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Wednesday, April 08, 2009

Maxscript Help file Recompile

Today has been uploaded a new version of Maxscript Help and SDK. Here
This file cannot remember the windows size and pos, the same as previous releases of Max. The reason could be it has been compiled with adobe robohelp.
There is a simple way to recompile it, but with your own customization:
It will take a couple of mins:
  1. Download
    HTML Help Workshop
    is the free application from Microsoft :
    (if the link stop working, google it)
    Install it or decompress it manually, but if you do that, you need to register the next dll: regsvr32 itcc.dll
    to unregister do this : regsvr32 /u itcc.dll
    I don¡t like installers so I do it manually, but don’t complicate :)
  2. Uncompress or Decompile
    The maxcript.chm file can be decompressed or decompiled using HTML Help Workshop(menu File)
    Decompress it to an empty folder
  3. Create Project File
    Follow the Wizard. Check the Settings.
    You dont need to create anything except the project.
    All the necessary files are included in the decompiled .chm files, so when the wizard ask, press Browse and locate them.
    There is a section that asks for the .html files. When you press Add. the open window won't let you select All at Once. You will have to select them in sections: ie: from A-G from H-M, etc
    CHM_1CHM_2
  4. Options and Window
    First press the window button to create it (the second one)
    CHM_3CHM_4
    ·Then adjust settings. Like in the image.
    (Except the Stop button, it is not really necessary, you can disable it)
    CHM_5_windows_buttons CHM_6_windows_types
    ·Specify' ‘Home Page’ and ‘Start Page’ (introduction1.html)
    ·Check ‘Save user defined window position after first use’ so it will remember its size and location.
    (optional: open the Autosizer to define the initial size)
    CHM_7_windows_files CHM_8_windows_position
    ·Check the next 3 options and press OK
    ·A message appears to indicate inconsistencies, that’s normal, you have to check ‘Compile full-text Information’, its important to enable Search in the help file:
    CHM_9_windows_navigation CHM_11_window_full_text
    ·Options
    Open the Options, configure
    ·Stop List
    That is a list of words that will not be included in the search, it is useful because it reduces the number of indexed words. There is an example of it in the Program Help file that you can copy ans save with the extension .stp
    CHM_12_options CHM_13_options_files
  5. Compile
    Save the project and compile. it will take a few secs.
    The file will appear in the path you specified in the options dialog.
    If you replace the original maxscript.chm file. You Favorites will work.CHM_14_compile
Notes: its simple and useful if you use the maxscript file often.
If you use windows takbar at the top side of window.
If you open different Mxs versions and the taskbar begins w the same title
It only takes a moment, the settings are simple. I don’t mess with other settings.
You can save your .stp file to use in the future.

Thursday, April 02, 2009

RealTime GI in 3DS MAX

I didn’t know MAX 2010 could do GI in Real-time.
Plus DOF and AO strength.
(Not available for the average max user though)
image Is this related to the XBR Secret? Probably not.. Who knows.image
Edit 09/04/09:There is a script that can be executed. I didn't notice. Is is located under "Viewport Shading Settings" in the maxscript help .

Monday, March 30, 2009

Scope & Private Globals Notes

MAXScript:
The Top Level scope in a mcr is evaluated but not executed.
This Top Level loads:Locals, Globals, Functions, Structs, Rollouts, Includes..
› If an element(ie: a button) is shown in the screen,the mcr it is evaluated
• It is possible to place the majority of the script inside an event like on execute to avoid an unnecessary evaluation. with that the script might look cleaner. Its even possible to call the script externally.
it seems that every time a mcr is evaluated Max looks for rollouts even if they are inside mcr event handlers
• Globals and Private Globals are defined when the mcr is evaluated.
› So may be its a good idea to treat Private Globals as real Global and try to use them only when necessary and not if these variables contain to much information. But if they are simple, there’s no problem at all.
The Goal is to create this variables and elements taking in mind how frequently are they going to be used vs loading time:
Frequency/Velocity vs Persistence in Memory.

Otherwise loading big scripts create lags when max/UI is loading. The whole script should be evaluated, really only when the user wants.
With Private Globals is not really necessary to declare Globals, not even a try()cath() for destroyDialog.

This differs with a regular mascripts were you need a global in memory to detect the same dialog, but it is not strictly necessary.
As a rule I prefer to avoid globals as much as possible, but it seems that most scripts in the internet use globals really too much. something else I like is to place only the necessary in the Top-Level. there is no reason to load everything at once. In conclusion a Top Leven in a mcr, should have a simple hierarchy as much as possible. without unnecessary functions or structs or variables, declared as Private globals or globals themselves.

Wednesday, February 25, 2009

Mudbox Feel

ruraq_blog_inca_mud
DWIV base model

Notes:
Mudbox crashed several times using mirror/Tangent
Local Focus does not work properly.
Camera Clipping problems
AO not good enough
Sculpt Tools inaccurate.
Navigation is not the best, Orthogonal Navigation is not as good as with 3dsmax

Easy to use, "very easy". but VERY UNESTABLE too. Not ready for professional work. For example I could not save the file. Then the file was corrupted. And this with lots of free memory.

Without a doubt mudbox has autodesk blood.
But Mudbox.. is great, or the concept of it, but behaves like beta with little issues, and some critical bugs.

- -

Sculpting is very easy, no need for technical knowledge. The more you practice, the easier it is.

Thursday, February 19, 2009

T101 - WIP

These are images I could not post before, I was busy.
As you can see, I was playing w the renderer.
I haven't modified anything yet since long ago.
I’ll Post wires. This model has clean topology..
The same Guidelines for topology written in the previous post, were applied here.

RURAQ_T101-01

RURAQ_T101-03

RURAQ_T101-02

RURAQ_T101-04

RURAQ_T101-05

gtags: ruraq peru animacion peruana terminator topologia

Wednesday, February 18, 2009

Topology Principles for Animation

A WIP NOTE of basic Guides for modeling and it’s possible benefits in Animation.
Some of these Guides are indeed strict, and probably too difficult to achieve, depends.., but there are methods/procedures for it. Also they can be applied to simpler models like the next image.

Good topology.. allows proceduralism..

TOPOLOGY GUIDES FOR ANIMATION

image

[1 Iteration Model with non truncated variable density]

  1. Relativity
    The Space between vertexes should increase or decrease density with relativity in relation to it's motion(Principle #5).
    Quad polygons should maintain adjacent quads in relative variation.
  2. Approximation
    The edges surrounding borders or specific zones must follow the silhouette, preserving its shape and relativity ( #1)
    This can be used in zones that do not deform too much(Can be used in Hard Modeling)
  3. Continuity / Interconnectivity
    To Preserve good topology, there should be a continuity instead of truncating them with tris or messy quads . No necessary to create loops, but the beginning and the end of continuous edges should fit with other topology in a logical sense, and always in relation to motion.(#5)
  4. Shortcuts
    There are 2 basic types, basically vertexes with 3, 5 or more edges.
    Type 3 and Type 5
    ruraq_subdv_techniquesThe inclusion of these 2 types of shortcuts are essential to preserve a clean topology. These are basic subdivision concepts.
  5. Fluidness / FLOW
    This is the result of the model itself and its peculiarity in animation. This defines the direction of the edges that should flow in the same direction as the motion of the character.
  6. Variable Density
    Ideally, the density should be variable according to curvature and motion.
    Curvatures requires more density.
    More Motion requires more density.
  7. Cleanness
    The use of shortcuts in zones of direct motion is counterproductive, unpleasant and confusing when rigging.
    The usefulness of tris in animation is extremely rare.
    Overall a model with too many disturbances in itself is unprofessional.
  8. Surface
    This might not be necessary, but it is about how the lines should follow the surface of the character, it makes the design more artistic. That was the first topology method I used in D.O.S. But its not really necessary ‘cause it is covered by the previous rules.

Basically complexity increases depending on the amount of motion detail.

I think many would see this very complicated/difficult when modeling this way , as far as I see 99.9% of Internet models focuses more on shape, using tuts about edge loops, and subdivision methods, but a more detailed/subtle motion would require more than that, or too much work to look good, and that’s the whole idea of topology, to avoid that.

To model in 3D is relatively easy, but for animation,most ideas on internet are bad and repetitive, aimed to basic models.
The power of topology, relies in the simplification it brings.
If a model is so complicated for production, then it is not a good model, despite how good it looks with makeup(shaders/textures), FX or Mocap.

These are the rules I’ve been using for years when modeling, the result is very pleasant and it varies depending on the character, so it can be simpler and simpler, depends on the needs the character requires.
There are important notes that I have not written. It would require animated examples, and rigging + anatomy.

This WIP Article uses Notes-Ideas from year 2003 and before.
Published on this blog : Wednesday 18 February 2009

Creative Commons License

› Subdivision vs Topology

gtags:ruraq ruramuq peru animacion peruana method método principios modelado

Monday, January 12, 2009

I'M BACK - TERMINATOR

T-101_snap_01


T-101. Created several months ago. The most difficult in this case, was to match the geometry with the movie, but it still needs better proportions that's why the rest of the body is important. It was modeled fast, but because of time this was archived.
One goal was to create good topology even though it is not organic, but it was created with subdivision in mind(not like old days when Boolean was an option and subdivision, not so much)


I'll try to post later on, more about the specific topology of this character..

Friday, February 22, 2008

Twist Bones · Avoiding Flipping

ruraq_TWIST_LINKS_infinite_lit
[ Twist Bones, that never flips ]

It depends on the value and how you get that value, otherwise it is impossible indeed; Vectors, positive, negative, quaternions, madness.

IDEA: A system that is self aware, and adapts easily. Simplification.

EXPLANATION: This method seems to work, I'm basically imitating a wire, but it is still early to know if it is going to work, it's just a test.

NOTES: This could complement with a test rig ‹‹ RIG ›› It has theThe Swivel Node, also called Pole Vector, fixed to the knee, which seems to have advantages.

Breakable Joint · Breaking IK

ruraq_Breakable_Joint_13

RURAQ_Breakable_Joint_2_40


it could have 2 modes, one that monitors what the user is doing and the other that requires the user to extend the limb and then break it.
There's also another idea, adding a lag to the start joint, and detect that to make it consistent.

Monday, February 11, 2008

Snapshot Desktop, Feb 2008

ruraq_2008-02-11_LIT

That image is a design for Sumac Sipas project. The next is a preview of the WIP around the year 2001/02 :

Tuesday, February 05, 2008

THE FRIAR

ruraq_MONJE_LIT_eye

THE FRIAR
Old depict
[abandoned WIP]