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nyx702's Avatar
Old (#1076)
Quote:
Originally Posted by Mark Dygert View Post
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.
This is a little late but HOLY CRAP this is awesome! It made my eyes go crossed.
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Kwramm's Avatar
Old (#1077)
Quote:
Originally Posted by mLichy View Post
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.
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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mLichy's Avatar
Old (#1078)
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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Kwramm's Avatar
Old (#1079)
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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mLichy's Avatar
Old (#1080)
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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mLichy's Avatar
Old (#1081)
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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renderhjs's Avatar
Old (#1082)
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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EmAr's Avatar
Old (#1083)
Trigonometry knowledge refreshed:

Emre Akpolat | ESCAPE entry | my mini-tuts | LinkedIn
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rasmus's Avatar
Old (#1084)
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?
Rasmus Deguchi - LinkedIn
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Ged's Avatar
Old (#1085)
Quote:
Originally Posted by renderhjs View Post
added a video tutorial on the flickr Tool in
Another video shows how to create a bitmap font with ShoeBox and Photohop

ShoeBox: Create Bitmap Fonts - YouTube
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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EmAr's Avatar
Old (#1086)
Quote:
Originally Posted by rasmus View Post
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?
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?
Emre Akpolat | ESCAPE entry | my mini-tuts | LinkedIn
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havardsc's Avatar
Old (#1087)
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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MikeF's Avatar
Old (#1088)
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
Portfolio -- www.mikefortais.net --
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havardsc's Avatar
Old (#1089)
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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MaVCArt's Avatar
Old (#1090)
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..
Offline , triangle, 348 Posts, Join Date Aug 2010, Location Belgium Send a message via MSN to MaVCArt Send a message via Skype™ to MaVCArt  
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mLichy's Avatar
Old (#1091)
Looks very interesting! Have any videos?
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MaVCArt's Avatar
Old (#1092)
Quote:
Originally Posted by mLichy View Post
Looks very interesting! Have any videos?
video incoming this weekend working on freelance stuff at the moment, don't really have the time i'm afraid
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mLichy's Avatar
Old (#1093)
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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akramparvez's Avatar
Old (#1094)
Something I have been working for a while, a model viewer using python and opengl.

More info here..
www.akramparvez.com
Sr. Technical Artist
Offline , vertex, 40 Posts, Join Date Mar 2010, Location Singapore  
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mLichy's Avatar
Old (#1095)
sweet
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CrazyButcher's Avatar
Old (#1096)
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
3dsmax scripts and .fx - pixeljetstream - expressing my own opinions
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akramparvez's Avatar
Old (#1097)
Thanks guys, I will look into this library.
www.akramparvez.com
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Offline , vertex, 40 Posts, Join Date Mar 2010, Location Singapore  
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Norman3D's Avatar
Old (#1098)
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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Eric Chadwick's Avatar
Old (#1099)
Norman that's very neat. I was just wondering about this the other day, exciting to see it in practice.
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e-freak's Avatar
Old (#1100)
how do you drive the animation in udk and what is the performence like? looks cool!
Cinematic Artist - CVG - Crytek
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