Louis Marcoux Tutorialshttp://area.autodesk.com/Thu, 24 Apr 2014 22:13:10 UTCStereo Camera Tools Overview - 3ds Max 2014 ExtensionLouis Marcoux<p>Take a look at the new Stereo Camera tools developed in collaboration with AMD for 3ds Max 2014's Extension release. In the video, I'll go into the details of setting up a fun stereoscopic scene with PFlow and then use the interactive stereo 3D viewport to make the final adjustments to the stereo effects.</p> <h3>Stereo Camera in 3ds Max 2014 - Extension</h3> <p><iframe width="420" height="315" src="http://www.youtube.com/embed/Dlu6WwXKoNw" frameborder="0" allowfullscreen=""></iframe></p> <p>Here are important links mentionned in the video:</p> <p>AMD web site for Stereo cards: <a href="http://products.amd.com/en-us/workstationgraphiccardresult.aspx?f1=&amp;f2=&amp;f3=&amp;f4=&amp;f5=&amp;f6=Full+Height%2fFull+Length&amp;f7=&amp;f8=&amp;f9=&amp;f10=&amp;f11=&amp;f12=&amp;f13=True&amp;f14=&amp;f15=&amp;" title="AMD Card Comparison" target="_blank">www.amd.com</a></p> <p>Stereoscopy principles blog post:&nbsp;<a href="/blogs/louis/stereoscopy_in_3ds_max_with_stereocam_modifier" title="Stereoscopy principles blog post" target="_blank" style="line-height: 1.5em;">area.autodesk.com/louis</a><a href="/blogs/louis/stereo_3ds_max_composite_workflow" title="Stereoscopy principles blog post" target="_blank"></a></p> <p>Using Composite to combine stereoscopic footage:&nbsp;<a href="/blogs/louis/stereo_3ds_max_composite_workflow" title="Stereoscopic footage in Composite" target="_blank" style="line-height: 1.5em;">area.autodesk.com/louis</a></p>Fri, 09 Aug 2013 17:52:59 UTChttp://area.autodesk.com/blogs/louis/stereo-camera-tool-overview---3ds-max-2014-extensionPFlow in 3ds Max 2014 for Destruction EffectsLouis Marcoux<p>See how PFlow in 3ds Max 2014 can be used to destruct objects in various ways. In this tutorial, i'll cover numerous new PFlow operators. This is a demo set i have built for Siggraph 2013.</p> <h3>Introduction</h3> <p><iframe width="420" height="315" src="http://www.youtube.com/embed/1apwc28JSSM" frameborder="0" allowfullscreen=""></iframe></p> <h3>Part 1: Breaking the First Pillar</h3> <p><iframe width="420" height="315" src="http://www.youtube.com/embed/ogMjULDPWLw" frameborder="0" allowfullscreen=""></iframe></p> <h3>Part 2: Breaking the Second Pillar</h3> <p><iframe width="420" height="315" src="http://www.youtube.com/embed/yYdoh-_hl2U" frameborder="0" allowfullscreen=""></iframe></p> <h3>Part 3: Road Falling</h3> <p><iframe width="420" height="315" src="http://www.youtube.com/embed/xbiZKQ-HxZ4" frameborder="0" allowfullscreen=""></iframe></p> <h3>Part 4: Water</h3> <p><iframe width="420" height="315" src="http://www.youtube.com/embed/dlb37vUjvOs" frameborder="0" allowfullscreen=""></iframe></p> <h3>Conclusion</h3> <p><iframe width="420" height="315" src="http://www.youtube.com/embed/y_Imgp8hyfI" frameborder="0" allowfullscreen=""></iframe></p>Fri, 02 Aug 2013 18:41:52 UTChttp://area.autodesk.com/blogs/louis/pflow-in-3ds-max-2014-for-destruction-effectsAU 2011 - Blow Stuff Up! with 3ds Max Part 3 - Adding DetailsLouis Marcoux<p>This is the third part to an in depth review of my Autodesk University class from 2011 called Blow Up Stuff with 3ds Max. I broke the class into 3 sections and, this week, i'll cover part 3: adding details.</p> <p>The class was build around 3 main subjects:</p> <ul> <ul> <ul> <li>Part 1: Breaking Objects</li> <li>Part 2: Simulate</li> <li>Part 3: Add Details.</li> </ul> </ul> </ul> <p>You can visit the pages for my older blog entries to see part 1 and 2.</p> <h3>introduction</h3> <p><iframe src="http://www.youtube.com/embed/0BNADZFxdgs" allowfullscreen="" frameborder="0" height="400" width="600"></iframe></p> <h3>PFlow Details</h3> <p><iframe src="http://www.youtube.com/embed/K3lIT2RNKug" allowfullscreen="" frameborder="0" height="400" width="600"></iframe></p> <h3>PFlow Particles Breaking</h3> <p><iframe src="http://www.youtube.com/embed/834YTuyzbBU" allowfullscreen="" frameborder="0" height="400" width="600"></iframe></p> <h3>PFlow Particles Debris</h3> <p><iframe src="http://www.youtube.com/embed/80DsN4Sv-oc" allowfullscreen="" frameborder="0" height="400" width="600"></iframe></p> <h3>PFlow Particle Trails</h3> <p><iframe src="http://www.youtube.com/embed/gp0Le2BXoeE" allowfullscreen="" frameborder="0" height="400" width="600"></iframe></p> <h3>FumeFX Introduction</h3> <p>Important Note: FumeFX is not part of 3ds Max. It is a plugin that is made by Sitni Sati (<a href="http://www.afterworks.com">www.afterworks.com</a>). It is used quite a lot in the VFX industry and i wanted to include a few words on this tool. If you want to learn more about FumeFX's techniques, Allan McKay did a lot of video tutorials on this subject (<a href="http://www.allanmckay.com">www.allanmckay.com</a>). They are worth aquiring (both the plugin and the video tutorials!).</p> <p><iframe src="http://www.youtube.com/embed/AvcB5oulQ9I" allowfullscreen="" frameborder="0" height="400" width="600"></iframe></p>Fri, 01 Feb 2013 16:46:57 UTChttp://area.autodesk.com/blogs/louis/au-2011---blow-stuff-up-with-3ds-max-part-3---adding-detailsAU 2011 - Blow Stuff Up! Part 2Louis Marcoux<p>This is second part to an in depth review of my Autodesk University class from 2011 called Blow Up Stuff with 3ds Max. I broke the class into 3 sections and, this week, i'll cover part 2: Simulate.</p> <p>The class was build around 3 main subjects:</p> <ul> <li>Part 1: Breaking Objects</li> <li>Part 2: Simulate</li> <li>Part 3: Add Details.</li> </ul> <p>In a few weeks, i'll post part 3. So come back and visit the blog!</p> <p></p> <h3>Introduction</h3> <p><iframe src="http://www.youtube.com/embed/wJ2egy1H6B8" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <h3>Part 1 : Rigid Bodies</h3> <p><iframe src="http://www.youtube.com/embed/25KxdpMYGak" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <h3>Part 2: Soft bodies</h3> <p><iframe src="http://www.youtube.com/embed/2T2Qbq-HXHM" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <h3>Part 3: Constraints</h3> <p><iframe src="http://www.youtube.com/embed/w57iqB7RHSI" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <h3>Part 4: Particles</h3> <p><iframe src="http://www.youtube.com/embed/sh1Zi9Cpg-Y" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <h3>Part 5: Refine Animations</h3> <p><iframe src="http://www.youtube.com/embed/g1-SYo9F1Ms" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p>Fri, 11 Jan 2013 21:39:56 UTChttp://area.autodesk.com/blogs/louis/au-2011---blow-stuff-up-part-2AU 2011 - Blow Up Stuff with 3ds Max - Part 1: Breaking ObjectsLouis Marcoux<p><img style="vertical-align: baseline;" src="/userdata/blogs/louis/August31_2012/AUBanner.jpg" width="693" height="215" /></p> <p>This is first part to an in depth review of my Autodesk University class from 2011 called Blow Up Stuff with 3ds Max. I broke the class into 3 sections and, this week, i'll cover part 1: Breaking Objects.</p> <p>The class was build around 3 main subjects:</p> <ul> <li>Part 1: Breaking Objects</li> <li>Part 2: Simulate</li> <li>Part 3: Add Details.</li> </ul> <p>In a few weeks, i'll post about part 2 and 3. So come back and visit the blog!<br /><br />In preparation for AU 2012, i wanted to give you an idea of the type of classes you can attend at AU. It's an annual event held in Las Vegas at the end of November and it gathers thousands of people from various industries.<br /><br />This year is the first year that AU offers a Digital Entertainment track where industry experts will share their knowledge. You can find the full class line-up here:</p> <p style="padding-left: 30px;"><a target="_blank" title="AU 2012 - Digital Entertainment Class Line-Up" href="https://www.autodeskuniversity2012.com/connect/search.ww#loadSearch-searchPhrase=&amp;searchType=session&amp;tc=0&amp;sortBy=&amp;i(10010)=10097&amp;i(10000)=&amp;i(10007)=&amp;i(10041)=&amp;i(10001)=&amp;i(10160)=%20">AU 2012 - Digital Entertainment Class Line-Up</a></p> <p>This year, i am working on a class around projection mapping and it is called "Reality Distortion Fields - The Art of 4D Projections".<br /><br />I hope you enjoy my 2011 class and see you at AU 2012!</p> <p><iframe src="http://www.youtube.com/embed/WFLPbNCatjo" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <p><iframe src="http://www.youtube.com/embed/3SxBHQbPI1I" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <p><iframe src="http://www.youtube.com/embed/iZH5Zdd20uA" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <p><a mce_href="/userdata/blogs/louis/August31_2012/breakPolysElements.zip" href="/userdata/blogs/louis/August31_2012/breakPolysElements.zip">click here to get the Break by Face and Polygons Script</a></p> <p></p> <p><iframe src="http://www.youtube.com/embed/4Lcpy85n2Tk" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <p><iframe src="http://www.youtube.com/embed/JvEi-UhTtMY" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <p><iframe src="http://www.youtube.com/embed/bCgtSo5VtiU" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <p><iframe src="http://www.youtube.com/embed/keDUsSsRRyo" allowfullscreen="" width="600" frameborder="0" height="400"></iframe></p> <p></p> <p><a target="_blank" title="Fracture VORONOI on Script Spot" href="http://www.scriptspot.com/3ds-max/scripts/fracture-voronoi">click here to go to the script spot page for Garp's Fracture V.O.R.O.N.O.I.</a></p> <p><a mce_href="/userdata/blogs/louis/August31_2012/FractureVoronoi_v2.0_LM.zip" href="/userdata/blogs/louis/August31_2012/FractureVoronoi_v2.0_LM.zip">click here to get my version of Garp's Fracture V.O.R.O.N.O.I.</a></p>Fri, 31 Aug 2012 16:16:34 UTChttp://area.autodesk.com/blogs/louis/au-2011---blow-up-stuff-with-3ds-max---part-1-breaking-objectsCreative tiling IdeasLouis Marcoux<p>In this blog post, you'll see 2 interesting techniques to tile textures. One technique to deal with variable size models and the other technique to use the Viewport Canvas to make bitmap textures tile.</p> <h3>Part 1: dealing with tiling when objects extend and change size</h3> <p>In this set of 2 videos, you'll see the case of wall support for shelves. They have a repeatable pattern but their height varies. When scaling the object, the texture follows and stretches which is not the desired result in a case like this. So, you'll see how to create a simple setup to be able to change the size of such objects and have the texture continue to tile correctly as the object extends.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_20_2012/Tiling_Part1.flv"><param name="allowFullScreen" value="true" /><param name="wmode" value="transparent" /><param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_20_2012/Tiling_Part1.flv" /></object></p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_20_2012/Tiling_Part2.flv"><param name="allowFullScreen" value="true" /><param name="wmode" value="transparent" /><param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_20_2012/Tiling_Part2.flv" /></object></p> <h3>Part 2: using the Viewport Canvas to Create Tilable Bitmaps</h3> <p>In this video, you'll see how to create a simple setup that will allow you to use the Viewport Canvas in order to edit bitmaps so that they tile correctly. You'll be able to edit the tiling edges and see the effect in the 3D viewport. This is a very useful tip when dealing with tiling textures in a scene.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_20_2012/Tiling_Part3.flv"><param name="allowFullScreen" value="true" /><param name="wmode" value="transparent" /><param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_20_2012/Tiling_Part3.flv" /></object></p>Wed, 25 Jan 2012 07:48:01 UTChttp://area.autodesk.com/blogs/louis/creative_tiling_ideasUsing Matchmover for ModelingLouis Marcoux<p>Matchmover can be used to model objects from real life footage. In this set of video, we&rsquo;ll see how Matchmover and 3ds Max can be used to take video footage and extract 3D reference points, models and textures from it.</p> <p>This is a tips and tricks session i have prepared for GDC and Siggraph and i am happy to share with everybody today.</p> <p>Also of mention, i am currently getting ready for Autodesk University 2011. I'll be delivering a class called &quot;Blowing up Stuff: Visual Effects for Destruction&quot;. If you attend AU, make sure you pick the class! <a href="http://au.autodesk.com">au.autodesk.com</a></p> <h3>Introduction</h3> <p>An overview of the process and the steps involved.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/Intro.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/Intro.flv" /></object></p> <h3>Part 1</h3> <p>Automatic tracking and 3D camera extraction.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part1.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part1.flv" /></object></p> <h3>Part 2</h3> <p>Manual tracking for 3D points and references for modeling</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part2.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part2.flv" /></object></p> <h3>Part 3</h3> <p>Setting up the scene in 3ds Max based on the Matchmover camera and points.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part3.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part3.flv" /></object></p> <h3>Part 4</h3> <p>Modeling from the reference points and customizing the 3ds Max User Interface to optimize the modeling workflow.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part4.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part4.flv" /></object></p> <h3>Part 5</h3> <p>Projecting the textures from the original video footage using camera mapping.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part5.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part5.flv" /></object></p> <h3>Part 6</h3> <p>Finalizing the model into a single object and a single material. Using Viewport Canvas for tweaking the textures.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part6.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct_7_2011/MM_Modeling_Part6.flv" /></object></p>Fri, 07 Oct 2011 20:00:00 UTChttp://area.autodesk.com/blogs/louis/using_matchmover_for_modelingNAB 2011 - 3ds Max & Smoke Demo - in depth follow upLouis Marcoux<p>Last NAB, i had to create a workflow demo showing 3ds Max and Smoke on the Mac working together. In this post, i revisit this demo in depth to present all the detailed steps of the work i did to prepare the final presentation. If you want to see the original 1 hour presentation from NAB, you can visit the on-demand video section of Area: <a href="http://area.autodesk.com/nab2011/proddemos">area.autodesk.com/nab2011/proddemos</a></p> <p>Smoke is an all in one finishing package that goes from editing to 3D compositing and includes tons and tons of tools for effects, keying, color correcting, tracking and more. You can find more on Smoke here: <a href="http://www.autodesk.com/smokeformac">www.autodesk.com/smokeformac</a>.</p> <p><img width="780" height="135" alt="Smoke for Mac" src="/userdata/fckdata/4952/SmokeCamapignSite.gif" /></p> <p>Also, Grant Kay has a blog where he posts a lot of information about Smoke. It's a great resource if you want to learn more about it: <a href="http://area.autodesk.com/blogs/discreetuk">area.autodesk.com/blogs/discreetuk</a>.</p> <p>The best way to learn it is to dowload the free trial and use the tutorials that are available on Area: <a href="http://area.autodesk.com/smoke-tutorials/about_the_smoke_essentials-2">area.autodesk.com/smoke-tutorials/about_the_smoke_essentials-2</a></p> <p><img width="780" height="135" alt="Smoke for Mac" src="/userdata/fckdata/4952/MARCSmokeTrialDownload.gif" /></p> <p>Now that you know where to find things, let's get into the meat of the presentation and lean about how 3ds Max and Smoke can work together and produce very cool images.</p> <h3>Part 1 - Introduction : Connecting a PC and a MAC &amp; Loading Clips in Smoke</h3> <p>Before starting, we need to learn how to work with 3ds Max on a PC&nbsp;and Smoke on a MAC. Using this simple network technique, transfer of data will be seamless from one platform to the other. Also, see how image sequences and clips can be loaded in Smoke, straight from the networked PC.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part1.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part1.flv" /></object></p> <h3>Part 2 - Basic Editing</h3> <p>Smoke is an all-in-one finishing package that works from a timeline based workflow. In this video, i use footage from a 3ds Max tutorial (<a href="http://usa.autodesk.com/adsk/servlet/item?siteID=123112&amp;id=16102083&amp;linkID=9241175">usa.autodesk.com/adsk/servlet/item</a>) made by Digital Tutors (<a href="http://www.digitaltutors.com">www.digitaltutors.com</a>). This tutorial has been made to show 3ds Max doing motion graphics and it is quite extensive. It's free and files are provided on the web page. So i receommend you look at it. A lot of great information in that tutorial. With the footage from the tutorial, i show you the basics of editing in Smoke. Smoke is an advanced professinal editor but can also load Edit Lists from all major editing tools out there. So you can finish projects in Smoke and add all sorts of advanced effects.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part2.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part2.flv" /></object></p> <h3>Part 3 - Planning the Shot from an Exiting Timeline in Smoke</h3> <p>Smoke can have multiple timelines. In this video, you'll see how to copy a timeline to start a new project and how to use paint tools in Smoke to visualy define the goals of the project.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part3.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part3.flv" /></object></p> <h3>Part 4 - 3ds Max and Adobe Illustrator Workflow</h3> <p>Many logos are provided in the AI format. In this video, you'll see how to import and export AI files and see how they can be used in 3ds Max to create 3D objects.</p> <p><u><strong>IMPORTANT&nbsp;NOTE&nbsp;ABOUT&nbsp;THE&nbsp;MAX&nbsp;TUTORIALS&nbsp;BELOW:&nbsp;</strong></u> <em>Unfortunately, i recorded these videos on a new system and the recording doesn't show the cursor. This problem will be fixed for later blog posts but this one suffers a bit from this problem. I hope you will be able to follow the flow without it... I am very sorry about that.</em></p> <p><em><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/AIWorkflow.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/AIWorkflow.flv" /></object></em></p> <h3>Part 5 - 3ds Max Text Tools</h3> <p>Quick overview of the text tools in 3ds Max.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Text.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Text.flv" /></object></p> <h3>Part 6 - Terrain Modeling</h3> <p>Learn a few techniques to create terrains with modifiers, brushes, boolean operations and conform brushes. The final mesh is prepared to be sent to Mudbox for detailing so there are a few tricks on how to get good topology that will work best in that workflow.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_TerrainModel.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_TerrainModel.flv" /></object></p> <h3>Part 7 - Detailing in Mudbox</h3> <p>Once the terrain is modeled in 3ds Max, you can use Mudbox to add details and paint high resolution images as textures. This video covers the workflow between the 2 applications and shows some of the tools in Mudbox. Craig Barr has a great blog on Mudbox if you want to lean more about it: <a href="http://area.autodesk.com/blogs/craig">area.autodesk.com/blogs/craig</a></p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Mudbox1.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Mudbox1.flv" /></object></p> <h3>Part 8 - Exporting Data Out of Mudbox</h3> <p>In this video, see how to generate the maps from Mudbox that will be used for the material creation in 3ds Max. Details and painting from Mudbox are sent as maps (normal, displacement, ambient occlusion, paint layers) to 3ds Max so that a material can reproduce what was done in Mudbox.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Mudbox2.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Mudbox2.flv" /></object></p> <h3>Part 9 - Creating a Material in 3ds Max From Mudbox Maps</h3> <p>Learn how to create a material in 3ds Max that will incorporate all the maps and painting layers that were produced in Mudbox.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Mudbox3.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Mudbox3.flv" /></object></p> <h3>Part 10 - Camera Moves</h3> <p>In this video, you'll see 2 ways of creating path &amp; trajectory based camera moves.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_CameraAnimation.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_CameraAnimation.flv" /></object></p> <h3>Part 11 - The Sky Background</h3> <p>This video covers a few techniques to use gradients and noises to create a night sky background for the shot.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Sky.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Sky.flv" /></object></p> <h3>Part 12 - Light Beams</h3> <p>This video shows how to use volumetric lights to create Hollywood light beams. It also shows how to add details in the light beams so that they don't look too clean.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_LightBeams.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_LightBeams.flv" /></object></p> <h3>Part 13 - Fireworks with PFlow</h3> <p>First, you'll see how to install the Particle Flow samples on your system. Those samples used to be provided on a second DVD but are now provided as a download link when you purchase 3ds Max. After this setup, you'll see how to create a fireworks effect using PFLow.</p> <p><u><strong>NOTE:</strong></u> In this video, i use the folllowing script:<a href="/userdata/fckdata/4952/PFlowPreset_TXT_Generator.rar">userdata/fckdata/4952/PFlowPreset_TXT_Generator.rar</a></p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Fireworks.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Fireworks.flv" /></object></p> <h3>Part 14 - Stadium Collapsing</h3> <p>Here, i show how to fracture objects and then use the new MassFX toolbar to create a collapsing animation.</p> <p>In this video, i use the mbFracture Script from&nbsp;Martin Breidt that you can find here: <a href="http://scripts.breidt.net ">scripts.breidt.net </a></p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_StadiumCollapsing.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_StadiumCollapsing.flv" /></object></p> <h3>Part 15 - Motion Builder Workflow &amp; Crowd Creation</h3> <p>In this video, i'll show you how to take one of the samples files (from the 3ds Max samples DVD) and send it to Motion Builder in order to get animations on it. Then, you'll see how to point cache the animation and create a few variations. Finally, you'll see how to use the Paint Object functionality to paint a crowd in the stadium.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/MaxMobu.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/MaxMobu.flv" /></object></p> <h3>Part 16 - Flags</h3> <p>Here, you'll see the workflow of starting from a spline and end up with cloth simulation for the flags animations.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Flags.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_Flags.flv" /></object></p> <h3>Part 17 - Send to Smoke</h3> <p>This is the last step in 3ds Max where you need to define what will be rendered and what will be exported as FBX files. You'll see the thinking behind sending content to Smoke in various formats depending on the final usage of this content.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_SendtoSmoke.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Max_SendtoSmoke.flv" /></object></p> <h3>Part 18 - Assembling the Background Renderer Layers in Action</h3> <p>See how Action in Smoke can be used as a 3D compositor and how you can refine the look of the layers and add 3D lighting effects.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part4.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part4.flv" /></object></p> <h3>Part 19 - FBX&nbsp;Point Cache Import</h3> <p>The videos shows how to import FBX files with point cache animations in Smoke. Then, you'll see how to change the materials on the objects with footage and images.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part5.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part5.flv" /></object></p> <h3>Part 20 - Advanced 3D Compositing in Action</h3> <p>This video show how to use 3D locators and camera moves from 3ds Max in order to create a 3D setup in action. This setup will allow to combine 2D static footage into a 3D scene and give the impression that the footage is part of the 3D scene. You will see how the real players will seam to jump above the rendered platform from 3ds Max.</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part6.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part6.flv" name="movie" /></object></p> <h3>Part 21 - Assembling the Final Result on the Timeline</h3> <p>See how the Smoke timeline can add multiple layers to assemble the final shot. We'll also see how Soft Effects can be used to tweak the look of the layers directly from the timeline.</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part7.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part7.flv" name="movie" /></object></p> <h3>Part 22 - Versionning</h3> <p>Because of the non destructive workflow of Smoke, this final step shows how you can create multiple versions of the shot by accessing the history of shots. You'll see that it's possible to change the flag logos and the 3D text even after the final timeline is done. You'll see how to create multiple versions very quickly from the record area in Smoke.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part8.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/May_27_2011/Smoke_Part8.flv" /></object></p> <p>I hope you enjoyed this blog entry. I know it's long but i really wanted to share my experience building this demo. It was a lot of fun and i have learned a lot from it. So, i wanted to make sure you could benefit from it.</p> <p>And, again, sorry for the absence of cursor in my 3ds Max recordings. I have fixed the problem now and it should be fine for my next blog post...</p>Tue, 24 May 2011 20:00:00 UTChttp://area.autodesk.com/blogs/louis/nab_2011_3ds_max_smoke_demo_in_depth_follow_up3ds Max and Motion Builder Workflow (and a bit of Kinect)Louis Marcoux<p>In this post, you&rsquo;ll see how to work with 3ds max and Motion Builder in an animation pipeline. You&rsquo;ll see how to deal with Biped rigs, CAT rigs and custom Max Bones rigs when going to Motion Builder. Using Motion Builder as an animation hub lets you use animation from a wide variety of sources. Motion Builder is not only for Motion Capture, it can really become the central hub for all your character animation work. Also, in the last video, you&rsquo;ll also see how to hook a Kinect to Motion Builder to turn your living room in a live motion capture set. Enjoy!<br /> This post is an extension of a webinar I did this week. You&rsquo;ll find the same content from the webinar here but with a few more videos to go deeper into certain subjects.</p> <h3><br /> Introduction</h3> <p>This is a general introduction to the workflow, covering the basics of the interoperability between 3ds Max and Motion Builder. It starts with a generic intro to animation products at Autodesk then jumps into the heart of the workflow.<br /> <object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/Introducion.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/Introducion.flv" name="movie" /></object></p> <h3>Part 1: Biped-Motion Builder</h3> <p>First case to look at is the workflow between Biped in 3ds max and Motion Builder. It is the simplest workflow so it&rsquo;s a good way to start. I am using assets from Ubisoft (Splinter Cell) that they have shared with us a few years ago when the first game was release. I&rsquo;d like to thank them. They have always been very generous to share some of their content with us for presentation purposes.<br /> <object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/BipedMobu.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/BipedMobu.flv" name="movie" /></object></p> <h3>Part 2: CAT-Motion Builder</h3> <p>CAT (Character Animation Toolkit in 3ds Max) can create all sorts of creatures and is very flexible. But, because it is so flexible, we need to pay attention to a lot of details when going to Motion Builder to get animations for our CAT characters. We&rsquo;ll see how to maximize this workflow with naming templates in the next video.<br /> <object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/CAT.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/CAT.flv" name="movie" /></object></p> <h3>Part 3: CAT-Biped Workflow Using Motion Builder<br /> &nbsp;</h3> <p>Now that we know how to work with both Biped and CAT, let&rsquo;s see how we can use Motion Builder to transfer animation from one type of rig to another and get perfect motion retargeting.</p> <h3><object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/Cat-Biped.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/Cat-Biped.flv" name="movie" /></object><br /> Part 4: Max Bones Rig &ndash; Motion Builder</h3> <p>Max Bones rigs can be animated and rigged in an infinite number of ways. So, when dealing with Motion Builder, you need to plan carefully how you will go to Motion Builder to capture the animation and put it back on the Max Bones rig. The better strategy is often to create a transition rig that will be in charge of getting the animation from Motion Builder and then to drive the custom Max Bones rig. In this video, we&rsquo;ll see this workflow in details.</p> <h3><object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/MaxBones.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/MaxBones.flv" name="movie" /></object><br /> Part 5: Kinect and Motion Builder Using tools from www.brekel.com</h3> <p>I came across this web site where a set of free tools have been made available for download and that claimed to make the Kinect work inside of Motion Builder. I downloaded the tools and installed them. It worked immediately and I had some fun with it. I&rsquo;d like to thank Jasper, the developer of the tool, to let me share this with you and also for letting everybody use his tool for fun with the Kinect and Motion Builder.</p> <p><object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/KinectMobu.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/feb%2018%202011/KinectMobu.flv" name="movie" /></object><br /> To find more about this technology, visit www.brekel.com. I&rsquo;ll try to make a post soon on how to tweak and refine the animation data coming from the Kinect device. And how to put it back on max rigs using the techniques shown above.<br /> I hope this information was useful for you. Have a great week!<br /> &nbsp;</p>Fri, 18 Feb 2011 19:00:00 UTChttp://area.autodesk.com/blogs/louis/3ds_max_and_motion_builder_workflow_and_a_bit_of_kinectSubstances in 3ds Max 2011 - with Gary DavisLouis Marcoux<p>A new material map type has been added in 3ds Max 2011 with the Advantage Pack (for customers on subscription) called &quot;Substance&quot;. This post shows the value of Substances and gives a few tips on how to use them efficiently.</p> <h2>Part 1: Introduction to Material Creation with Multiple Maps</h2> <p>Before talking about Substances, this introduction video shows the traditional workflow for creating realistic materials with multiple maps. It shows the different effects obtained by the various maps in a Standard Material.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%2017%202010/SubstancePart1.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%2017%202010/SubstancePart1.flv" /></object></p> <h2>Part 2: Using Substances to Generate Multiple Maps</h2> <p>In this video, you'll see how to replace the traditional workflow for creating materials by a new workflow using Substances. You will see how Substances offer a much greater flexibility when refining materials with multiple maps.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%2017%202010/SubstancePart2.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%2017%202010/SubstancePart2.flv" /></object></p> <h2>Part 3: Tips on How to Better Work with Substances (Gary Davis)</h2> <p>Gary Davis covers a few tips on how to visually browse Substances and he introduces the Substances Player from Allegorithmic.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%2017%202010/SubstanceTip_garyD.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%2017%202010/SubstanceTip_garyD.flv" /></object></p> <p>Here is the script that Gary mentions in his video.<a href="/userdata/fckdata/4952/RenderSubstances.rar"> userdata/fckdata/4952/RenderSubstances.rar</a></p> <p>And here is the link to the creators of Substances. <a href="http://www.allegorithmic.com/">www.allegorithmic.com/</a></p> <h2>Jamie's Jewels : A New Blog for 3ds Max!</h2> <p>Also of note, Jamie Gwilliam, our colleague from London UK has started a new blog on 3ds Max. His tips and tricks are very useful and i strongly recommend a regular visit to his page: <a href="http://bit.ly/1jamiesjewels">http://bit.ly/1jamiesjewels</a></p> <p>Happy holidays!</p>Fri, 17 Dec 2010 19:00:00 UTChttp://area.autodesk.com/blogs/louis/substances_in_3ds_max_2011_with_gary_davis3ds Max Entertainment Creation Suite - Virtual Launch RecordingLouis Marcoux<p>This presentation is a 52 minutes presentation that Gary M. Davis and I put together to show the power of the 3ds Max Entertainment Creation Suite 2011 for Autodesk's Virtual Event on October 15th. This is an overview of what you can do with all the tools in the suite.</p> <p>It is a bit more formal that what i usually post on my blog but Gary and I put so much time in putting this together that I wanted to share the results here. You'll see that there is a lot of information in the videos regarding all the tools that are included in the suite.</p> <p>I&nbsp;have broken the presentation into smaller parts so that they can be easily watched by subject of interest.</p> <p>The 3ds Max Entertainment Creation Suite 2011 includes the following software:</p> <ul> <li>3ds Max 2011</li> <li>Mudbox 2011</li> <li>Motion Builder 2011</li> <li>3ds Max Composite 2011</li> <li>Cityscape</li> <li>Matchmover (on subscription only)</li> </ul> <p>Enjoy!</p> <h1>Introduction</h1> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/01_Introduction.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/01_Introduction.flv" /></object></p> <h1>Modeling</h1> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/02_Modeling.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/02_Modeling.flv" /></object></p> <h1>Shading and Texturing</h1> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/03_Materials.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/03_Materials.flv" /></object></p> <h1>Animation</h1> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/05_Animation.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/05_Animation.flv" /></object></p> <h1>Visual Effects</h1> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/06_VisualFX.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/06_VisualFX.flv" /></object></p> <h1>Lighting and Rendering</h1> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/07_LightingRendering.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/07_LightingRendering.flv" /></object></p> <h1>Post Production</h1> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/08_PostProduction.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/08_PostProduction.flv" /></object></p> <h1>Conclusion : Looking Ahead...</h1> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/09_Conclusion.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/VirtualLaunchOct_15/09_Conclusion.flv" /></object></p>Fri, 15 Oct 2010 16:29:26 UTChttp://area.autodesk.com/blogs/louis/3ds_max_entertainment_creation_suite_virtual_launch_recordingHollywood Visual Effects with 3ds Max Master Joe GunnLouis Marcoux<p>This week, i am trying something new: I have invited 3ds Max Master Joe Gunn to share some 3ds max tips and tricks based on his experience using 3ds max on Hollywood movies such as 2012. Joe was very generous to accept the offer and he has recorded a very cool particle effects trick for the blog. Having guests on my blog is something i have never done before but i think it brings a lot of value to what i am trying to do here which is to share techniques, tips and tricks around 3ds max.</p> <h3>Who is Joe Gunn?</h3> <p>First, here is a little video interview to learn who Joe Gunn is. I asked him a few questions on his accomplishments and how he uses 3ds max in production.</p> <p><object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Aug%2017%202010/INterview.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Aug%2017%202010/INterview.flv" name="movie" /></object></p> <p>Joe is an Autodesk 3ds Max Master since 2009. Autodesk masters are elected by the community based on the contribution they have made to advance 3D techniques using one of Autodesk software. It&rsquo;s a very prestigious award and you can find out about why he was nominated here:</p> <p><a href="http://area.autodesk.com/masters/09/joe_gunn2">http://area.autodesk.com/masters/09/joe_gunn2</a></p> <p>Joe is very generous of his knowledge. As he says: &ldquo;if you don&rsquo;t know, better ask somebody&rdquo;. If you are interested in the video tips and tricks i have made on the Area, you&rsquo;ll find Joe&rsquo;s free tutorials very interesting. You can find them here:</p> <p><a href="http://www.joegunn3d.com/Tutorials.html">http://www.joegunn3d.com/Tutorials.html</a></p> <p>On his free tutorial page, you&rsquo;ll find tutorials on many subjects as well as 3ds max scripts that he has written to speed up his workflow. Among the tutorials you&rsquo;ll find there, here are some subjects that&nbsp; he covers: save and load animation, Glue3D fluid simulation examples, cloth tearing, Arch &amp; Design material mass changes, hair lighting and sub surface scattering techniques. He also has iPod downloads for all his free tutorials.</p> <p>Joe has release a few DVD&rsquo;s on advanced 3ds max techniques. You can find them here:</p> <p><a href="http://www.joegunn3d.com/Shop.html">http://www.joegunn3d.com/Shop.html</a></p> <p>His DVD&rsquo;s cover Hair out of the box, Cloth beyond character, Rigging for FX and Mental Ray Studio Car Rendering.</p> <h3>Joe's Tip : Window Cracking Effect with PFLow</h3> <p>For the blog, Joe has recorded this very cool tutorial on how to use PFlow to create a cracking window effect. I hope you&rsquo;ll enjoy this.</p> <p><object height="580" width="760" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Aug%2017%202010/PFlow_Cracks.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Aug%2017%202010/PFlow_Cracks.flv" /></object></p> <p>I really enjoyed working with Joe for this blog post. I will try to invite more 3ds Max artists in the future so that they can share some of their techniques with us.</p> <h3>Autodesk Masters 2010</h3> <p>If you know someone who, like Joe, has contributed to the advancement of 3D using any Autodesk 3D software and would like them to become an Autodesk Master, you can nominate them here:</p> <p><a href="http://area.autodesk.com/masters/nominate2010">http://area.autodesk.com/masters/nominate2010</a></p> <h3>Allan McKay and Fume FX in 3ds Max</h3> <p>If you have extra time, invest it in watching Allan Mckay's new video. He did a great video post this month about a VFX presentation he delivered for a major VFX house. Check it out here:</p> <p><a href="http://vimeo.com/13559205">http://vimeo.com/13559205</a></p> <p>&nbsp;</p>Tue, 17 Aug 2010 20:00:00 UTChttp://area.autodesk.com/blogs/louis/hollywood_visual_effects_with_3ds_max_master_joe_gunnStereoscopy : 3ds Max & Composite WorkflowLouis Marcoux<p>Take a look at the workflow between 3ds Max and Composite for stereoscopic sequences rendered from 3ds max with the new version of the Stereo Camera modifier.</p> <h3>Part 1: Updated Stereo Camera Modifier</h3> <p>In this video, take a look a the new version of the Stereo Camera (V1.7.2) as found on the first stereo blog post i did back in december 2009 (<a href="http://area.autodesk.com/blogs/louis/stereoscopy_in_3ds_max_with_stereocam_modifier">here</a>). Also, see how to use the modifier on target cameras and cameras generated with the Dynamite VSP civil extension.</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/June15th2010/Video1.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/June15th2010/Video1.flv" name="movie" /></object></p> <h3>Part 2 : Preparing Render Elements for Stereo Compositing</h3> <p>Here, we'll see how to setup some render elements to include in the left and right image sequences when we save those sequences in OpenEXR format. Those elements will be useful later when we'll start building a more complex composition in Composite.</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/June15th2010/Video2.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/June15th2010/Video2.flv" name="movie" /></object></p> <h3>Part 3 : Assembling Stereo Stream in Composite</h3> <p>In this video, we'll take a look at how to load two image sequences and use them as stereo streams inside a composition. By working with streams, you don't have to apply effects or operations on the two image sequences. Composite recognize that those two images should be seen as one and applies all effects and operations to both sides of the stereo stream. We'll see how to composite all the render elements included in the OpenEXR files that we have rendered from 3ds max.</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/June15th2010/Video3.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/June15th2010/Video3.flv" name="movie" /></object></p> <h3>Part 4 : Creating Anaglyph Outputs from Composite</h3> <p>Even if Composite can assemble stereo streams as one entity, when comes the time to render, it needs to be setup correctly so that the render output correspond to your viewing conditions. In this video, we'll see how to produce anaglyph outputs from Composite using simple and complex compositions. We'll also see how to use macros in order to avoid having to do the same operations all the time. Finaly, we'll see how we can use the RAM player in 3ds max to transform an image sequence from Composite into a playable movie file (mov file in this example).</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/June15th2010/Video4.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/June15th2010/Video4.flv" name="movie" /></object></p> <h3>Part 5 : Create a Fake Stereoscopic Effect for 2D images</h3> <p>In this last video, we'll see how to take a flat 2D image and fake its stereoscopic 3D position by adding some pixel separations for left and right sides of a stream. We'll save our setup into a custom macro in order to be able to animate the effect and reuse in other projects.</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/June15th2010/Video5.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/June15th2010/Video5.flv" name="movie" /></object></p>Thu, 17 Jun 2010 20:00:00 UTChttp://area.autodesk.com/blogs/louis/stereo_3ds_max_composite_workflow3ds Max 2011's Viewport Canvas - Tips and TricksLouis Marcoux<p>3ds Max 2011's new viewport canvas has been completely redesigned to offer a true 3D layer based paint system right within the application. In this blog post, i'll show you a few tips and tricks regarding the viewport canvas. You'll see how to add custom brushes, how to work with your favorite 2D paint program and the viewport canvas together, use light maps from render to texture in the viewport canvas layers and you'll learn the basic workflow for matte painting with viewport canvas.</p> <h3>Introduction and Custom Brushes</h3> <p>The first video covers the basics of working with Viewport Canvas and show how to create custom paint brushes.<br /> &nbsp;<object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/may_17_2010/VP_Canvas_01.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/may_17_2010/VP_Canvas_01.flv" name="movie" /></object></p> <h3>PSD&nbsp;Workflow and Using Render to Texture with Viewport Canvas</h3> <p>This second video covers the workflow between paint applications using the PSD file format. You'll also see how to use the Render to texture dialog to create useful paint layers.</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/may_17_2010/VP_Canvas_02.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/may_17_2010/VP_Canvas_02.flv" name="movie" /></object></p> <h3>Viewport Canvas and Render Surface Map</h3> <p>In this video, see how to paint only on selected areas in order to restrict the effect of the paint stroke. For that, we'll see how to use the render Surface Map tool along with the Viewport Canvas.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/may_17_2010/VP_Canvas_02b.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/may_17_2010/VP_Canvas_02b.flv" /></object></p> <h3>Matte Painting and Viewport Canvas</h3> <p>This last video covers a typical matte painting workflow with a simple example. Matte painting is the art of producing believable backgrounds for film and games. Here, we'll see how high resolution geometry can be projected onto lower resolution proxies and then tweaked using the Viewport Canvas. Our goal is to deliver the final matte paintings on optimized rendering scenes while maintaining good perspectives.<br /> &nbsp;<object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/may_17_2010/VP_Canvas_03.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/may_17_2010/VP_Canvas_03.flv" name="movie" /></object></p>Tue, 18 May 2010 00:00:00 UTChttp://area.autodesk.com/blogs/louis/3ds_max_2011_s_viewport_canvas_tips_and_tricksMatchmover and 3ds Max - 3D Tracking WorkflowLouis Marcoux<p>Matchmover is available to all subscription customers for 3ds Max 2010 and 3ds Max 2011. It's one of the great values added when being on subscription for 3ds Max.</p> <p><br /> In this set of video tutorials, you will see how Matchmover and 3ds Max work together. You'll be able to see how an image sequence can be used to extract 3D information that can be used in 3ds Max to create a perfect match between virtual elements and the 2D image sequence, even if the camera has fast and unstable movements.</p> <h3>Basics</h3> <p>In This first video, we'll explore the very basic workflow between Matchmover and 3ds Max. We'll use Matchmover's automatic tracking to generate a 3D camera movement and 3D points that we will bring in 3ds Max.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video1.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video1.flv" /></object></p> <h3>Directed Manual Tracking</h3> <p>For shots where you need specific points to be tracked in order to be referenced later in 3ds Max, you'll need to manually assign track points in Matchmover. In this video, you'll see how manual tracking works and how 3D tracking points can be used in 3ds Max as a modeling reference.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video2.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video2.flv" /></object></p> <h3>Difficult Shot Tracking</h3> <p>In reality, film shots are hard to track and a lot of hand work needs to be done. In this video, we'll track a difficult shot and solve the shot for a 3D camera and 3D track points. More advanced tracking techniques and tips are covered in this video.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video3.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video3.flv" /></object></p> <h3>Using 3D Tracker to Recreate Real World from Image Sequence</h3> <p>In this video, we'll see how to start using the 3D trackers from Matchmover in order to add 3D elements in 3ds Max that will match perfectly with the original image sequence. With the camera exported from Matchmover, the overlapping of the 3D rendered scene and the original image sequence will be seamless even with very difficult camera movements.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video4.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video4.flv" /></object></p> <h3>Replacing Reflections</h3> <p>In this video, we'll continue from the previous one to add 3D elements in 3ds max in order to recreated the real world from the image sequence. In practice, we will replace the reflections in all the windows.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video5.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video5.flv" /></object></p> <h3>Using the MentalRay Matte/Shadow Material</h3> <p>Here, we'll fix some of the problems that were highlighted in the previous video regarding shot elements that should be in front of the 3D rendered scene. We'll see how to use the Mental Ray matte/shadow material to help bring background elements in the foreground, on top of the 3D rendered objects.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video6.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video6.flv" /></object></p> <h3>Capturing Good Shadows for Floor Contacts</h3> <p>This video continues on what was done in the previous one. We'll add a character in the scene that is supposed to walk in front and behind some of the image sequence objects. Also, we'll see how to capture the shadows of the character and add them on top of the background so that the floor contacts are beleivable.</p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video7.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/Video7.flv" /></object></p> <h3>Final Result</h3> <p>Here is the final result in 850x450.</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/CharacterWalk.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/March%2030%202010/CharacterWalk.flv" name="movie" /></object></p>Tue, 30 Mar 2010 00:00:00 UTChttp://area.autodesk.com/blogs/louis/matchmover_and_3ds_max_3d_tracking_workflowCustom Made MultiChannel OpenEXRLouis Marcoux<p>In this tutorial, i take a deeper look at the new Multi Channel OpenEXR file I/O in order to combine multiple bitmaps into a single Open EXR file. This tutorial is an extended version of a tip i gave in my tips and tricks webinar on January 13th.</p> <p>You can view the webinar by visiting the Autodesk Entertainment Center <a href="http://www.resources.autodesk.com/med/Webcasts">here</a>.</p> <p><object type="application/x-shockwave-flash" height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Intro.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Intro.flv" /></object></p> <p>The Connection Extension features discussed in the video can be viewed <a href="http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;id=13606852">here</a>.</p> <h3>Part 1 : Multi Channel Open EXR Workflow</h3> <p>The first video is an overview at the basic functionality of the new Multi Channel Open EXR I/O in 3ds Max.</p> <p><object type="application/x-shockwave-flash" height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Part1_OpenEXRSaving.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Part1_OpenEXRSaving.flv" /></object></p> <h3>Part 2 : Mental Ray Labeled Element</h3> <p>In this video, i will show you how the Mental Ray Labeled Element can be added to the render elements in order to capture any aspect of a material as a render element. That setup will be useful to define what we want to put in the Multi Channel OpenEXR.</p> <p><object type="application/x-shockwave-flash" height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Part2_MRLabeledElement.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Part2_MRLabeledElement.flv" /></object></p> <h3>Part 3: Camera Map per Pixel</h3> <p>Here, we will look at the technique used by matte painters to project an image from a camera point of view. This is useful to have matte paintings with few 3D objects that offers perspective even if it's for a matte background. This tool will be useful for rendering bitmaps full frame without bothering with the UV mapping of the objects in front of the camera.</p> <p><object type="application/x-shockwave-flash" height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Part3_CameraMapPixel.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Part3_CameraMapPixel.flv" /></object></p> <h3>Part 4: Final Setup for Combining Material Components</h3> <p>Here, we will use all the tools we have seen so far to create a setup that will allow us to combine multiple aspects of a material into a single Mutli Channel Open EXR file.</p> <p><object type="application/x-shockwave-flash" height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Part4_MaterialSetup.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Part4_MaterialSetup.flv" /></object></p> <h3>Part 5: Stereoscopic Multi Channel Open EXR</h3> <p>For this final video, we will review our setup to create a basic left and right Multi Channel Open EXR file from 2 image sequences. We will also optimize the render time by turning off what we don't need in our setup. And, we'll setup the file for quick access to the bitmaps when the file is opened and used for Multi Channel Open EXR generation.</p> <p>&nbsp;<object type="application/x-shockwave-flash" height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Part5_StereoEXRSetup.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Jan_13_2010/Part5_StereoEXRSetup.flv" /></object></p>Tue, 12 Jan 2010 23:38:10 UTChttp://area.autodesk.com/blogs/louis/custom_made_multichannel_openexrStereoscopy in 3ds Max with StereoCam ModifierLouis Marcoux<p>This week, i am posting the videos that i have prepared for the 3December event. The blog post covers a wide range of knowledge on making stereoscopic CG with 3ds Max. And, most of all, you will learn the basics of making comfortable CG Stereoscopic images by taking the projection setup into consideration.&nbsp;</p> <h3>3December Event</h3> <p>The 3December Online event was held last week and 6 master classes were made available for your viewing. You can find very interesting presentations visiting the dedicated page on The area:</p> <p><a href="http://area.autodesk.com/3december">http://area.autodesk.com/3december</a></p> <p>There is a couple of 3ds max presentations including one from Liquid Development on the assets development for The Beatles : Rock Band game. My colleague Eddie Perlberg also does a presentation from the show floor at AU.</p> <p>3December happens every year on that date and you can find tons of new material on the Area and you can attend live events in various cities around the world.</p> <h3>Stereoscopy videos</h3> <p>In order to make everybody aware of the videos i have produced for 3December, i decided to include them in this blog post. This way, long after the event will be over, you'll be able to refer back to those videos and use them for your stereo production. Also, because there is a comment section at the bottom of the page, we'll be able to continue the discussion about stereo and how to achieve great results within 3ds Max.</p> <p>The videos are the most recent ones i have produced on stereoscopy. They contain new learning and concepts that i have never covered before. So, i hope you will be able to learn something new from them. I know that there are a lot of Power Point slides but those videos were intended to be a master class and it was the appropriate format for this presentation. I hope you won't mind... But don't worry, there are 3ds Max examples in there too...<br /> At the end, you'll see that i use a Max Script that i wrote to make stereoscopic shots. The script is included below and you can use it/modify it as you wish. <br /> <object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/01%20Intro.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/01%20Intro.flv" name="movie" /></object></p> <h3>Basics</h3> <p>Overview f the basics concepts related to stereoscopy. It's a good refresher before getting into the technicality of producing stereoscopic images.</p> <p><object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/02%20Basics.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/02%20Basics.flv" name="movie" /></object></p> <h3>Projection Technologies</h3> <p>A very brief overview of some of the technologies available today for viewing stereoscopic images.</p> <p><object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/03%20ProjectionTechnologies.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/03%20ProjectionTechnologies.flv" name="movie" /></object></p> <h3>Comfortable Stereoscopy</h3> <p>In this video, i review all the considerations that needs to be made to produce comfortable stereoscopic content.</p> <p><object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/04%20ComfortableStereo_Theory.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/04%20ComfortableStereo_Theory.flv" name="movie" /></object></p> <h3>Comfortable Stereoscopy | Practical Example</h3> <p>In this video, you'll use the rules of comfortable stereoscopy to produce a stereo image for a given setup: my office...</p> <p><object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/05%20ComfortableStereo_PracticalExample.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/05%20ComfortableStereo_PracticalExample.flv" name="movie" /></object></p> <h3>Stereoscopy as a Story Tool</h3> <p>Here, we'll see how stereoscopy can be used as a tool to better tell stories because, like many other camera effects, stereoscopy can generate emotional responses with the audience. <br /> <object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/06%20ComfortableStereo_StoryTool.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/06%20ComfortableStereo_StoryTool.flv" name="movie" /></object>&nbsp;</p> <h3>Stereo Camera Modifier in 3ds Max</h3> <p>This is the instruction manual of the 3ds Max modifier called &quot;Stereo Camera&quot;. I wrote this modifier for my own use but you can download and use it in its current version by following what is explained in this video.</p> <p>You can download the Max Script here:</p> <p><a href="/userdata/fckdata/4952/StereoCamModifier_V1_7_3.rar">userdata/fckdata/4952/StereoCamModifier_V1_7_3.rar</a>&nbsp;(updated on july 25th 2011)</p> <p>Please note that this script is not supported by Autodesk. If you find issues and limitations, you can let me know in the comments section and if i have time, i'll try to improve it. But, there is no guarantee that i will respond to every wishes that are made. If anybody else wants to work on the script and improve it, you are more than welcome to do so and share with us!</p> <p><u><strong>notes on june 15th 2010 update (V1.7.2):</strong></u></p> <ul> <li>added Toe-in vs Film Offset slider to blend between the 2 convergence methods</li> <li>fixed the vertex error in languages other than english</li> <li>made the anaglyph preview faster</li> <li>added an option to unhide the cameras for rendering setups that have issues with the skew modifier when cameras are hidden</li> <li>added an option to see all the camera frustrums</li> <li>added color options for the colored filter glasses (you choose which colors to use for left and right channels depending on the glasses you have)</li> <li>option to preview in grey mode or original viewport colors</li> <li>added a &quot;setup batch&quot; button that adds the 2 stereo cameras as views in the batch renderer dialog (important: if you press this button while the dialog is opened, the views will not update. Close the dialog and reopen to update the views that have been added)</li> </ul> <p style="text-align: center;"><img height="559" width="164" alt="" src="/userdata/fckdata/4952/StereoUpdates_172.jpg" /></p> <p style="text-align: left;"><strong><u>notes on July 25th 2011 update (V1.7.3):</u></strong></p> <ul> <li>Force a complete viewport redraw so that the preview function works in the new Nitrous viewport (2012).</li> <li>Made the stereo zone's materials 2 sided so that they can be viewed correctly in the new Nitrous viewport (2012)</li> </ul> <p>&nbsp;<object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/07%20StereoCamera.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/07%20StereoCamera.flv" name="movie" /></object></p> <h3>Viewing Stereoscopic Animations</h3> <p>This videos covers a few techniques to produce content for stereo viewers.</p> <p><object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/08%20ViewingStereo.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/08%20ViewingStereo.flv" name="movie" /></object></p> <h3>Conclusion</h3> <p>Few conclusion notes.</p> <p><object height="580" width="760" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/09%20Conclusion.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Dec%208%202009/09%20Conclusion.flv" name="movie" /></object><br /> &nbsp;</p>Wed, 02 Dec 2009 19:00:00 UTChttp://area.autodesk.com/blogs/louis/stereoscopy_in_3ds_max_with_stereocam_modifierReveal Techniques and Autodesk University in Las VegasLouis Marcoux<h3>Autodesk University</h3> <p><img width="581" height="141" alt="" src="/userdata/fckdata/4952/AUBanner.jpg" /></p> <p>Autodesk University is an annual conference where all Autodesk products are represented. More than 600 classes are given by speakers from the industry who teach classes on very specific subjects for which they are world class experts. For the past few years, attending Autodesk University has been a very enriching experience for me. I have learned a lot. In fact, each year, thousands of people travel to Las Vegas for this show. It is a great learning conference and it is a lot of fun because it's Vegas.</p> <p>This year, Autodesk University will be held at the Mandalay Bay, in Las Vegas. You can see the list of the classes and events related to AU by visiting <a href="http://au.autodesk.com">http://au.autodesk.com</a>. Some of the classes will be offered on line so if you can't make it to Las Vegas, you can still attend some of them at home.</p> <div>If you can make it to Las Vegas, I will be teaching a class again this year. The name of the class is &quot;The 12 Principles of Animation applied to Visualization Projects&quot;. In this class, i will review the 12 principles and explore how they can be used in visualization projects. I will give specific examples on how to apply those principles in 3ds Max so that the students can add more life to their visualization animations.</div> <div>&nbsp;</div> <h3>Reveal Techniques</h3> <div>This week's videos are from a class i gave at Autodesk University in 2007. The class was about animation techniques to reveal models over time. Various techniques were covered and i gave a few examples in the class. I decided to post the example videos here so that you can have a good idea of the type of classes you will find at AU. I hope you will enjoy those videos. Please note that they have been recorded in 2007 but were never made public.</div> <div>&nbsp;</div> <h3>Reveal with Masks</h3> <div>In this video, you'll see how to use materials and animated gradient masks to make object draw themselves on the screen.</div> <div>&nbsp;<object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/01%20Reveal%20With%20Masks.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/01%20Reveal%20With%20Masks.flv" name="movie" /></object></div> <div>Here is the rendered result of the previous tutorial.</div> <div><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/01%20Masks%20Color%20Rendered.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/01%20Masks%20Color%20Rendered.flv" name="movie" /></object></div> <h3>Reveal with Pro-Booleans</h3> <div>Here, you'll see how to use Pro-Booleans to animate subtractions on objects to make them appear on screen. With Pro-Booleans, UV Maps and materials are preserved on cut surfaces which allows very interesting cut effects as the objects reveal.</div> <div>&nbsp;<object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/02%20Reveal%20With%20ProBooleans.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/02%20Reveal%20With%20ProBooleans.flv" name="movie" /></object></div> <div>Here is the rendered result of the previous tutorial.</div> <div><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/02%20Booleans%20Rendered.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/02%20Booleans%20Rendered.flv" name="movie" /></object></div> <h3>Reveal with Loft Objects</h3> <div>Loft objects have deformations curves that can be animated. In this video, you'll see how to animate the loft curves to make them draw progressively on the screen.</div> <div>&nbsp;<object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/03%20Reveal%20With%20Lofts.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/03%20Reveal%20With%20Lofts.flv" name="movie" /></object></div> <div>Here is the rendered result of the previous tutorial.</div> <div><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/03%20Lofts%20Rendered.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/03%20Lofts%20Rendered.flv" name="movie" /></object></div> <h3>Reveal with Reactor and Time Distortion</h3> <div>In this video, you'll see how to cut an object in fragments, simulate their breaking in Reactor and reverse the animation to make the objects construct themselves for their debris.</div> <div>&nbsp;<object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/04%20Reactor%20-%20Time%20Distortion.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/04%20Reactor%20-%20Time%20Distortion.flv" name="movie" /></object></div> <div>Here is the rendered result of the previous tutorial.</div> <div><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/04%20Reactor-Time%20Rendered.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/04%20Reactor-Time%20Rendered.flv" name="movie" /></object></div> <h3>Reveal with Pflow</h3> <div>See how particles can attach themselves to objects when they find them. If the particles are flying around and then stick to hidden object, the objects start to appear. By mixing visibility with particles, you can create very cool effects of object appearing from flying dust.</div> <div>&nbsp;</div> <div>(note: i had to splice this video in 2 because of file size constraints. So the next 2 videos are actually a single video tutorial)</div> <div>&nbsp;<object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/05%20Reveal%20With%20PFlow%20_%20Part1.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/05%20Reveal%20With%20PFlow%20_%20Part1.flv" name="movie" /></object></div> <div><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/05%20Reveal%20With%20PFlow%20_%20Part2.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/05%20Reveal%20With%20PFlow%20_%20Part2.flv" name="movie" /></object></div> <div>&nbsp;</div> <div>Here is the rendered result of the previous tutorial.</div> <div><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/05%20Reveal%20With%20PFlow%20rendered.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/05%20Reveal%20With%20PFlow%20rendered.flv" name="movie" /></object></div> <div>&nbsp;</div> <h3>Reveal with Max Script - Part 1 : Offset</h3> <div>First part of a series of script techniques that will end with animated objects all falling into their final position with a simple button click. This video covers the basics of moving objects with Max Script.</div> <div>&nbsp;<object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06A%20MaxScript%20Techniques%20-%20Offset.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06A%20MaxScript%20Techniques%20-%20Offset.flv" /></object></div> <h3>Reveal with Max Script - Part 2 : Rotation</h3> <div>Second video on scripting techniques. This one covers local rotation with Max Script.</div> <div><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06B%20MaxScript%20Techniques%20-%20Rotation.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06B%20MaxScript%20Techniques%20-%20Rotation.flv" /></object></div> <div>&nbsp;</div> <h3>Reveal with Max Script - Part 3 : Animation</h3> <div>Third video on scripting techniques. This one covers the basics of animation keyframing with Max Script.</div> <div>&nbsp;</div> <div>(note: i had to splice this video in 2 because of file size constraints. So the next 2 videos are actually a single video tutorial)</div> <div><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06C%20MaxScript%20Techniques%20-%20Animation%20_Part1.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06C%20MaxScript%20Techniques%20-%20Animation%20_Part1.flv" name="movie" /></object></div> <div><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06C%20MaxScript%20Techniques%20-%20Animation%20_Part2.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06C%20MaxScript%20Techniques%20-%20Animation%20_Part2.flv" name="movie" /></object></div> <div>&nbsp;</div> <h3>Reveal with Max Script - Part 4 : Visibility</h3> <div>Fourth video on scripting techniques. This one shows how to animate visibility with Max Script.&nbsp;</div> <div><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06D%20MaxScript%20Techniques%20-%20Visibillity.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06D%20MaxScript%20Techniques%20-%20Visibillity.flv" /></object></div> <h3>Reveal with Max Script - Part 5 : User Interface</h3> <div>Fifth video on scripting techniques. This one shows how to build an interface for the animation tool that we have developed in the previous videos.</div> <div><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06E%20MaxScript%20Techniques%20-%20UI.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06E%20MaxScript%20Techniques%20-%20UI.flv" /></object></div> <div>&nbsp;</div> <h3>Reveal with Max Script - Part 6 : Ordering Objects in Arrays</h3> <div>This one is an extra scripting technique where you can learn how to reorder elements in an array based on certain conditions. It will be helpful to animate blocks of objects based on their relative position.</div> <div>&nbsp;</div> <div>(note: i had to splice this video in 2 because of file size constraints. So the next 2 videos are actually a single video tutorial)</div> <div><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06F%20MaxScript%20Techniques%20-%20ReOrder_Part1.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06F%20MaxScript%20Techniques%20-%20ReOrder_Part1.flv" /></object></div> <div><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06F%20MaxScript%20Techniques%20-%20ReOrder_Part2.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06F%20MaxScript%20Techniques%20-%20ReOrder_Part2.flv" /></object></div> <p>Here is the rendered result of the scripting tutorial.<object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06%20MaxScript%20Rendered.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/nov%204th%202009/06%20MaxScript%20Rendered.flv" name="movie" /></object></p>Tue, 03 Nov 2009 17:06:29 UTChttp://area.autodesk.com/blogs/louis/reveal_techniques_and_autodesk_university_in_las_vegasSwitching Cameras in an Animation in 3ds MaxLouis Marcoux<p>Here is 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 from multiple points of view, you'll see how to create a camera switch to cut from one camera to another in a single animation.</p> <div>&nbsp;<object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct%2019%202009/Intro.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct%2019%202009/Intro.flv" /></object></div> <div>&nbsp;</div> <div>In this first video, you'll see how to use the batch render tool to sequence multiple cameras one after the other to produce a single animation sequence.</div> <div>&nbsp;<object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct%2019%202009/Part%201%20-%20Batch.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct%2019%202009/Part%201%20-%20Batch.flv" /></object></div> <div>&nbsp;</div> <div>Here, you will see how to create a camera switch with a camera that links to all the cameras in the scene. It's a quick setup but it has some limitations.</div> <div><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct%2019%202009/Part%202%20-%20LinkAlign.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct%2019%202009/Part%202%20-%20LinkAlign.flv" /></object></div> <div>&nbsp;</div> <div>In this video, you'll discover a very flexible technique to switch cameras that allows moving keyframes to change the timing of shots and that takes into account the FOV of the scenes camera.</div> <div>&nbsp;<object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct%2019%202009/Part%203%20-%20ListControllers.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct%2019%202009/Part%203%20-%20ListControllers.flv" /></object></div> <div>&nbsp;</div> <div>Since the previous technique is very useful but can take time to setup, i wrote a small max script that sets it up for a scene. The script can be found here:</div> <div><a href="/userdata/fckdata/4952/CameraSwitcherV2.rar">userdata/fckdata/4952/CameraSwitcherV2.rar</a>&nbsp;(updated on October 21st 2009).</div> <div>&nbsp;</div> <div>And this video explains how to use the script and how to set it up.</div> <div>&nbsp;<object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct%2019%202009/Part%204%20-%20Script.flv" height="580" width="760"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Oct%2019%202009/Part%204%20-%20Script.flv" /></object></div>Mon, 19 Oct 2009 23:56:37 UTChttp://area.autodesk.com/blogs/louis/switching_cameras_in_an_animation_in_3ds_maxUsing PFlow particles to write ink on paperLouis Marcoux<p>In this set of videos, you will see how to use PFlow to write on paper from an animated pencil. In order to show the flexibility of this system, i will show you how to create a Spirograph and use the resulting pencil animation to draw on paper. Then, to challenge this system a bit, you'll see how to animate the paper using the cloth modifier and have the ink slowly dry on the paper as the paper is animated.</p> <h3>Introduction</h3> <div>&nbsp;<object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/intro.flv" height="580" width="760"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/intro.flv" name="movie" /></object></div> <div>&nbsp;</div> <h3>Modeling the Spirograph : Gears and Radius</h3> <div>The Spirograph system involves modeling a set of interlocking gears that animate and interlock correctly. This in itself presents a challenge and needs to obey a set of rules in order to work. In this video, you'll see the basic rules of an interlocking gear system as&nbsp;i start the modeling and the rigging of the Spirograph.</div> <div>&nbsp;</div> <div><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/01%20Modeling%20Part%201.flv" height="580" width="760"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/01%20Modeling%20Part%201.flv" name="movie" /></object>&nbsp;</div> <h3>Modeling the Spirograph: Dents and Graphite Selection</h3> <div>The number of dents on the Spirograph elements needs to match perfectly in order for the animated system to look correct. In this video, you'll see how to setup the proper amount of dents on the gear system and you'll see how to quickly extract the dents using the selections tools in Graphite.</div> <div>&nbsp;</div> <div><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/02%20Modeling%20Part%202.flv" height="580" width="760"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/02%20Modeling%20Part%202.flv" name="movie" /></object></div> <div>&nbsp;</div> <h3>Modeling the Spirograph : pen and paper</h3> <div>&nbsp;In this video, you'll see how to model the pen in order to use it for particles later and how to model the paper in order to be able to use the cloth modifier on it later.</div> <div>&nbsp;</div> <div><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/03%20Modeling%20Part%203.flv" height="580" width="760"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/03%20Modeling%20Part%203.flv" name="movie" /></object></div> <div>&nbsp;</div> <h3>PFlow: put ink on paper</h3> <div>In this video, you'll see how to setup Pflow to have the pen write on the paper. Then, to put some challenge into the writing, you'll see how to setup the system so that the ink spreads on the paper as time goes. This will create a very natural ink effect on the paper</div> <div>&nbsp;</div> <div><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/04%20Particles%20Part%201.flv" height="580" width="760"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/04%20Particles%20Part%201.flv" name="movie" /></object></div> <div>&nbsp;</div> <h3>PFlow and Cloth: animate the paper surface</h3> <div>When the drawing is complete, we want to animate the paper's surface with the cloth modifier so that it falls and then catches in the wind. When this happen, we want the fresh ink to follow the paper as it is animated. You'll see how this is possible using the new Lock and Bound operator in Pflow.</div> <div>&nbsp;</div> <div><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/05%20Particles%20Part%202.flv" height="580" width="760"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/05%20Particles%20Part%202.flv" name="movie" /></object></div> <div>&nbsp;</div> <h3>Pflow : drying sliding ink</h3> <div>As the paper moves, if the ink is not totally dry, it will start to slide on the paper with the surface deformations and gravity. In this video, you'll see how to setup another Lock and Bound operator to have the ink slowly move on the paper as it dries. Also, you'll see how some drops of ink may leave the paper surface as the get to the border or are moving too fast.</div> <div>&nbsp;</div> <div><object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/06%20Particles%20Part%203.flv" height="580" width="760"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/06%20Particles%20Part%203.flv" name="movie" /></object></div> <div>&nbsp;</div> <h3>Final Preview</h3> <div>When all the particle effects are working and the timing is right, it is good to try the system with more particles. In this last part, you'll see how to setup the final particle count and turn on some hardware shading and camera effects to produce a nice looking final animation preview that will be captured straight from the viewport.</div> <div>&nbsp;</div> <object type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/FinalView.flv" height="580" width="760"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/4952/flash/Sept%2022%202009/FinalView.flv" name="movie" /></object> <p><br /> &nbsp;</p> <h3>Virtual Conference next week (September 30th 2009)</h3> <div>Next week, i'll be doing a 3ds max 2010 presentation for a virtual event that you can attend FOR FREE! You can register and have more information on the agenda at <a href="http://www.autodesk.com/virtualentertainment ">www.autodesk.com/virtualentertainment </a>. There will be all sorts of presentation on various subjects and software (Maya, Softimage, Games, Films, TV, etc). There will also be a live chat where some of my colleagues and myself will answer your questions. It's worth your time investment! See you next week!</div> <p>&nbsp;</p>Wed, 23 Sep 2009 02:01:12 UTChttp://area.autodesk.com/blogs/louis/using_pflow_particles_to_write_ink_on_paper