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Quote:
Originally Posted by Mark Dygert
A few weeks ago I was working on a "double tap" script for max. It is a way to reuse keybinds, press the key once one thing happens, press it again quickly within a narrow window of time and it triggers something else. But I hit a snag with tracking time, but the guys over at TechArtist.org and their knowledge of some undocumented maxscript "timestamp()" got it working great, so I release it into the wild! Be FREE!
Here is one example that toggles the move gizmo between local and view if double tapped and if single tapped just activates the move gizmo leaving the reference coordinate system as it was previously set. As an animator I'm constantly cycling between local pivot to rotate and view pivot to move.
The script: http://dl.dropbox.com/u/2336353/VigTools-ToggleMove.ms
To install: Run the script once from anywhere. Use Customize > UI to assign it to a key.
Use: Feel free to slice this up any way you need it to fit your needs.
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This is a little late but HOLY CRAP this is awesome! It made my eyes go crossed.
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, polygon,
562 Posts,
Join Date Jan 2011,
Location Raleigh NC
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Quote:
Originally Posted by mLichy
I'm not sure how it works in QT though. At work they use WPF for a shader browser I believe, and it just loads in empty containers for the shaders, and says updating as u see them, and loads a thumb preview in.
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that's sort of what I have now. Except the thumbs start showing up at the top of the browser and if you scroll all the way down to the last image, you have to wait till it creates thumbs for everything else.
Guess it's not really that important for the browser, it's just a thing that bugs me because I want to know how it's down ;)
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, dedicated polycounter,
1,675 Posts,
Join Date Sep 2009,
Location Virtuos Games @ Shanghai
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I could do a similar thing, using Visualizing. Or, I think I can also set the bitmaps to delayCreation, which I believe doesn't load them until you can see it.
However, that mode won't work for what I want, since I need to be able to update the bitmap in realtime based on if the user saves the original or not and show the result in my UI. If I set anything but ignoreCache for the bitmap create option, it won't get updated.
But, if I used the DB method, then it would be a different story.
I found this other viewer someone made, which is interesting, and can be fast. But it's pretty basic as it stands.
http://slouge.wordpress.com/2009/10/...tion-rotation/
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, polycounter,
1,064 Posts,
Join Date May 2008,
Location Kirkland, WA
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thanks. bookmarked
the thing that's the slowest for me is resizing the thumbs (db access is blazingly fast, I dont worry about this), especially photos which come in huge sizes - I think Qt's nice option for resizing is Bicubic. Nearest-neighbour is as ugly as it's fast though, but I really don't want that :/
I guess I might have to look for different options at some point. How is the FreeImage library working for you?
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, dedicated polycounter,
1,675 Posts,
Join Date Sep 2009,
Location Virtuos Games @ Shanghai
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FreeImage is great imo. Works fast overall I feel. It also supports all the image formats I wanted in 1 package. Plus makes it easy to get an Alpha Channel Bitmap, or modify the bitmaps Hue/Saturation/Ect easily enough.
He's still working on it and improving it, so that's awesome. I did run into issues here and there with PSD files, so I sent him one and am hoping he can figure out why they don't want to load properly.
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, polycounter,
1,064 Posts,
Join Date May 2008,
Location Kirkland, WA
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If people didn't know/see already, I've updated my bitmapResourcer again the other day. It should now be maybe as fast as it originally was, but without memory issues. I also fixed some other small bugs.
Also, testing right now, I currently have 900 images loaded out of almost 3000, and it's going fine.
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, polycounter,
1,064 Posts,
Join Date May 2008,
Location Kirkland, WA
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added a video tutorial on the flickr Tool in shoebox, it shows how it can use the system clipboard to paste bitmaps online (which I use every day at work with private url's set in the settings).
Another video shows how to create a bitmap font with ShoeBox and Photohop
I'll be adding more videos in the next few days
Last edited by renderhjs; 05-08-2012 at 07:47 AM..
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, veteran polycounter,
3,041 Posts,
Join Date Mar 2008,
Location Sydney Australia
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Trigonometry knowledge refreshed:
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, dedicated polycounter,
1,380 Posts,
Join Date Nov 2004,
Location Ankara,Turkey
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EmAr: That is really cool, it's just a shame that the models won't light accordingly, which kind of limits the usefulness of dx9 deformation, amirite?
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, polycounter,
810 Posts,
Join Date Dec 2007,
Location Tokyo, Japan
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Quote:
Originally Posted by renderhjs
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Dude that is awesome! Love it so much! Just made a lovely font and got it all working in unity with Ngui in no time at all 
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, veteran polycounter,
3,919 Posts,
Join Date Feb 2007,
Location UK cheltenham
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Quote:
Originally Posted by rasmus
EmAr: That is really cool, it's just a shame that the models won't light accordingly, which kind of limits the usefulness of dx9 deformation, amirite?
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Thank you
Yes, this method is limited to modifiying positions and not vertex normals. Material Editor doesn't allow working with world normals in chains which connect to pixel shader inputs. Does anyone know whether this has something to do with deferred rendering?
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, dedicated polycounter,
1,380 Posts,
Join Date Nov 2004,
Location Ankara,Turkey
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Since flowmap generation tools are popular these days, I decided to have a crack at it myself. This is what I got so far, going for a procedural approach:
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, null,
18 Posts,
Join Date Oct 2010,
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havardsc:
awesome work. Now if we could just get a nice maya flow map tool going we'd be set! I swear i'm about to jump ship any day now with max having all the cool stuff
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, polycounter,
1,201 Posts,
Join Date Nov 2004,
Location Toronto, Ontario
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It's not necessarily max based, but I coupled it with it so I could send "intersection"(?) maps through to it quickly. It is .Net based, so if you are a windows user it would work fine with maya too.
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, null,
18 Posts,
Join Date Oct 2010,
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crosspost spamming here from my own thread, i've just uploaded my flow map painting script, updated with the plugin finally included, and the performance problems should have been resolved.
http://www.scriptspot.com/3ds-max/sc...ow-map-painter
please download and test
also, the color values are still a little off, I am aware of that, and i'm working on it  for now please refer to the help file that i have included to know how to work around the kinks in the script.
note on the image: i have cheated here and manually applied the painted bitmap to the mesh, but other than that it's exactly like the script created it.
Last edited by MaVCArt; 05-16-2012 at 02:14 PM..
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, triangle,
348 Posts,
Join Date Aug 2010,
Location Belgium
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Looks very interesting! Have any videos?
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, polycounter,
1,064 Posts,
Join Date May 2008,
Location Kirkland, WA
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Quote:
Originally Posted by mLichy
Looks very interesting! Have any videos?
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video incoming this weekend  working on freelance stuff at the moment, don't really have the time i'm afraid
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, triangle,
348 Posts,
Join Date Aug 2010,
Location Belgium
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I guess I voted a year ago to get MaxSharp code released and they approved it. Check it out !
http://www.the-area.com/blogs/chris/...rp-source-code
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, polycounter,
1,064 Posts,
Join Date May 2008,
Location Kirkland, WA
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Something I have been working for a while, a model viewer using python and opengl.

More info here..
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, vertex,
40 Posts,
Join Date Mar 2010,
Location Singapore
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sweet
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, polycounter,
1,064 Posts,
Join Date May 2008,
Location Kirkland, WA
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nice project akram, you might be interested in 3d importer library with a focus on game formats http://assimp.sourceforge.net/ also comes with python bindings
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, dedicated polycounter,
1,348 Posts,
Join Date Nov 2004,
Location Germany
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Thanks guys, I will look into this library.
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, vertex,
40 Posts,
Join Date Mar 2010,
Location Singapore
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I've been playing around some more with WorldPositionOffset in UDK. I'm using a technique similar to the one used this in order to store multiple sub-pivot points as vertex color data to be able to rotate multiple sub-elements in a staticmesh. But I'm writing my own tools in 3dsmax to assign these pivot points.
In this example I'm using a single 350tri mesh instanced 8 times. In total those are 512 elements rotating.
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, spline,
157 Posts,
Join Date Jan 2008,
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Norman that's very neat. I was just wondering about this the other day, exciting to see it in practice.
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, Polycount.com Editor,
6,765 Posts,
Join Date Oct 2004,
Location Boston USA
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how do you drive the animation in udk and what is the performence like? looks cool!
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, polygon,
709 Posts,
Join Date Sep 2008,
Location Germany, Darmstadt
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