AREA Blogs Feedhttp://area.autodesk.com/AREA is an Autodesk online community for 2D and 3D artists -- with free tutorials and downloads, movie and image galleries, professional industry artist interviews and job posting boards. AREA members also have access to Product-specific discussion forums, and blogs by Autodesk Media & Entertainment Software Product Developers.Fri, 28 Nov 2014 23:56:59 UTCImporting 2D Layered Photoshop Files into Smoke&#039;s 3D Compositing Space.Ultimate_Smoker*<p>Hi All,</p> <p></p> <p>I hope that you are well and crusing nicely towards to the end of the 2014.</p> <p></p> <p>I have posted another user requested video to the Smoke Learning Channel.</p> <p></p> <h1 style="text-align: center;">2D Photoshop Layers into 3D Space</h1> <p></p> <p>In this video, we take a look at the workflow to import a Photoshop PSD file and import that into Smoke. &nbsp;&nbsp;</p> <p></p> <p>You can than position the layers in 3D space and animate them to create a moving 3D environment. &nbsp;</p> <p></p> <p>Tips, tricks and hints included!</p> <p></p> <p>Great uses for motion graphics, bring stills to life and set extensions.</p> <p></p> <p>You can check this out on <a href="http://ow.ly/F2cbQ%20" target="_blank">the Smoke Learning Channel.</a></p> <p></p> <p>Or you can download the videos <a href="https://itunes.apple.com/gb/podcast/smoke-learning-channel/id552051408?mt=2" target="_blank">via iTunes.</a></p> <p></p> <p>Please follow me on Twitter @discreetuk for the latest Official Smoke Training Updates</p> <p></p> <p>All feedback, requests and comments are always welcome!</p> <p></p> <p>Have a great weekend!</p> <p></p> <p>Regards</p> <p>Grant</p>Fri, 28 Nov 2014 15:24:11 UTChttp://area.autodesk.com/blogs/discreetuk/importing-2d-layered-photoshop-files-into-smoke039s-3d-compositing-spaceHow many CPU cores are used by the iray renderer?MaxStation<p>If you check the render log when you're using the iray renderer with both CPU and GPU you may notice something strange (in this example the machine has 24 CPU cores and a Quadro 4000 GPU):</p> <p style="padding-left: 30px;" class="code">RC 0.10 22 MB info : progressive: using iray renderer</p> <p style="padding-left: 30px;" class="code">IRAY 0.10 39 MB info : found 1 CUDA devices</p> <p style="padding-left: 30px;" class="code">IRAY 0.10 39 MB info : using CUDA device 0</p> <p style="padding-left: 30px;" class="code"><strong>IRAY 0.10 39 MB info : using CPU rendering with 24 thread(s)</strong></p> <p style="padding-left: 30px;" class="code">...</p> <p style="padding-left: 30px;" class="code">IRAY 0.58 58 MB info : Rendering with 2 device(s):</p> <p style="padding-left: 30px;" class="code"><strong>IRAY 0.58 58 MB info : CPU (23 threads)</strong></p> <p style="padding-left: 30px;" class="code">IRAY 0.58 58 MB info : CUDA device 0 (Quadro 4000)</p> <p style="padding-left: 30px;" class="code">IRAY 0.58 58 MB info : Rendering...</p> <p class="code"></p> <p>So initially it says it's going to use both the CUDA device and 24 cores. But just before the actual rendering begins it shows you that it's using one cpu core fewer.</p> <p>There is a good reason for that: in order to get the best possible performance one CPU core is left unused by the iray renderer. That core will be managing the GPU(s), if that core would also be rendering it would cause a drop in performance as the code that gets and sends information to the GPU would be competing for clock cycles with the actual rendering.</p> <p>If for some reason you want to use a specific number of cores (but less than the total number available) you may want to configure one additional core for iray to use.</p> <p>If you don't use the GPU for rendering the exact number of CPU cores you've configured will be used.</p>Thu, 27 Nov 2014 14:53:40 UTChttp://area.autodesk.com/blogs/maxstation/n260-how-many-cpu-cores-are-used-by-the-iray-rendererMaya Monday - nHair tipsdobert<p><iframe width="640" height="360" src="http://www.youtube.com/embed/jpG_53WdbSM" frameborder="0" allowfullscreen=""></iframe></p>Tue, 25 Nov 2014 00:37:03 UTChttp://area.autodesk.com/blogs/daryl/maya-monday---nhair-tipsMAXScript: Making sure scenematerials array is up to dateMaxStation<p>The problem:</p> <p>In a new scene cre<span style="line-height: 1.5em; font-size: 14px;">ate an object, a</span><span style="line-height: 1.5em; font-size: 14px;">ssign a material and then delete the object. If you now&nbsp;</span><span style="line-height: 1.5em; font-size: 14px;">check scenematerials it still shows the material. When you run "scenematerials.count" it still shows 1.</span></p> <p>The solution:&nbsp;</p> <p><span style="line-height: 1.5em; font-size: 14px;">You need to save the scene, that causes the scenematerials array to get cleaned up. On a large file that might take a long time, luckily it is enough to call "savenodes #() somefile". That will be quick as it saves an empty array of objects.</span></p>Mon, 24 Nov 2014 14:00:03 UTChttp://area.autodesk.com/blogs/maxstation/n259-maxscript-making-sure-scenematerials-array-is-up-to-dateTemplate Based Chart Graphs : How To Build Customizable Graphics with 3ds MaxLouis Marcoux<p>In this blog post, see how to create customizable chart graphs. You'll see multiple examples and different techniques that you can pick and choose from in order to build template based graphics.</p> <p>i tried to cover a wide range of techniques so that's why the post is a bit long. But if you try to build customizable templates, i think you'll find a lot of valuable information. It's almost a Master Class all for free!!!</p> <p>I chose 4 examples for this post:</p> <p style="padding-left: 30px;">- Bars Graph</p> <p style="padding-left: 30px;">- Static Pie Graph&nbsp;</p> <p style="padding-left: 30px;">- Growing Pie Graph&nbsp;</p> <p style="padding-left: 30px;">- Line Chart</p> <p style="text-align: left;">Enjoy!</p> <p style="text-align: left;">lm</p> <h3 style="text-align: left;"><span style="text-decoration: underline;">Introduction</span>&nbsp;</h3> <p></p> <p>What we will build in this post.</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/_PxVcNX4pqo" frameborder="0" allowfullscreen=""></iframe></p> <h3 style="text-align: left;"><span style="text-decoration: underline;"><br /></span></h3> <h3 style="text-align: left;"><span style="text-decoration: underline;">Bar Graph</span></h3> <p><span style="text-decoration: underline;"><br /></span></p> <h5 style="text-align: left;">Part 1</h5> <p>Building the scene</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/m9hK1QcGKts" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 2</h5> <p>creating the control node &amp; connecting colors</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/ASEoa6N4Yxs" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 3</h5> <p>scripted controllers to adjust the height of the bars depending on values entered by users</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/1Ml1B-kjIKQ" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 4</h5> <p>updating text with change handlers and callback scripts</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/X0eSorauD9M" frameborder="0" allowfullscreen="" style="line-height: 1.5em;"></iframe></p> <h5>Part 5</h5> <p>create enhanced menu items and icons using macrocripts</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/Usig6fqfGcE" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 6</h5> <p>changing project and load files using max script commands</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/V4MIriOErzc" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 7: addendum</h5> <p>i forgot a detail in the script described in Part 4. Omission explained in this video:</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/unyB8Kyoi14" frameborder="0" allowfullscreen=""></iframe></p> <h3></h3> <h3><span style="text-decoration: underline;">Static Pie Graph</span></h3> <p></p> <h5>Part 1</h5> <p>create the Pie Graph with Text aligned in camera space</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/_wiWbu4aLd4" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 2</h5> <p>create the control object and connect material colors</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/frdEupv2KUs" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 3</h5> <p>update text using change handlers and callbacks</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/RZZpvOtRjOY" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 4</h5> <p>update pie sections size with scripted controllers</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/-7ihoZfXYFg" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 5</h5> <p>package Pie Graph for enhanced menu library</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/Ue6g2YrbBOQ" frameborder="0" allowfullscreen=""></iframe></p> <h3><span style="text-decoration: underline;"><br /></span></h3> <h3><span style="text-decoration: underline;">Growing Pie Graph</span></h3> <p><span style="text-decoration: underline;"><br /></span></p> <h5>Part 1</h5> <p>create the graph and growing animation</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/KZfSKom-BTk" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 2</h5> <p>shell for adding custom attributes with a script</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/nsobZHOzLns" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 3</h5> <p>creating the paramters and the user interface for the control object with scripting</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/A8jaV7cFd-Q" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 4</h5> <p>Methods to react to user interaction</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/XFb-mX97QeM" frameborder="0" allowfullscreen=""></iframe></p> <p></p> <h5>Part 5</h5> <p>Package for template library in the enhanced menus</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/yrJOLaFBjqQ" frameborder="0" allowfullscreen=""></iframe></p> <h3><span style="text-decoration: underline;"><br /></span></h3> <h3><span style="text-decoration: underline;">Line Chart</span>&nbsp;</h3> <h5></h5> <h5>Part 1</h5> <p>create the revealing 3D line chart</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/hbUcJCeDCXc" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 2</h5> <p>shell to execute a Python script from 3ds Max</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/j0zLYzK0e8Y" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 3</h5> <p>Python modules and reading a CSV file</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/DlKKYrV8hCg" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 4</h5> <p>updating 3ds Max objects from Python Scripts</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/o6lp6LmcslM" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 5</h5> <p>Embedding the Python script in the 3ds Max scene</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/x7-C0NPOtOs" frameborder="0" allowfullscreen=""></iframe></p> <h5>Part 6</h5> <p>Packaging the scene for the enhanced menus</p> <p><iframe width="560" height="315" src="http://www.youtube.com/embed/R9EF2wKB5H8" frameborder="0" allowfullscreen=""></iframe></p> <h3><span style="text-decoration: underline;">Scripts</span></h3> <p>Here is a .zip file containing all the scripts i have written in this post.</p> <p><a href="/userdata/blogs/louis/TemplateBasedGraphics/Scripts.zip" title="Scripts.zip" target="_blank">Scripts.zip</a></p> <h3><span style="text-decoration: underline;">3ds Max Project</span></h3> <p>Here is a .zip file with the scenes i created in the blog post.</p> <p><a href="/userdata/blogs/louis/TemplateBasedGraphics/Templates.zip" title="Templates.zip" target="_blank">Templates.zip</a></p> <h3 style="text-align: left;"><span style="text-decoration: underline;">Template Based Graphics at Autodesk University 2014</span></h3> <p style="text-align: left;">Also of note, Gary Davis is presenting a class at AU on using templates in your workflow. If you are attending AU, take a look at his class on the <a href="http://au.autodesk.com" title="AU Web Site" target="_blank">AU web site</a>.</p> <p style="text-align: left;"><span style="line-height: 1.5em;">lm</span></p>Fri, 21 Nov 2014 21:18:14 UTChttp://area.autodesk.com/blogs/louis/template-based-chart-graphs--how-to-build-customizable-graphics-with-3ds-maxMaya Mondays - change Deformer orderdobert<p><iframe width="640" height="360" src="http://www.youtube.com/embed/L7L5tN8Ir5w" frameborder="0" allowfullscreen=""></iframe></p>Mon, 17 Nov 2014 22:32:52 UTChttp://area.autodesk.com/blogs/daryl/maya-mondays---change-deformer-order1Backburner error &quot;Could not find the specified file in DefaultSettingsParser::parse() ;&quot;MaxStation<p>The error "<span style="font-size: 14.4444446563721px; line-height: 1.5em;">Could not find the specified file in DefaultSettingsParser::parse() ;" occurs if you don't have the Populate Data installed on the machines.</span></p> <p><span style="font-size: 14.4444446563721px; line-height: 1.5em;"><br /></span></p> <p>This is what the errors will look like in the log files:</p> <p>In the server log (backburnerserver.log):</p> <p class="code" style="padding-left: 30px;">2014/11/14 09:33:24 INF New task assigned: 0</p> <p class="code" style="padding-left: 30px;">2014/11/14 09:33:26 INF Adapter returned unexpected code -2 for "C:\\Program Files\\Autodesk\\3ds Max 2015\\maxadapter.adp.exe" "-o" "NewTask" "-l" "Info" "-j" "C:\\Users\\bb\\AppData\\Local\\backburner\\ServerJob\\Untitled01.xml.details" "-s" "0" "-n" "1" "-a" "C:\\Users\\bb\\AppData\\Local\\backburner\\ServerJob\\Untitled01.zip" "-d" "utf-8"&nbsp;</p> <p class="code" style="padding-left: 30px;">2014/11/14 09:33:26 ERR Task error: 3dsmax adapter error : Autodesk 3dsMax 17.2 reported error: Could not find the specified file in DefaultSettingsParser::parse() ; Could not find the specified file in DefaultSettingsParser::parse() ; Could not find the specified file in DefaultSettingsParser::parse() ; Could not find the specified file in DefaultS&nbsp;</p> <p class="code" style="padding-left: 30px;"><span style="line-height: 1em; font-size: 14px;">2014/11/14 09:33:26 ERR 3dsmax adapter error : Autodesk 3dsMax 17.2 reported error: Could not find the specified file in DefaultSettingsParser::parse() ; Could not find the specified file in DefaultSettingsParser::parse() ; Could not find the specified file in De</span></p> <p class="code" style="padding-left: 30px;">2014/11/14 09:33:26 INF Application is down</p> <p>In the manager log (backburner.log):</p> <p style="padding-left: 30px;" class="code">2014/11/14 09:33:26 WRN Task error from fara06253</p> <p style="padding-left: 30px;" class="code">2014/11/14 09:33:26 ERR Job 'Untitled01' (Autodesk 3ds Max 2015 (64-bit)) failed for fara06253</p> <p style="padding-left: 30px;" class="code">2014/11/14 09:33:26 ERR Error message: 3dsmax adapter error : Autodesk 3dsMax 17.2 reported error: Could not find the specified file in DefaultSettingsParser::parse() ; Could not find the specified file in DefaultSettingsParser::parse() ; Could not find the specified file in De</p> <p style="padding-left: 30px;" class="code">2014/11/14 09:33:26 WRN Server fara06253 flagged as failed for job 'Untitled01'</p> <p></p> <p>To resolve the issue you need to ensure that the Populate Data is installed on all the render machines. You can run the 3dsMax_2015_PopulateData.msi installer from the \\x64\\PDATA\\ folder of the 3ds Max 2015 installer. In case there was a previous install of the Populate Data on the machine please delete the following folder before installing C:\\Program Files\\Common Files\\Autodesk Shared\\PeoplePower\\2.0\\.</p>Fri, 14 Nov 2014 11:21:51 UTChttp://area.autodesk.com/blogs/maxstation/n258-backburner-error-could-not-find-the-specified-file-in-defaultsettingsparserparse-New Bifrost Tutorials for MayaCory Mogk<p>Here's a series of three new Bifrost tutorials - enjoy!</p> <p><iframe width="640" height="360" src="http://www.youtube.com/embed/fBO_IiZXN8A?list=PL2611366C5C04BF9B" frameborder="0" allowfullscreen=""></iframe> <iframe width="640" height="360" src="http://www.youtube.com/embed/GL4eRzovyVs?list=PL2611366C5C04BF9B" frameborder="0" allowfullscreen=""></iframe> <iframe width="640" height="360" src="http://www.youtube.com/embed/4DLmTRGzH00?list=PL2611366C5C04BF9B" frameborder="0" allowfullscreen=""></iframe></p>Thu, 13 Nov 2014 23:45:03 UTChttp://area.autodesk.com/blogs/cory/new-bifrost-tutorials-for-mayaMaya Monday - IBL bug workarounddobert<iframe width="640" height="360" src="//www.youtube.com/embed/33gwf0lcCn4" frameborder="0" allowfullscreen></iframe> Mon, 10 Nov 2014 16:19:34 UTChttp://area.autodesk.com/blogs/daryl/maya-monday---ibl-bug-workaroundFixing missing Evolver data errorsMaxStation<p>If you get an error message like this when you try to do a Poppulate simulation:</p> <p><img src="/userdata/blogs/maxstation/nicolas/poplate-2014-2.png" width="497" height="170" /></p> <p></p> <p>That means the 3ds Max or 3ds Max Design install isn't complete. To fix this you need to install the&nbsp;<span style="font-size: 14px; line-height: 1.5em;">Autodesk 3ds Max 2014 64-bit Populate Data component.</span></p> <p>The actual file is 3dsMax_2014_PopulateData.msi which you can find in the \x64\PDATA\ folder of the install media. Note that if you're running 3ds Max Design the filename will be&nbsp;3dsMaxDesign_2014_PopulateData.msi.</p> <p></p> <p>If you do the same in 3ds Max 2015 the message doesn't mention Evolver anymore, instead it tells you to install the Populate data:</p> <p><img src="/userdata/blogs/maxstation/nicolas/populate2015.jpg" width="412" height="172" /></p>Fri, 07 Nov 2014 10:00:07 UTChttp://area.autodesk.com/blogs/maxstation/n257-fixing-missing-evolver-data-errorsMaya Monday - Bifrost wet beach sand effectdobert<iframe width="640" height="360" src="//www.youtube.com/embed/UT6BCn78n7o" frameborder="0" allowfullscreen></iframe> Mon, 03 Nov 2014 21:07:29 UTChttp://area.autodesk.com/blogs/daryl/maya-monday---bifrost-wet-beach-sand-effectThe Halloween Flicker - Smoke Learning Channel SpecialUltimate_Smoker*<p>Hi Everyone,</p> <p></p> <p>I hope that you are all well on this dark and scary time.</p> <p></p> <p>In honour of Halloween and all things scary, I have posted a Halloween Special to the Smoke Learning Channel.</p> <p></p> <h1 style="text-align: center;">Halloween Flicker</h1> <p></p> <p>Without giving too much away, this video shows introduces a friend using a FBX 3D model, lighting, expressions and much more!</p> <p></p> <p>Scary but fun! &nbsp;</p> <p>&nbsp;</p> <p>And before you say it, I also make fun of myself.</p> <p></p> <p>You can check it out on the <a href="http://youtu.be/IZsr7PM-jVs" target="_blank">Smoke Learning Channel.</a></p> <p></p> <p>All the videos are also available for download <a href="https://itunes.apple.com/gb/podcast/smoke-learning-channel/id552051408?mt=2" target="_blank">via iTunes</a> for later viewing.</p> <p></p> <p>I have other videos in the works including requests and feedback.</p> <p></p> <p>More to come soon but please keep the comments, feedback and suggestions coming!</p> <p></p> <p>Have a frightful weekend!!!</p> <p></p> <p>Regards</p> <p>Grant</p>Fri, 31 Oct 2014 08:17:57 UTChttp://area.autodesk.com/blogs/discreetuk/the-halloween-flicker---smoke-learning-channel-specialUPDATE! Tweetorials six weeks in... what else would you like to see?chrismmurray<p>Hello Max'rs!</p> <p>Its been an interesting 6 weeks since we launched our "Tweetorial" series for 3ds Max! It seems a great many of you like them and would like to see more of them! I am glad to oblige! But I'd also like to hear from you! In the comments below, please share with me some ideas of some roadblocks you are having in 3ds Max and I will see if they would make a good tweetorial (all ideas are good... but some ideas will fit into a single image better than others).&nbsp;</p> <p>The types of comments I'm hoping to see are for workflow/learning related questions. Software issues won't be addressed in the tweetorials.</p> <p>So here are all the tweetorials to date. Be sure to leave your comments below!!</p> <hr /> <p><span style="line-height: 1.5em;">Tweetorial #1: Perpective Match</span></p> <p><img style="vertical-align: middle; border: 2px solid black; margin: 2px;" src="/userdata/blogs/chrismurray/tweetorials/Tweetorial_PerpsectiveMatch.png" width="840" height="505" /></p> <hr /> <p><span style="line-height: 1.5em;">Tweetorial #2: Autogrid</span></p> <p><img style="vertical-align: middle; border: 2px solid black; margin: 2px;" src="/userdata/blogs/chrismurray/tweetorials/tweetorial_autogrid.gif" width="840" height="505" /></p> <hr /> <p><span style="line-height: 1.5em;">Tweetorial #3: Render Surface Maps</span></p> <p><img style="vertical-align: middle; border: 2px solid black; margin: 2px;" src="/userdata/blogs/chrismurray/tweetorials/Tweetorial_RenderSurfaceMaps.png" width="840" height="505" /></p> <hr /> <p>Tweetorial #4: Viewport Canvas</p> <p><img style="border: 2px solid black; margin: 2px;" src="/userdata/blogs/chrismurray/tweetorials/Tweetorial_VPCanvas.png" width="840" height="505" /></p> <hr /> <p>Tweetorial #5: Freeform Conform</p> <p><img style="vertical-align: middle; border: 2px solid black; margin: 2px;" src="/userdata/blogs/chrismurray/tweetorials/Tweetorial-5_Conform.png" width="840" height="505" /></p> <hr /> <p>Tweetorial #6: Interactive Panoramas</p> <p><img style="vertical-align: middle; border: 2px solid black; margin: 2px;" src="/userdata/blogs/chrismurray/tweetorials/Tweetorial-6_PanoRender.png" width="840" height="505" /></p>Thu, 30 Oct 2014 18:53:25 UTChttp://area.autodesk.com/blogs/chrismurray/tweetorials-six-weeks-in-what-would-you-like-to-seeJoin US! for M&amp;E DevDay events in multiple locations!MaxStation<p>Reposting Kevin's post from the <a href="http://getcoreinterface.typepad.com/blog/">GetCOREInterface()</a> blog:</p> <p></p> <h3>Join US! for M&amp;E DevDay events in multiple locations!</h3> <div> <div> <p>Hey, we have the M&amp;E DevDay events coming up soon on several dates. You are invited to register for our annual FREE OF CHARGE Media and Entertainment DevDay events taking place before AU on December 1st in Las Vegas. Plus we have three dates in January to choose from in China and Japan.&nbsp; &nbsp;</p> <p>DevDay is the best way for you to lean about Autodesk's newest technologies and next generation of products and APIs.&nbsp; These are developer oriented events, and are your chance to learn how Autodesk is expanding our business in the coming year and beyond, and how you can leverage this growth by using Cloud, Mobile and Desktop APIs and technologies to increase your business.&nbsp; You will have the opportunity to spend time with Autodesk and industry M&amp;E experts as well as fellow developers.&nbsp; As part of DevDay at AU you are invited to DevHack on Tuesday, Dec 2 from 1:00 p.m. - 5:30 p.m.&nbsp; DevHack is a drop-in workshop where you bring your laptop and spend quality time getting programming advice from DevTech engineers for any problems or projects you are working on or learn to take advantage of the new cloud and/or mobile APIs.</p> <p>See here for a detailed agenda:<br /><a href="http://autodeskdevdays.com/devdays-me-2014/">http://autodeskdevdays.com/devdays-me-2014/</a></p> <p>There is also information here:<br /><a href="/au2014/adn">http://area.autodesk.com/au2014/adn</a></p> <h3>&nbsp;</h3> <h2>To Register:</h2> <p>If you are an ADN member and are already attending Autodesk University Las Vegas, you can add our DevDay to your agenda by going here:<a href="http://au.autodesk.com/plan/pre-conference/adn-conference-devdays">http://au.autodesk.com/plan/pre-conference/adn-conference-devdays</a><br /><br />Otherwise, to attend the conference(s) only, please send us an email here:<a href="mailto:devdaysinfo@autodesk.com?subject=M+E%20DevDays%202014%20Conference%20Query">devdaysinfo@autodesk.com</a>.</p> <p>Note, if you are not an ADN member we will ask you to sign an NDA because we will be talking about pre-release and future details.</p> <p>Remember the M&amp;E DevDay conference is free, so there is no charge for attending the M&amp;E DevDay!</p> <p>&nbsp;</p> <h2>AU 2014 Attendees:</h2> <p>Remember, if you are an ADN member and are already attending Autodesk University Las Vegas, you can add our DevDay to your agenda by going here:<a href="http://au.autodesk.com/plan/pre-conference/adn-conference-devdays">http://au.autodesk.com/plan/pre-conference/adn-conference-devdays</a>. Please make sure to add the morning and afternoon sessions.</p> <p>Also, please check out these additional AU courses being held and taught by members of our ADN DevTech team:</p> <ul> <li>SD6310 - Bring on the Cloud and Mobilize Your Media and Entertainment Workflows Through Programming<br />&nbsp;&nbsp; &ndash; Kevin Vandecar</li> <li>SD5750 - Autodesk 360 Mobile Software Development Kit: Cloud Services Unleashed&nbsp;<br />&nbsp;&nbsp; &ndash; Cyrille Fauvel</li> <li>SD6432 - Are You Having a Pythonic 3ds Max Experience? No? Come Join the Revolution&nbsp;<br />&nbsp;&nbsp; &ndash; Kevin Vandecar</li> <li>SD5752 -&nbsp; OAuth 1.0 Versus OAuth 2.0 and Use Case<br />&nbsp;&nbsp; &ndash; Cyrille Fauvel</li> </ul> <p>You might also find these interesting:</p> <ul> <li>SD6000 - Introduction to Apple's iOS Mobile Development</li> <li>SD5500 - Autodesk&rsquo;s Cloud and Mobile API and Technologies: Meet the Experts</li> </ul> <p>There are also a number of other classes in the Visualization track that cover techniques for using 3ds Max and Maya! Also many programming related courses.</p> <p>We hope to see you there!<br />Please come introduce yourself if you are able to make it!</p> </div> </div>Wed, 29 Oct 2014 09:59:17 UTChttp://area.autodesk.com/blogs/maxstation/n256-join-us-for-mampe-devday-events-in-multiple-locationsMaya Monday - nParticle tip / workflowdobert<p><iframe width="640" height="360" src="http://www.youtube.com/embed/mptICO71GvA" frameborder="0" allowfullscreen=""></iframe></p>Mon, 27 Oct 2014 20:08:18 UTChttp://area.autodesk.com/blogs/daryl/maya-monday---nparticle-tip--workflowIt&#039;s been really Flaming busy...Bill Ennis<p>Well, long time no chat.</p> <p>Wow, this has been a busy year! So when I last left you, we were headed into NAB. NAB is always a big show for us and to make it worth it we unleashed a truckload of newness- Flame Premium 2015 and a new product structure. We'll touch on the 2015 release at NAB and the Extension release announced at IBC. What amazing releases!&nbsp;</p> <p>Here are some of the highlights from the 2015 release-</p> <h4><span style="line-height: 1.5em;">Creative Features like:</span></h4> <p style="padding-left: 30px;"><strong>3D Shape</strong> - 3D Shape allows the creation of 3D geometry within Action. You can either create your own shapes and modify by changing the scale, extrude or rotation profiles. There are some realy interesting possibilities there. 3D Shape also facilitates bringing in vector logos via SVG. It is as simple as doing a "Save As SVG" in your most popular vector apps (you know who you are). It is a such a welcome addition to import inumerable logos that agencies and art directors provide and be able to keep them not only scalable, they come in as geometry. Thus straight away you can add a little depth and extrusion to the logos. Give them that little edge to catch a nice glint from your lens flare</p> <p style="padding-left: 30px;">.<a href="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/3DShape_FlameLogo.png" title="3DShape" target="_blank"><img style="vertical-align: middle;" src="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/3DShape_FlameLogo.png" alt="3DShape" width="372" height="260" /></a></p> <p style="padding-left: 30px;"><span style="line-height: 1.5em;"><strong>Replica</strong> - The easiest definition of Replica is that it is an instancing node in Action. With Replica, you can take any element and modify it's transforms and have it "echo" or recursively apply the transforms to each subsequent copy. So think of things like stairs, spiral staircases, a helix of DNA, a chain link fence, a cog. Replica can act on anything- an image plane, an Atomize node, imported geometry or a 3D Shape node. And as with nearly every parameter in Flame Premium you can animate the number of Replicas. This would allow you to start with something very simple and animate on the "building" of something much much more complex.</span></p> <p style="padding-left: 30px;"><a href="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/Replica_example.png"><span style="line-height: 1.5em;"><img src="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/Replica_example.png" alt="Replica Example" width="373" height="260" /></span></a></p> <p style="padding-left: 30px;"><strong>Matchbox&nbsp;</strong><span style="line-height: 1.5em;">- Matchbox, the glsl fragment shaders accessible as nodes in Batch were upgraded. They have been promoted to the timeline and even incorporated into transitions. The guys over at http://logik-matchbook.org have really run with Matchbox and made it an outstanding creative resource for everyone. One of the cool things about the new iteration of Matchbox is that they can be encrypted. So if you have a particular "special sauce" it can be included in your setup without your tricks being revealed. Matchbox nodes and code can travel with a setup and are not dependant upon each person having installed that individual Matchbox shader (contrary to how Sparks work). Though you can lock your code down, the Matchbox community as a whole have been very generous in sharing, both the fruits of their labor and the technical expertise in helping others code their own shaders.</span></p> <p style="padding-left: 30px;"><a href="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/matchbox_Logik-Matchbook.png"><span style="line-height: 1.5em;"><img src="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/matchbox_Logik-Matchbook.png" alt="Matchbox" width="369" height="263" /></span></a></p> <p></p> <h4>Interface Updates:</h4> <p><span style="line-height: 1.5em;">There have been a handful of changes to the interface of Flame Premium this time around. Since the introduction of the new workflow and layout, Flame has been going through some evolutionary changes. 2015 has been no different. The workspace panel, where your desktop and libraries live, has had some tabs added to it. I find this to be a huge benefit in allowing you to focus better on what you are trying to do. Rather than be overwhelmed by having all of your libraries and reels in front of you at all times, you can narrow your attention to just your desktop and reels or just your libraries if needed. If you do need to see both at once, there is now a dual panel view and then to assist you further- scrubable proxies have returned and been upgraded. The scrubable proxies can be viewed in either the desktop or the libraries and they can be resized on the fly (and very quickly I might add).</span></p> <p>Structurally the desktop has gone through some evolution. Many people thought of the desktop as just their reels. Many artist became accustomed to saving and loading complete desktops. Often these desktops related to the current batch that the artist was working on. Well, now they have been tied a little closer together. Now the desktop includes the current Batch as well as any saved snapshots. Now this is a key point that I try and stress over and over again to Flame artists that I've visited - Your batch and snapshots are PART OF YOUR DESKTOP. Your desktop is no longer just a collection of reels but is a container for your current creative environment.</p> <p></p> <h4>The New Flame Family:</h4> <p>So, at NAB we also introduced you to the Flame Family. Smoke has been set off on its own to conquer the desktop video editing world armed with the heritage that Flame forged and a timeline full of effects capability. Flame and more specifically Flame Premium has been gathered into a family of products. So, if you have a Flame Premium license you are armed for the creative battlefield. You get licenses for the following: Flame, Lustre (Grading), Flare (shot based compositing) &amp; Flame Assist (a conform and editorial assist station).&nbsp;</p> <p>Now that is a sweeet suite!! With Extension 2 this gets even better- but we'll get to that in a bit.&nbsp;</p> <p>Flame and Lustre remain as they are- giving you the best one-two punch for your finishing needs. Flare- regarding fuctionality, Flare doesn't change much. What does change is that you get a "free" (as in beer) license with your Flame Premium. Flame Assist- A number of customers were buying up Smoke licenses to use them as assist stations and prep stations for their Flame Premium finishing suites. The needs of these assist stations were a little different than Smoke. So we decided to be proactive and generous and include a license of Flame Assist with Flame Premium. For those who were on the leading edge and had a smoke as their assist we provide a zero-dollar cross grade from smoke to Flame Assist. BOOM- there you go ;-)</p> <p>Our friends over at FXGuide did a nice write-up with some additional details on the 2015 release here:<br /><a href="http://www.fxguide.com/featured/flame-2015-new-features-and-a-new-family" title="Flame 2015 New Features and a New Family" target="_blank" style="line-height: 1.5em;">http://www.fxguide.com/featured/flame-2015-new-features-and-a-new-family</a><span style="line-height: 1.5em;">/</span></p> <p></p> <p>Hot on the heels of NAB we followed up with some significant additions. Of note was support for dual-monitors. For those that have been on the systems for a while, this may be foreign. Flame had always been honed to make effecient use of a single monitor. With artists and operators being expected to do more and more and with digital acquisition allowing shooting to be a bit more unrestrained the amount of footage to be sorted through has grown exponentially. Thus the additional real estate is both needed and welcome. Other notable Extension 1 features were codec and format additions as well as feature differentiation between Flame Assist and Smoke. Extension 1 was the break point of Smoke being compatible with Flame. Flame Assist is and will continue to be compatible with Flame. Flame Assist got some love in Extension 1 as well- it picked up Matchbox in the timeline and the LUT editro in the timeline. Also in this version Flame Assist began adopting the Flame desktop structure. It didn't get reels, but the library and desktop structure was now the same and comptible with Flame.</p> <p></p> <p>OK... That brings us up to NAB (and shortly thereafter).</p> <p>Post NAB it was across the country and around the world. We had User Groups in NY, Dallas, Atlanta &amp; LA.</p> <p>We had people spreading the Flame Premium gospel in Colombia S.A, Brasil and Mexico and that is just the crew here in the US. Our team in Europe, Asia and Australia were firing on all cylinders as well getting the word out about all the hot "newness". By the end of the summer it was time to gear up for IBC in Amsterdam - Europes answer to Vegas's NAB. A tradeshow with cooler weather and real canals.</p> <p></p> <p>At IBC we announced Flame Premium 2015 Extension 2</p> <p>In the short time span of 6 months the Devs, Designers and Engineers were hard at work squashing bugs and preparing a fall cornucopia of a release. Since Extension 2 is still hot off the presses and newly released I'll make this a little more of a bullet point list rather than a lengthy explanation.</p> <p></p> <h3>So here it goes- Extension 2</h3> <h5><strong>BFX</strong> -&nbsp;</h5> <p><span style="line-height: 1.5em;"><strong>Render and Write File nodes</strong>- Now these aren't executed when you render from the timeline but they do give you access to utilize BFX a little more like Batch and give you the ability to render out useful elements. &nbsp;</span></p> <p><strong>Recursive BFX</strong>&nbsp;- you can again have BFX inside BFX. But as has been the practise, we not only brought it back but gave it more power and put it more in context of your work. Recursive BFX can now be tracked through the Media Panel. So as you go deeper into each level of BFX you are given context of where you are in the Media Panel. This is also true of using "nested" BFX in Batch.&nbsp;</p> <p><a href="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/recursive_bfx.png"><img src="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/recursive_bfx.png" width="298" height="283" /></a></p> <p><span style="line-height: 1.5em;"><strong>An implicit context- one you don't have to set. Flame remembers what the last clip and node you touched in Batch and they can be viewed as a context. This is especially useful when viewing</strong> a Batch context from the timeline.</span></p> <h4>Action-</h4> <p>PLANAR TRACKING!!!! Need I really say more? Of course I do!&nbsp;</p> <p>Planar tracking has been added as an option to all of the elements that could access the Stabilizer before. Beyond that there are a number of options when utilizing the Planar Tracker to account for lighting conditions and occlusions. Even the Perspective Grid can be used to Planar Track an element now. Just amazing! You now have a fully outfit swiss army knife of tracking capabilities.</p> <p><a href="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/PlanarTracking.png"><img src="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/PlanarTracking.png" width="413" height="152" /></a></p> <p></p> <h4>Conform-&nbsp;</h4> <p>Conform got some love. You can now select file paths and modify them right in the conform window. This is an awesome two-fold feature. If you know the path to your media you can change it in context and Flame will look at that path and validate the media. The second part is that if you only need to change part of the file path Flame recognizes that up to a certian level the path is the same and will let you change just that part. Thus you can change just part of a hierarchy. So nice.... So simple.</p> <h4>Codecs-&nbsp;</h4> <p>ProRes for everyone!!!! (insert Oprah's voice here) You get ProRes. You get ProRes. You get ProRes</p> <p>Flame Premium, Flame, Flame Assist (Mac &amp; Linux), Lustre and Flare (Mac &amp; Linux) all get ProRes support.&nbsp;<span style="line-height: 1.5em;">Not only ProRes but the hot new flavor of ProRes 4444 XQ.&nbsp;</span><span style="line-height: 1.5em;">In addition to ProRes we beefed up our support of DNxHD formats. This applies to import and export.</span></p> <p><a href="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/ProRes_export_formats.png"><span style="line-height: 1.5em;"><img src="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/ProRes_export_formats.png" alt="Import / Export Formats" width="387" height="339" /></span></a></p> <p>So you may have noticed a little something in the Codec support list and I alluded to it earlier when mentioning the Flame Family.&nbsp;<span style="line-height: 1.5em;">As of Extension 2 the family grows a little. We now support Flame Assist and Flare on both the Mac and Linux platform. It's up to you what OS you want to work on. It's all about choice.</span><span style="line-height: 1.5em;">There is a great short video here about platform choice.<br />&nbsp;</span></p> <p>http://youtu.be/sp1nzrmIedY</p> <p></p> <p>Not only did import functions get beefed up but export options were opened up as well. Most noteably AAF export. You can now utilize AAF out of Flame Premium to go to a number of workstations in your facility - Media Composer, Baselight, etc.</p> <p>Lustre got some attention with an update to Shot Reactor allowing it ot be in automatic or manual mode. Additional CDL support was added.<span style="line-height: 1.5em;">A user "Flag" system was added allowing communication of notes and intent for mutliple users on a single project or just to remind yourself about important information.&nbsp;</span><span style="line-height: 1.5em;">Lets not forget the new Lustre Second Screen functionality. This allows you to display the actual cut and grade in any web browser.</span></p> <h3>In the Timeline-</h3> <p>A small but very impactful addtion is the ability to add a Shot Name. This is an additional bit of meta-data that can be added to clips that is especially useful for orgaizing and publishing clips. This is different and can live alongside the name of the clip. When you use Rename Shot (in the context menu on a clip or clips) you get access to the token nameing system that is available when you publish or export clips. This is both convenient and useful to utilize common and consistant conventions within a facility pipeline. The Timewarp tool in the timeline has been tweaked. Within the timeline (and all segments have a timeline) you can set the duration of your clip. Say you have a 300 frame clip and you want it to be 180 frames. It is as simple as typing 180 on your number keypad and hitting ALT+T (flamehotkeys). Similar to the tools function, Pre-Anniversary edition but you don't have to go to the tools menu.</p> <p><a href="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/Rename_shot.png"><img src="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/Rename_shot.png" alt="Rename Shot" width="360" height="189" /></a></p> <h3>And then the Shotgun heard 'round the world....</h3> <p>Flame Premiums support and integration into a Shotgun workflow. Shotgun was acquired by Autodesk over the summer. Shortly thereafter they put the pedal to the metal and set out to find an efficient way to bring Flame Premium into the Shotgun fold. We had already been exposing a little bit of python here and there but with Shotgun paired up with Flame, it builds many bridges to remove the perception of flame being an island. Utilizing Shotgun to manage the production can help from everything from distributing shots to review and approval. It can also give you meaningful data to understand how your resources are used in a project. I just can't say enough good things about this pairing.</p> <p>&nbsp;http://youtu.be/JLw50KX8wPE </p> <p>And one final link to help you catch up on all of the Extension 2 goodies.<br />A big shout out to Grant Kay for getting these videos out on launch day!!</p> <p>Check out the Flame Learning Channel here;&nbsp;<a href="https://www.youtube.com/playlist?list=PLqfk4mdQn0sXKP7GEgkDexktXxdCK5FOc" title="Flame Learning Channel" target="_blank"><span style="line-height: 1.5em;">https://www.youtube.com/playlist?list=PLqfk4mdQn0sXKP7GEgkDexktXxdCK5FOc</span></a></p> <p>Well... i thnk that catches us up. Now that we're heading into a colder season, maybe I'll be indoors to make the posts a little more regular.&nbsp;<span style="line-height: 1.5em;">I already have another post in mind on something totally different - F</span><span style="line-height: 1.5em;">lame, Maya &amp; Motion Graphics.&nbsp;</span><span style="line-height: 1.5em;">Stay tuned and check back often.</span></p> <p><span style="line-height: 1.5em;">-quinn</span></p> <p><span style="line-height: 1.5em;"><img src="/userdata/blogs/bill/quinn_folder/flamingBusy_141022/headshot_green.jpg" alt="Quinn" width="115" height="154" /></span></p>Mon, 27 Oct 2014 13:42:24 UTChttp://area.autodesk.com/blogs/bill/it039s-been-really-flaming-busyAuto-Stabilize, Fix and DestabilizeUltimate_Smoker*<p>Hi Everyone,</p> <p></p> <p>I hope that you are all well.</p> <p></p> <p>I have posted a new video to the Smoke Learning Channel which I am hoping you will find useful.</p> <p></p> <h1 style="text-align: center;">Auto-Stabilize, Fix and Destabilize&nbsp;</h1> <p></p> <p>This video shows how just using the Auto-Stabilizer, you can stabilise the position and rotation of a shot, fix or add in an element and return the camera move back into the image.</p> <p></p> <p>This is very different from the workflow using the 2D Stabilizer. &nbsp;The 2D stabilizer only allows for position stabilisation with this workflow. &nbsp;The Auto-Stabilizer can do a lot more because you can extend the image canvas so no cropping takes place. &nbsp; This will make more sense when you watch it.</p> <p></p> <p>As usual there are a few hidden tips and tricks in the video so take note!</p> <p></p> <p>You can check it out on the <a href="http://youtu.be/t_3S9ntKqt8" target="_blank">Smoke Learning Channel.</a></p> <p></p> <p>All the videos are also available for download <a href="https://itunes.apple.com/gb/podcast/smoke-learning-channel/id552051408?mt=2" target="_blank">via iTunes</a> for later viewing.</p> <p></p> <p>I have other videos in the works including requests and feedback.</p> <p></p> <p>More to come soon but please keep the comments, feedback and suggestions coming!</p> <p></p> <p>Have a great week!</p> <p></p> <p>Regards</p> <p>Grant</p>Mon, 27 Oct 2014 10:59:41 UTChttp://area.autodesk.com/blogs/discreetuk/auto-stabilize-fix-and-destabilizeOnline help redirecting to Feedback community issue resolvedMaxStation<p>At the end of last week the online help was redirecting to the Feedback communities, this issue has now been resolved.</p>Mon, 27 Oct 2014 08:31:22 UTChttp://area.autodesk.com/blogs/maxstation/n255-online-help-redirecting-to-feedback-community-issue-resolvedSpeeding up mesh operations in 3ds MaxMaxStation<p>Let's start of with a quick question, which may seem unrelated to the subject of this post): do you know where the Max.log file is stored? And if so, how often do you look at this file?</p> <p>For me the answers are:</p> <ul> <li><span style="font-size: 14px; line-height: 1.5em;">yes, it's in&nbsp;C:\\Users\\[my user name]\\AppData\\Local\\Autodesk\\3dsMax\\2015 - 64bit\\ENU\\Network\\</span></li> <li><span style="font-size: 14px; line-height: 1.5em;"></span><span style="font-size: 14px; line-height: 1.5em;">and no, i don't really look at the file.</span></li> </ul> <p>Uhm, so why do i have Errors, Info, Warnings and Debug all ticked (in preferences-&gt;files under the log file maintenance section)? Now that's a good question!</p> <p></p> <p>Back to the topic: some mesh operations can take longer because of the mesh inspector (introduced in the 2014 release) logging information in that log file.</p> <p>Aha, so i can speed that up by:</p> <ul> <li><span style="font-size: 14px; line-height: 1.5em;">disabling the mesh inspector (that helps)&nbsp;</span></li> <li><span style="font-size: 14px; line-height: 1.5em;">or by unchecking the logging options (that helps even more and i get to keep the benefit of meshes getting automatically fixed if required). In fact you only need to uncheck the Info option.</span></li> </ul>Wed, 22 Oct 2014 12:00:20 UTChttp://area.autodesk.com/blogs/maxstation/n254-speeding-up-mesh-operations-in-3ds-maxAutodesk Screencast of UV Unwrapping in Maya 2015 for BeginnersCory Mogk<p>Autodesk Screencast is pretty cool but I haven't seen a lot of public tutorials on Maya or 3ds Max.</p> <p>Here's a nice beginner tutorial from Henry Dryovage. If you want to see the full timeline and thumbnails, you'll need to watch on the <a href="https://screencast.autodesk.com/Main/Details/e7347233-35d8-44e1-b24c-a7839f7020ae">Autodesk Screencast site</a>. What do you think of Screencast? Anyone else tried it out but not made their tutorials public?</p> <p><iframe width="640" height="400" src="https://screencast.autodesk.com/Embed/e7347233-35d8-44e1-b24c-a7839f7020ae" frameborder="0" allowfullscreen="" webkitallowfullscreen=""></iframe></p>Wed, 22 Oct 2014 09:40:44 UTChttp://area.autodesk.com/blogs/cory/autodesk-screencast-of-uv-unwrapping-in-maya-2015-for-beginners