PinkDot on 22/11/2013 at 11:15
Wow, that's even a better! I did not know about that. And they seem to not even require the School to be 3D industry related... Hope you'll be able to get one for you.
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And if you provide instructions for the novice user of 3ds Max, I should be able to participate in testing.
Yes, I am planning on creating some written and video tutorials. I'll cover the usage of scripts as well as some basic stuff regarding Max UI and animating techniques.
But on the other hand it would be good to be familiar with this program to certain extent, so I don't have to cover the real foundation, like navigating, object selection, and really basic operations.
3dsmax comes with really extensive help and some tutorials. I have been learning from them too. Not to mention that internet is full of freely available tutorials of all levels.
Anyway, we'll see what level of knowledge will be required by testers and community at the time I'm ready to release something.
Mixthoor on 10/2/2014 at 18:27
Status? Update?
LarryG on 27/2/2014 at 20:43
Status? Update?
sNeaksieGarrett on 2/3/2014 at 06:39
Is there an echo in here?:sly:
PinkDot on 21/4/2014 at 09:53
Hi everyone and sorry for the silence.
I've been away because I realized I needed to focus entirely on a project, which I've been involved since May last year. Last few months (starting from December) got extremely busy for me, as the workload turned up to be much higher than we had expected. The good news is that it's all over now and I plan to continue on working on the tools for Thief now.
For those who may be interested - I have been involved in a production of a short 3d animation called "Anya". It's a film made to raise awareness of the activity and achievements of an Irish charity called "To Russia with Love", which for last 15 years have looked after Russian orphans and orphanages. The trailer has been released in March - you can watch it here:
(
http://vimeo.com/88349583)
The full four minutes film will be released on 1st of May.
My role was lighting, shading, rendering and compositing mainly, but I did a few things in another areas too. It was made mostly outside of working hours.
---
I'll keep this thread updated, when I get something more done related to the Thief's animation tools. (I'm already after opening the dusted scripts and getting familiar with the forgotten stuff again! :) )
nemyax on 22/4/2014 at 19:10
Very impressive work on the short, PinkDot.
What types of files is your addon going to produce? How will it handle creature types?
PinkDot on 22/4/2014 at 21:55
Thanks nemyax.
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What types of files is your addon going to produce?
My current focus are the animation tools, so the final output will be .mi and .mc files. (motion files)
I probably could also automate updating the motion database (by using Shadowspawn's Motion Database Editor), but I haven't gone that far yet.
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How will it handle creature types?
Only the existing creatures are supported, of course, but I want to be able to work with any type of a creature (humanoid, spiders, player arms etc..).
The script importing a character recognizes the creature type automatically based on the number of joints, limbs and torsos in the selected .CAL file.
SeriousToni on 23/4/2014 at 17:15
Very impressive - this will make good use in the New Dark! Thank you for your development!
But one question: Why do you want to import animations into 3ds max and create a tool for it? Wouldn't it be much easier and faster just to exchange the models? You take the low poly model and enhance it with more details. Or am I wrong? :/
nemyax on 23/4/2014 at 20:53
Quote Posted by SeriousToni
Wouldn't it be much easier and faster just to exchange the models? You take the low poly model and enhance it with more details.
This still leaves you with the same old stock animations. But a 3ds max import-export tool enables you to improve existing animations and make your own.
SeriousToni on 24/4/2014 at 09:49
Hm in my eyes that's too much for one person to do. Imho it would be better to do this step by step. With that it is possible to do single releases for every step instead of developing for 5 years in a row (just my understanding of it - I don't know how well this project goes).
So that would mean:
1. Redo the models in high poly. -> alpha release
2. Apply HD textures (Bentraxx already has made some). -> beta release
3. Redo the clunky animations (which will be the hardest thing to do). -> full release
4. Make a tool for the community to do all extra stuff.
This is just how I see things. In my eyes it would be better to do it this way instead of the other way around :erg: