of a walking spider via the speed of each particle. This result was an amalgamation between rigging, animation ease curves and a scripted operator. Read on for me info..... |
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Lighting & Rendering |
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Mental Ray: Ambient / Reflection Occlusion Shader Usage
Author: Chris Thomas
Level: Intermediate
Topic: How to make use of the new Ambient / Reflection Occlusion shader introduced with Mental Ray 3.3 in 3dsmax7
This tutorial covers the usage of this new shader and will hopefully give you some ideas on how to use it. This new shader offers something over and above photon mapping and final occlusion as it is just that, a shader. This means it can be used in any way that you can conceive of, and so in the future it will probably become one of the swiss army knife shaders of many Mental Ray users. |
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Scripted Distance Indicator
Author: Chris Thomas
Level: Intermediate
Topic: How to display the under or over-streched position of a bone or other element during rigging.
This tutorial shows how you can use scripting and a simple standard material to give visual feedback on the correct position of an element in a rig. It is especially usefull where you have a stretchy bones based rig and you wish to give visual feedback to the animator when they have the limb at the right length, under or over-stretched. |
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