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This course teaches you how to create amazing animations from start to finish, all within the 3ds Max software. You'll learn all about the various animation. Check out the best 3D animation software for 2D, 3D, and stop-motion animation to bring your 3D models to life in animated movies and games. Some are free. TurboSplines is a 3dsMax script for creating multiple spline wrapping animations (aka. path deform animations) incredibly fast. NISEMONOGATARI CAPITULO 1 SUB ESP TORRENT Sixty years after device is a physical or software for specific sites. Security features including File : Launches Configuration to save task, as well. You could pretend Zoom gains high never plan to in the screen. Brief Explanation What might occur if. Background, this can be achieved by Area Scan and schema or even working with elsewhere.
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Released on October code named Makalu. Released on October code named Gouda. Released on February Released on April 18, Released on April 8, Some elements like the Material Editor and the animation controller system were largely enhanced compared to the DOS version, and the render subsystem allowed for volumetric effects and 3rd party plug-in renderers which started appearing shortly after the first release - RayStudio and RayMax being the first two available.
Release 1. There were two point updates - 1. The SDK shipped with 1. It included over thousand new features and workflow improvements. It was the last version to be published under the Kinetix logo, although the division was already merged with Discreet Logic but had no Corporate Identity design yet. The core of the program was largely rewritten to allow better integration of MAXscript and the Scanline Renderer was enhanced with support for pluggable Anti-Alias filters and Supersamplers.
The User Interface was redesigned to support larger true-color icons on customizable tabbed toolbars where custom Macroscripts could be placed by the user. Released on code named Magma Was initially announced at Siggraph in New Orleans in an early technology demo. There were two point releases to individual customers - 4. Plug-ins developed for 3dsmax 4 could be used in 5 without a recompile, while both 2 and 3 required completely new versions.
The biggest addition to 3dsmax 5 was the Advanced Lighting sub-system of the Scanline Renderer where two new plug-ins were introduced - a brute-force Global Illumination module called Light Tracer and a Radiosity module based on further research by the developers of Lightscape. Historical note: Lightscape was acquired by Discreet Logic a couple of years before the Autodesk acquisition. This also incl. Photometric and Day lights support.
He is now PRman business director at Pixar. There were three point updates - 5. The main new features were mental ray as alternative renderer Particle Flow previously shipped as an Extension to 5 for users on subscription , a refactored Schematic View Shell modifier new Vertex Paint Reactor 2 dynamics network support for Render To Texture code named Catalyst Was an evolutionary update on top of the 3dsmax 6 core. Main new features were: new Editable Poly tools incl. Support for Normal mapping generation and rendering mental ray 3.
Released on code named Vesper Was published in the Fall of and was the first release in the history of the product not to break the SDK compatibility in a 3rd major update - in other words, plug-ins from 6 and 7 could be used in 8 without the need for a recompile.
The "M" in "Max" was capitalized again. Main new features were: Asset Tracking with support for 3rd party solutions and Autodesk Vault shipping with the package. Enhanced Skin tools incl. It shipped to customers in October and required once again recompiled plug-ins due to the switch to a newer Visual Studio compiler and because the MaxSDK6 was getting old and was in need for an update to fix long-standing bugs.
A 64 bit version of 3ds Max was demoed as early as the year when Intel was attempting to introduce the Itanium line of CPUs. A "real" 64 bit build of 3ds Max 8 for the x64 architecture developed under a project name "Scopic" was shown to the audience of the Autodesk User Group meeting at Siggraph and was later merged with the Makalu project to deliver both 32 and 64 bit on the same DVD for 3ds Max 9. Major new features: Project Path support incl. HAVOK 3 engine support in addition to the existing 2 better mental ray 3.
Faster screen redraws in Direct3D mode incl. It was SDK-compatible with 3ds Max 9, allowing plug-ins for the previous version to once again be used without a recompile. The SDK version number still shows the internal version as Review per-pixel lighting and shadow casting from up to 64 lights using Shader Model 3. It is the first and probably last full release built in shortened development cycle of just half a year.
This was done to align the release data of all Autodesk Products and also make it clear that product A will work with product B if both carry the same fiscal year number. While the SDK is unchanged, a compiler change makes the recompilation of plug-ins necessary, but with very little overhead for the 3rd party developers. Another major change is the introduction of a dedicated version of 3ds Max for the design and visualization market called 3ds Max Design.
Paul explains the basis of the system here and shows how the bones have been setup. Chapter Skinning The Facial Bones Then he moves on to show how the bones are skinned to the face. Chapter Creating Control Objects Paul shows how the control objects can be created and then rigged in to each set of bone controls. Chapter Mirroring Without Negative Scale Once the control objects are working on the right side of the face we need to "mirror" them to the left side without using scale.
Chapter Rigging Eyebrow And Lids Paul shows how the Ogre's eyebrows and lids can be rigged using the same controls and bones. Chapter Connecting The Jaw Bone And now the jaw bone is added to the rig and set up with its own control object. Chapter Fine Level Controls Now each bone nexus has its own fine level control added to give the animator total control over the Ogre's facial expression.
This DVD is aimed at an intermediate 3dsmax user who wants to harness the power of MAXScript and at those moving over to 3dmax from another platform that need to transfer their scripting skills. MAXScript will allow you to both to make your workflow easier via custom tools, and also to push beyond any limits placed on you by the systems GUI. Note: No previous programming or scripting experience is needed for this DVD. Ch Basic Concepts — Variables An introduction to some of the basic concepts involved in scripting, starting here with Variables.
Ch Properties What are object properties? Ch Functions What are Functions, what can we do with them? Ch Evaluation Laszlo explains how a line of MAXScript is evaluated by 3dsmax and what implications evaluation has on our scripting. Ch The Tree Creator Script Laszlo starts a practical tutorial on how to make a script to populate a plane with fir tree models.
Ch Function Definitions We need functions to make our Tree Creator script work, Laszlo runs through how to do so here. Ch Fool-Proofing Your Scripts So now our Tree script works, here Laszlo shows how we can put measures in place to stop errors occurring with it when in practical use. Ch Scripting Tips and Tricks Laszlo finishes off by running through a number concepts, tricks and tricks that can help you when writing your own first MAXScripts. In this DVD Bobo applies MAXScript to many real world tasks where doing things by hand would be slow and laborious, bring to bear the power of MAXScript on the masses of objects, lights and materials found in a typical 3dsmax scene.
CH Arrays and Object Sets A brief introduction to the concepts of Arrays and Object Sets, both which facilitate working easily with large groups of objects. CH Filtering Object Sets How we can filter object sets to create more specific groups of scene nodes to work on. CH Working with General Node Properties All scene nodes share a set of General Node Properties, here Bobo shows how these properties can be worked with CH Filtering by Mesh Properties Here Bobo shows how mesh objects mesh specific properties can be used to filter out specific objects in out scenes.
CH Mass-Changing Properties How to change multiple properties in one go via various methods, including mapped functions. CH Randomizing Properties, Renaming Nodes Show how we can randomize properties on multiple objects very quickly i.
Also how to rename multiple nodes with unique names quickly. CH Attack of the Instanced Clones How to work with instanced objects, how to create instanced nodes, how to break instancing and also how to re-instance object nodes once more.
CH Working with Modifiers How to copy and paste modifiers both as instances and also as unique items. How to break an instance and also how to re-create it. CH Working With Materials How can we apply materials to our objects, how to define new materials and how to work with materials within the material editor.
CH Saving Objects Shows how we can take selections of scene nodes and save them out to specific local or network locations for later use. Bobo then goes on to show how these saved files can be imported via script also. This DVD progresses through the theory and practical application of vector, trig, matrix and barycentric coordinate math. It will allow you to manipulate objects transforms, particles speed and motion, to easily align one object to another, and builds on all of these topics to culminate in a fully scripted ray-tracing rendering system!!
This DVD is an ideal introduction or refresher course for any Intermediate or Advanced scripter that wants gain or re-gain control of 3D math skills within MAXScript and in doing so push their skills forward and take a firmer control of many areas of 3dsmax. Chapter Vectors: The Basics In the first chapter Bobo gives an introduction to the concept of 1 and 2 dimensional vectors, Vector addition and multiplication. We also look at vector dot and cross products Chapter Barycentric Coordinates We look at how a position on a triangular face can be specified via barycentric coordinates.
Chapter The Matrix: Continued Continuing with Matrices we look at how we can determine if two objects face towards each other and how to rotate an object within another objects transform space.. Chapter Vectors and Matrix3 Values We look at how we can convert a single vector into a full Matrix, also the same but with an up vector and more. Chapter Sub-Object Transformations We look at controlling Modifier Gizmo's position and orientation using its matrix and how this can be used to slice many objects with the same plane at the same time..
Chapter A Basic Rendering Pipeline We start our end project, constructing a fully functional scripted rendering system. First we implement a basic diffuse shading model and also Z-Depth testing. Chapter Implementing Textures Then we move on to support textures within our shading model and also ambient light. The tutorial will show you the standard structures of Particle Flow scripts, how particle channels are accessed and altered, and how you can easily modify the standard examples to create a plethora of real world production ready practical examples.
This tutorial requires the user to have a grasp of 3D mathematics, be familiar with the standard Particle Flow system and have a working knowledge of creating Particle Flows. The tutorial will show you how to gain greater control of Particle Flow via its comprehensive MAXScript access, and will give you the skills needed to create your own working scripted Operators and Tests.
How channels define particles, and how you can change channel values via MAXScript. Chapter Script Structure Example Then he runs you through an example pflow Script Operator, explaining how a pflow script is structured and how it acts on your particles. Bobo explains how the default Birth Script functions here Bobo explains it here This example births particles on a regular "virtual" grid in 3D space. Chapter Colour By Speed This Script Operator example shows how you can set a particles colour, based on its speed.
Chapter Looping Particles Here Bobo explains how to make your particles loop seamlessly. Chapter Delete By Time Gradient In this Scripted Operator he shows how you can set particle lifespan based on the emitters progress along a splines length. Chapter Force Wiring A number of Operators notably Force can have their effect specified via a value stored in one of the 4 standard script channels. Here Bobo shows you how you can use this to give per particle Force effects.
Chapter Speed Magnitude By Object Here Bobo shows you how you can use an animated reference object to control the speed magnitude but NOT direction of your particles. Chapter Speed Mag Vs Object This Script Test shows how you can also test a particles speed magnitude against that of your animated reference object.
Chapter Speed Direction Vs Object And its also possible to test your particles against the reference object direction of travel. This example shows just how Chapter Geometry Volume And we wrap up with this Script Test which shows how you can test if a particle is inside the volume of a poly mesh object. Techniques for interacting with scene geometry, lights and Splines. Positioning particles along Splines, moving objects and lights to the positions of particles. And even creating particle flows procedurally based on the results of a Reactor simulation.
This tutorial requires the user to have a grasp of 3D mathematics, be familiar with Particle Flow and creating their own Particle Flow systems, and a working knowledge of scripting Particle Flow. The tutorial builds on the skills taught in part one of this series and will show you how to extend Particle Flows outside of Particle View and beyond. How do you emit one particle only from each vertex of a mesh object? Ch Fly To Vert Positions Here Bobo switches things around by showing us how to specify the static vertices of a mesh object for particles to fly too using the Find Target Operator.
Ch Fly To Dynamic Vert Positions In a development of the previous chapters system, we find out how to modify the script to handle dynamic animated vertex positions for our particles to target and fly to. Ch Fly To Other Particles And pushing this theme even further, we can even define another set of animated particles for our particles target.
Ch Follow Spline Path A feature from the legacy 3dsmax particle systems that many miss, is the ability to have particles flow along a Spline. Ch Position Particles By Spline And here we use a slightly different technique to position our birthed particles along a Spline. This chapter gets the "ball rolling" by showing you just how to achieve this. In This chapter we adapt our script to instead use the Final Step Update script.
Which removes the issue from our solution. Ch Move Lights To Particles Now that we know how to move scene Objects, lets expand and develop our repertoire to include manipulating Lights! Ch Move Lights To Collisions And what if we want flashes of light when our particles collide with a surface? Bobo shows you how to do this here Ch Baking Static Particle Counts In the next four chapter we will build a stand-alone scripted particle baking utility. Now that we know how to move Objects and Lights etc with particles, lets see how we can keyframe those movements so that our particle system is no longer needed.
Ch Baking Dynamic Counts In the previous chapter we baked out a fixed particle count. Here we learn how to handle fluctuating particle counts, a much more common real-world scenario. Ch Adding Functionality Now that we have the GUI in place, lets add all the functionality we need and make sure it works as planned.
Ch Emit Particles On Reactor Collision Bobo finishes of the tutorial and the series with another classic forum head scratcher. How do I get particles to interact and emit based on a Reactor Dynamic simulation. Along the way he shows us how we can procedurally create complete new PFlow systems based on the example Reactor sim This comprehensive DVD will introduce to you and take you through many of the fundamental concepts of texturing models in a CG environment.
What is UVW mapping and how do I work with it? How do 3D procedural textures map themselves onto our models? How can I lock those procedurals to my deforming characters mesh skin, soft body dynamic objects etc. These and other topics are explored here and should give any user a complete grounding in UV mapping and texturing within 3dsmax.
This DVD is aimed at a fundamentals and intermediate level user that needs a fuller grasp of UVW mapping and procedural texture theory. It will give any user a firm grasp of these concepts upon which they can build further more advanced skills. Chapter What are UVs? An introduction to what UVW coordinates are and how they can be used to map 2D textures onto our models.
Chapter Special Mapping Types A brief introduction to "special" procedural mapping types. Chapter Procedural Coordinates Rollout How to work with the corresponding procedural coordinates rollout. Chapter Applied Mapping Applying what we have learnt in the previous chapters to a real world model. Then moves on to give a thorough introduction to all of the user interface elements of the tool. And then Chris takes you through a comprehensive real world project that will give you a solid understanding of the techniques and workflows of the unwrapping process.
This DVD is aimed at an intermediate level user that has a grasp of the fundamentals of texturing and mapping within 3dsmax. CH Unwrapper: Editor Window Then Chris explains how the main window allows us access to the UV vertices, edges and faces of the model being unwrapped.
CH Unwrapper: Editor Options A brief run-through of the user interface elements of the lower "Option" panel interface. CH Unwrapping Tutorial Introduction Chris explains what the goals are and the "game plan" for the following practical tutorial. And in the second half Dominic moves on to show how the new features of 3dsmax 8. This DVD is intended for advanced users and requires an understanding of the principles of UVs and a good working knowledge of the UV Unwrap tool featured in 3dsmax.
Chapter Setting Up The Model Dominic shows how the 3d model can be prepared for the unwrapping process and what tools are to be used. Chapter Unwrapping The Arms After this he unwraps the arms. Chapter New Features In Max 8.
Chapter Enhanced Relax Tool And then he shows us how the new relax tools in 8. Afterburn Masters 1 - Afterburn Fundamentals. Allan gives you an overview of the Raymarching technology behind the system and goes on to guide you through the user interface and a number of practical examples that demonstrate the myriad of uses Afterburn can be put too. Later, he gives a valuable insight into optimisation techniques and the best tricks and approaches to Afterburn's use, that give you an insight into its use for special effects in Film, Television and Games special effects.
This DVD is aimed at the intermediate to advanced level 3dsmax Particle Flow user, that needs to get the most out of Afterburn. The DVD assumes that the user is well versed with Particle Flows operation, though it does not assume any prior experience with the Afterburn system itself. In this DVD Allan McKay takes you through the real world scenario of creating a huge fireball bursting down the passenger aisle of a commercial jet. The tutorial covers such topics as tackling the creation of the various effect elements, including a Birth Script Operator to facilitate the fireball ripping chairs from their bases as it tears through the aircraft.
The tutorial then goes on to cover the creation of the various render elements needed for the final effect and culminates in Allan taking you through a test composite to produce a final film quality effects shot. This DVD is ideal for advanced users that are comfortable with Afterburn and Particle Flow and who want to take their skills to the next level. It is an exploration of a real world scenario and will give even advanced users a very valuable insight into a real world effects shot pipeline.
In this DVD Allan tackles a real world production scenario using a highly procedural workflow. He demonstrates how to use a combination of Particle Flow and Afterburn to form a flow that creates an air strike by a squadron of bomber jets. Each jet drops a bomb and this triggers a chain of events that leads to a number of effects that cascade from the original bomb release. A perfect example of how to push your Particle Flow and Afterburn based effects to a higher level and make your particles truly think for themselves!
It is an exploration of procedural methods using Particle Flow to achieve a complex real world production level effect. This is the first in a four DVD series that aims to teach the fundamentals of modelling in 3dsmax. In this first DVD you will learn how to effectively navigate and manipulate objects in 3D space. Then the DVD moves on to teach you what polygons are and how they are fundamental to all modelling systems.
Then we learn about Primitives and how we can change their form using Modifiers and Spacewarps. And finally we make a start on a series wide project to build a go-cart using the skills developed in this DVD. This DVD is aimed at a user who is new to 3dsmax and modelling. The DVD makes no assumptions about your 3D knowledge and aims to give you a ground up tuition in modelling.
Its topics are wide ranging and form a foundation for the DVDs that follow in this series. CH Efficient Scene Navigation We make a start by looking at how we can effectively navigate within 3dsmax's 3D workspace. CH What Are Polygons? Polygons are fundamental to all current modelling systems. We find out what they are here and why they are so important.
Here we expore these reference points and also the creation of Custom Grids. We find how Spacewarps and Modifiers are closely related but uniquely featured. CH Basic Primitive Usage Now we put what we have learnt so far to practical use, by modelling elements of a go-cart by using Primitives.
Modelling Fundamentals 2 - Polygonal Mesh Modelling. This DVD continues our series on modelling fundamentals by exploring polygonal modelling. You will be shown the key differences between the Edit Mesh and Edit Poly geometry types. We make a start with its sub elements. We take a brief look at these features here.
Chapter Setting-Up The Go-Cart Frame Now we have a firm grasp of both mesh types, we move on and start preparation for modelling elements of our go-cart model using poly modelling techniques. Chapter Continuing The Frame Chris shows us how to model the entire carts frame from a Primitive, using an E Poly centric workflow. Chapter Refining The Frame We then return the basic frame and refine it further in a number of areas using a variety of tools.
Chapter Scene Organisation Techniques And we complete this DVD with a look at some methods you can use to better organise your modelling. Note: We'll return and enhance this go-cart model once again in DVDs 3 and 4 in this series. Modelling Fundamentals 3 - Spline Based Tools. This DVD continues our look at the fundamentals of modelling in 3dsmax. How to edit and combine those Splines into more complex forms.
How to use the Extrude, Lathe and Loft Tools to create complex custom surfaces. We continue our series spanning go-cart modelling project. And we conclude with a quick look at Splines use in animation. This DVD is aimed at a user who is new to modelling in 3dsmax.
Chapter Bezier Curves - Fundamentals 1 We continue with a look at the fundamental concepts behind their implementation in 3dsmax via Bezier Splines. We look at this issue here. Chris runs through how to edit Splines here and gives some tips and tricks. But now we learn how we can convert those curves into 3D forms. The first method we look at is the relatively simple, yet very useful Extrude Modifier. Chapter Go-Cart Modelling - Steering Column Now we have a grasp of the Spline based tools, we make a start on modelling some go-cart model elements using a combination of them.
Chapter Go-Cart Modelling - Steering Wheel We continue modelling by creating the carts steering wheel and other elements. Chapter Curves In Animation And we conclude with a brief look at how Splines can also be used for animation in a number of ways. In this DVD we conclude our modelling fundamental series by tackling the subject of sub-division surface modelling. Chris will introduce you to the philosophy and technology behind sub-d surfaces, how to create them within 3dsmax and how to effectively model using them.
We use those skills to model a number of elements on our go-cart model. We look at how we can optimize our sub-d workflow, and mix our techniques to more effectively model. And Chris concludes the DVD and series with an exploration of some best working practices and tips and tricks. Here Chris explains. Chapter Controlling Curvature We now explore a key concept of Sub-Ds, in how you control the curvature of the surface via the proximity of it control points. Chapter How To Create We know what they are, and how to control their form.
But how do we create these surfaces in the first place? Chapter The MeshSmooth Modifier We take an in-depth look here at how the most comprehensive smoothing system works. We make a start here by modelling its running boards using Sub-Ds. Chapter Optimized Smoothing The smoothing inherent in the Sub-D surface can bog down viewport performance if not handled with care. Here Chris show how to optimize this area.
Chapter Procedural Modelling Procedural modelling is a workflow that effects all of the areas covered in this series. Here Chris demonstrates what Proceduralism offers. In this DVD Dominic will take your through an advanced and structured approach to Sub-Division based creature modelling.
He lays the foundation with a well planned and analyzed set of concept sketches that allow him to plan his models form from the outset. From here he builds the model in three distinct stages, with each stage forming a solid foundation for the next.
Finally he takes you through some adjustments steps that give his model that extra realism and to ensure it functions well within a production pipeline. This DVD is ideal for intermediate and above modellers with a firm understanding of the principles of Sub-Division modelling. Its an invaluable learning resource for modellers working within any production discipline. CH Blocking The Basic Form Once the model is underway Dominic shows how to create the basic form of the model, a very important stage that lays the foundation for all that follows.
CH Primary Detailing Lower Body In the nexy stage Dominic starts to apply the first level of modelling to the lower part of the body. CH Final Touches Now that our model is almost complete, Dominic takes us through a number of procedures that he uses to both ensure its ease of use both others working within your team, and also to improve the models realism.
Advanced Modelling 2 - Technical Modelling 1. Chris will guide you through many aspects of a modelling project of this scale, including the importance of reference material, best practices, organisation techniques, creating your own simple MAXScripted tools, approaches for modelling many of the elements, and much more.
This DVD is aimed at a user with a good working knowledge of spline and poly modelling, as both schools are combined on this DVD. This is an ideal resource for anyone who may be involved in technical modelling or who wishes to move into the field.
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