It allows you to create almost any rig in a modular fashion by simply drawing points and creating rig modules in between them.
It also has features for space switching, animation geometry and some hard coded deformation systems for the hip and shoulder.
Unfortunately, I've had to divert all of my attention towards learning Maya to increase my chances of finding a job. This means that the script is partially incomplete- there are a few bugs etc. It's also severely lacking in tutorials and user help. So far, there hasn't been much testing on the created rigs- I would be careful about using this in an important project for now.
I've left the code unencrypted so people can use this as a reference for their own scripts, or fix any bugs themselves. I was relatively new to scripting when I began this, so the code isn't exactly efficient or easy to understand however. You're welcome to modify it, but please don't steal it and pass it off as your own.
Tested on max 2013 and 2014. Max 2015 has some issues with slider interaction being really slow but it still works.
Maybe in the future I'll come back to this and make some proper documentation, but for the time being just try your best to follow the video (some features have been added since the video, to make things even more confusing...)
If you really need help then feel free to drop me an email.
By now, many of us are now familiar with a new gallery from Lee Griggs, a talented artist who created beautiful images using Maya and XGen combined with rendering in Arnold like the images below. He even offers a tutorial on the effect he created here.
Rattle 1.0 is a script for Autodesk 3ds Max to manage noise in different ways in your scene and animations.
With Rattle you can use the noise on animation controllers in very easy way and in single and multi selection. You can use also the noise deformers to give noise to your meshes and create variation in your scene and animation.
- Relative Noise Controllers (so you can have it as additive controller to your animation )
- Noise Position Controller
- Noise Rotation Controller
- Noise Scale Controller
- Noise Deformer
- Noise Bend Deformer
- Noise Twist Deformer
- Compatible with 3dsmax bones
- Compatible with 3dsmax CAT
- Compatible with camera (such as camera shake)
- Compatible with all standard objects
In this demonstration, Richard Piper gives a quick overview of physically based rendering using Marmoset's Basic Theory of Physically-Based Rendering as a reference and in doing so explains some of the most important concepts that you need to understand in order to get started in PBR. He then shows how to practically apply these concepts within Substance Painter to get the results you need on your assets.
In this tutorial you'll learn how to create a procedural brain pattern with Particle Flow and Frost. This way you'll be able to model a brain in a few minutes or even put the brain pattern on any kind of surface, like your logo or some text. On the second part we'll create some veins the make it more realistic.
You can download the Brain Base Mesh and the Final Scene here: goo.gl/GkLX6z
Working at Blur Studios, Alessandro specializes not only in character modeling but also texturing and lighting. He is an extremely experienced and highly talented artist who has worked on such titles as Mass Effect 2, Fable 2 and 3, Arkham Origins, Elder Scrolls Online, and many more. CGMA is also honored to have Alessandro as an adviser on our Advisory Board.
A coworker had asked me to show my workflow for implementing depth of field in Fusion. Nothing earth shattering here, but I thought someone else might find the information helpful. (Ship Modeled / Textured /
Shaded by Yoshi Vu and Hong Zhu. I Lit, and animated the Camera, and composited)
Compositing VRay render passes is an important subject for the purposes of both quality and flexibility in our compositing workflow. Being able to adjust colours, reflections and even individual lights in the scene long after the render is complete is not only exceptionally powerful, but also sometimes necessary for speedy turnaround on client changes. In this tutorial I’m going to get straight to point with quick yet powerful formulas for advanced render element compositing in After Effects using VRay for 3ds Max. The same principles will apply to other compositing and 3D packages as well. We’ll start off with a basic composite using only 5 passes and further on we’ll tackle an advanced method using 13 render elements.
This is a video I put together on how to use the Skin Morph modifier in 3ds Max to fix skinning problems. Skin Morph tools are not great for re-modelling joints so I show you how to import morph targets which you can model using all the normal tools. Also where you can use Skin Morph to fix common skinning issues. I hope you find it useful...
Rattle 1.0 is an suite of tools in 3ds Max script that will help you to manage the noise in your scenes Actually Rattle can work with animation controllers, bones, meshes, camera, CAT bones, shapes, helpers.
With the power of noise you can give to your scene and animations many variations in very fast and easy way.
Rattle 1.0 includes these tools:
Noise Animation Controllers: Noise Position Controller, Noise Rotation Controller, Noise Scale Controller
Noise Deformation Controllers: Noise Deformer, Noise Bend Deformer, Noise Twist Deformer
This video will show you how to render a scene in 3DS Max by sending it to Westphal college's Renderfarm. The scene used only took 45 minutes to render on the farm. The same scene took over 3.5 hours to render locally