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Autodesk® 3ds Max®
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Autodesk® Maya®
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Here is a new set of videos covering different techniques to switch cameras in an animation in 3ds max. Either it's for a pre-viz project or a visualization walkthrough, you'll
be able to look at a scene from multiple…
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Posted: Oct 19, 2009
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Views: 8608
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Published by: Louis Marcoux
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Users comments (14)
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Posted by steve gilbert - cresshead on Feb 23, 2010 at 03:45 PM
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Love it!
very nice script...really useful, thanks you so much for sharing the script and the videos on how to use it.
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Posted by Bernard Lappe on Dec 04, 2009 at 04:11 PM
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very nice tutorial. thanks for the script
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Posted by Louis Marcoux on Nov 12, 2009 at 12:51 PM
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I wrote this script in 3ds Max 2010 so i am using the latest set of Max Script commands. Some of those commands may not be supported in earlier versions of 3ds Max.
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Posted by Samarq on Nov 12, 2009 at 12:46 PM
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Nice Work Mr.Marcoux!
I was testing it on my max9x32. I am receiving an error message as below:
======
--Syntax error:at-,expected
--In line: button BTN_Camera_camera-s
=========
Does it mean it wont work in max9? is there any solution if it works in max9?
Cheers
Sam
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Posted by jamsurf on Nov 02, 2009 at 04:56 PM
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Great . The script goes perfectly , if i would know maxscript ( on a near future , i must go for it ) , i will add
the option of make the camera switcher , after finally made like user wants , independent of the other cameras ,
for posible export to other aplications via fbx , etc ... or for a real time engine ,..... .
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Posted by Louis Marcoux on Nov 02, 2009 at 03:46 PM
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Yes you can. You can setup render presets (in the render dialogs) to defing how you want to render each camera. If you create the FG map from the cameras in incremental mode,
then you can reuse the FG maps in read only mode.
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Posted by jamsurf on Nov 02, 2009 at 03:33 PM
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With this technique , batch render , and camera switching , is there any way of use render elements and
fg maps saved incrementally ?
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Posted by Louis Marcoux on Oct 21, 2009 at 01:47 PM
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For those who had issues with the script, use the new version (CameraSwitcherV2.rar file above in the blog) that i have uploaded today. My friend Larry helped me find a way
around the weight controller scaling and now it works like a charm.
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Posted by DMAXMAN on Oct 21, 2009 at 11:11 AM
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Way cool! Thanks!
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Posted by Louis Marcoux on Oct 21, 2009 at 09:58 AM
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Hello,
I found the issue... I actually had the SAME issue recording the videos but i re-ran the script and it worked fine the second time.... BUT, the issue is there and it shows when
the script sets the weight value of the controllers: sometimes it ends up at 100.0, sometimes it ends up at 1.0... It is inconsistent and every time i run the script, i get
different cameras to not pop in the right transforms. If you look at the list controllers for FOV, Position and Rotation for the cameras that don't work, you'll see the weight
value is at 1.0.
I'll find a solution and i'll upload a new script if i find it! :)
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Posted by tunit on Oct 21, 2009 at 06:47 AM
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I also have the same problem with the script in max 2010x64
else this is most definitely a tool that I'd like to use in my productions...
T
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Posted by AnarchyRising on Oct 20, 2009 at 08:27 PM
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Nice tutorial Louis! Taught me a lot.
@Titane357, maxscript should work globally between x86 and x64. I'll check though when I get home to my x64 installation.
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Posted by titane357 on Oct 20, 2009 at 02:57 PM
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Hello Mr Marcoux,
Nice tutorials, this is something I was looking for a long time !!! Your script automate the process and it is good. Bad thing is that your script don't work for me (max 2010
x64).
Camera switcher seems to have correct controllers applied, but when clicking on script button weight is not applied correctly.
Do I am the only one ?
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Posted by mahi on Oct 20, 2009 at 02:34 PM
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Pretty cool. I always thought a tool like this should be part of 3ds Max.
Thanks.
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