The problem: Max render float valued frames only when Time Display is set to TICKS, and even that not save them. So, to save sub-frames (by 0.25 step for example) need some cheat. Bobo already suggest something that is not fully clearly to me, for that I test something and it's works. Maybe not the best solution, but it works! :)
Read this forum topic here.
Friday, April 30, 2010
Tuesday, April 27, 2010
Monday, April 26, 2010
ViewsMan
Another fresh script (from me) for 3ds Max to save and restore (like in AutoCAD but unlimited) views. You can save views in one scene and load them in another scene. Read more here.
Grab Viewport Plus
A requested script (that I promised) that add a few options to the standard Max screenshot tool: incremental save in given folder and prefix name, + forced toggle to Expert mode and maximize Viewport. I wrote it by the way and not tested too much, and I hope it's a bug free. The script and more details you can find at the ScriptSpot.
Sunday, April 25, 2010
ViewPort Preview 1.2
This is second update for less than 24 hours of this my new script. Two new option added. Force to Expert Mode until capture (requested feature) and Maximize Viewport that I added to my discretion. The script is here.
Saturday, April 24, 2010
ViewPort Preview
Well, there is another new script from me. I saw a request about similar script that to end in various file formats with output compression access, i.e. for example, to end with small size movie instead of large uncompressed AVI's. Well, it's nothing fancy, the built in Max function selectSaveBitMap() just "fix" that.
Brief description
Capture Viewport animation to any output video/image format that 3ds Max support, with an access to the I/O bitmap setup (quality and compression settings), with a few (similar to the renderer) timing options.
For more details read the original post at SriptSpot.
Friday, April 23, 2010
Clean Out Missing Bitmap Textures
Now I see so buried with work this month I have not shared any new script. Yes, I prefer to digress my little free time to my family instead of 3ds Max (or at least this month), but here's something from me though :) The script Clean Out Missing Bitmap Textures is just a quick and dirty way to get rid of missing external files in BitmapTextures. It is useful to disable renderer "Missing External Files" dialog in scenes where the files are irreparable lost (i.e. no chance to relink them). More details you can find in the notes inside the code. Download link is on my MaxScript page. Enjoy!
PixelActive3d's Channel
Since a limited version of PixelActive’s CityScape has been bundled with Max 2011, PixelActive has update their video tutorials available at PixelActive3d's Channel.
Wednesday, April 21, 2010
CityScape Promotion Bundled with Autodesk 3ds Max 2011
Interesting news come from PixelActive, CityScape (professional 3D urban modeling program) has been bundled with 3ds Max 2011 and 3ds Max Design 2011. This modified version of PixelActive’s CityScape 1.8 allows you to create one square mile cities that can be exported out to FBX for use with Autodesk products. For support and feedback, check out PixelActive active forums.
Tuesday, April 20, 2010
Monday, April 19, 2010
Thursday, April 15, 2010
Saturday, April 10, 2010
Thursday, April 8, 2010
Monday, April 5, 2010
Export to 3ds does not retain welded vertices
I found solution about this into the Autodesk 3ds Max Services & Support. Interesting is that this problem applies to all 3ds Max versions (!).
Issue: When you export to 3ds, the geometry is exported but some vertices are not welded together.
Solution: To export welded vertices to 3ds:
Issue: When you export to 3ds, the geometry is exported but some vertices are not welded together.
Solution: To export welded vertices to 3ds:
- Select the geometry
- Right-click it and select Convert To Editable Poly
- Press “1” to go under the vertex selection mode
- Press Ctrl-A to select all vertices
- In the Parameters > Edit Vertices rollout, click Weld to weld all vertices. Leave the weld value to its default.
Categories:
Modeling,
Plugins,
Tip n Tricks
Sunday, April 4, 2010
Saturday, April 3, 2010
Procedural Ice Shader
Procedural Ice Shader (for use in scanline) published by GCMax.
Description:
- This procedural shader is capable of being rendered to a texture and uses little CPU time.
- Also comes with sample .max file and instructions should you need them.
- No custom maps are required
- 3ds max v5+
Thursday, April 1, 2010
School of fish
An excellent crowd control tutorial by Pete Draper.
Ainimation test following this tutorial (with 50 fishes delegates):
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