Sabtu, 24 September 2011

CG Academy 3DMax Particle Flow Fundamentals 3

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CG Academy 3DMax  Particle Flow Fundamentals 3 : Operators 2
DVD 3DMax | 2 Hours, 47 Minutes | 1,33 GB

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CG Academy 3DMax Particle Flow Fundamentals 2

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CG Academy 3DMax  Particle Flow Fundamentals 2 : Operators 1
DVD 3DMax | 2 Hours 52 Minutes | 1,43 GB

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CG Academy 3DMax Particle Flow Fundamentals 1

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CG Academy 3DMax  Particle Flow Fundamentals 1 : Principles & Workflow
DVD 3DMax | 2 Hours, 33 Minutes | 1,23 GB

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CG Academy 3DMax Advanced MAXScript 1

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CG Academy 3DMax  Advanced MAXScript 1 : The Matrix Explained
DVD 3DMax | 5 Hours | 1,15 GB

Content : 
Ch01: Vectors: The Basics
In the first chapter Bobo gives an introduction to the concept of 1 and 2 dimensional vectors,
Vector addition and multiplication.

Ch02: 3 Dimensional Vectors
We move on to 3 Dimensional Vectors and treating RGB colour space as a Vector.

Ch03: Unit Vectors
Bobo explains the importance of Unit Vectors and shows a practical application
within a scripted PFlow Operator.

Ch04: Trigonometry & Vector Operations
Moving on from Vectors we look a trigonometry and how the sine and cosine functions
relate to angles and vectors. We also look at vector dot and cross products.

Ch05: Barycentric Coordinates
We look at how a position on a triangular face can be specified via barycentric coordinates.

Ch06: Ray Intersections
In this chapter we look at the MAXScript Ray and RayEx. functions and
how they can be used to find collisions within 3D space.

Ch07: The Matrix: Explained
The Matrix... here Bobo explains the basics of how a matrix is used within 3D software
to store a nodes position in space, its rotation and also its scale and shows how
nodes and PFlow particles can be aligned using their Matrices.

Ch08: The Matrix: Continued
Continuing with Matrices we look at how we can determine if two objects face
towards each other and how to rotate an object within another objects transform space.

Ch09: Vectors and Matrix3 Values
We look at how we can convert a single vector into a full Matrix, also the same
but with an up vector and more.

Ch10: Sub-Object Transformations
We look at controlling Modifier Gizmo's position and orientation using its matrix and
how this can be used to slice many objects with the same plane at the same time.

Ch11: Camera & View Transform Matrix
Bobo explores the fact that any scene camera has its own transform matrix and
how this can be used to determine all objects in front or behind the camera.

Ch12: A Basic Rendering Pipeline
We start our end project, constructing a fully functional scripted rendering system.
First we implement a basic diffuse shading model and also Z-Depth testing.

Ch13: Implementing Textures
Then we move on to support textures within our shading model and also ambient light.

Ch14: Phong And Blinn Highlights
We look at how Phong and Blinn highlights are calculated and then we implement Blinn highlights.

Ch15: Implementing Shadows/Reflections
And we complete our rendering system by adding ray traced shadows
and final ray traced reflections

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CG Academy 3DMax MAXScript Fundamental 2

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CG Academy 3DMax  MAXScript Fundamental 2 : Maxscript For The Masses
DVD 3DMax | 3 Hours, 13 Minutes | 957 MB

Content :
CH 01: Arrays and Object Sets
A brief introduction to the concepts of Arrays and Object Sets, both which 
facilitate working easily with large groups of objects.

CH 02: Working with Object Sets
Here we look at how to work with Object sets.

CH 03: Filtering Object Sets
How we can filter object sets to create more specific groups of scene nodes to work on.

CH 04: Working with General Node Properties
All scene nodes share a set of General Node Properties, here Bobo shows 
how these properties can be worked with.

CH 05: Filtering by Mesh Properties
Here Bobo shows how mesh objects mesh specific properties can be used to
filter out specific objects in out scenes.

CH 06: Mass-Changing Properties
How to change multiple properties in one go via various methods, including mapped functions .

CH 07: Randomizing Properties, Renaming Nodes
Show how we can randomize properties on multiple objects very quickly i.e. 
bend angles. Also how to rename multiple nodes with unique names quickly.

CH 08: Attack of the Instanced Clones
How to work with instanced objects, how to create instanced nodes, how to 
break instancing and also how to re-instance object nodes once more.

CH 09: Working with Modifiers
How to copy and paste modifiers both as instances and also as unique items. 
How to break an instance and also how to re-create it.

CH 10: Working with Animation Keys
Shows how to adjust many animation keys in one go.

CH 11: Working With Materials
How can we apply materials to our objects, how to define new materials and 
how to work with materials within the material editor.

CH 12: Saving Objects
Shows how we can take selections of scene nodes and save them out to 
specific local or network locations for later use. Bobo then goes on to show how these 
saved files can be imported via script also.

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CG Academy 3DMax MAXScript Fundamental 1

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CG Academy 3DMax  MAXScript Fundamental 1 : Variable, Macroscript & Functions
DVD 3DMax | 3 Hours, 4 Minutes | 1,11 GB

Content :
Ch 01: What is MAXScript
Laszlo explains what a scripting language is and how MAXScript fits into this picture.

Ch 02:Accessing the MAXScript Listener
Laszlo explains what the MAXScript listener is and how can we access it.

Ch 03: Basic Concepts – Variables
An introduction to some of the basic concepts involved in scripting, starting here with Variables.

Ch 04: Properties
What are object properties?

Ch 05: Functions
What are Functions, what can we do with them?

Ch 06: Evaluation
Laszlo explains how a line of MAXScript is evaluated by 3dsmax and 
what implications evaluation has on our scripting.

Ch 07: Script Editor & Macro Scripts
An introduction to the Script Editor and Macroscripts.

Ch 08: The Tree Creator Script
Laszlo starts a practical tutorial on how to make a script to populate a plane with fir tree models.

Ch 09: Class Definitions & Property Inheritance
Within the Tree tutorial Laszlo explains what Class Definitions are and how Property Inheritance works.

Ch 10: Function Definitions
We need functions to make our Tree Creator script work, Laszlo runs through how to do so here.

Ch 11: Accessing Data & Simple Matrix Maths
How can we access the vertex data for the tree landscape mesh and then position 
the trees on those verts using some basic Matrix math.

Ch 12: Controlling Script Flow, For Cycles
We need to repeat the tree placement action for each vertex , so here Laszlo 
shows how For Cycles can be used to do so.

Ch 13: Fool-Proofing Your Scripts
So now our Tree script works, here Laszlo shows how we can put measures
in place to stop errors occurring with it when in practical use.

Ch 14: Scripting Tips and Tricks
Laszlo finishes off by running through a number concepts, tricks and tricks that 
can help you when writing your own first MAXScripts.

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CG Academy 3DMax Intermediate Rigging 4

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CG Academy 3DMax  Intermediate Rigging 4 : Facial Rigging Techniques
DVD3DMax | 6 Hours, 37 Minutes | 3,25 GB

Content :
Chapter 01: Eye Rig: Main Model & Dilation
Paul starts by modelling the Eyeballs and setting up their dilation system.

Chapter 02: Eye Rig: Directional Controls
With the eyes in place, Paul then sets up their directional control.

Chapter 03: Head: Setup For Morphing
Paul discusses how the head should be setup for the morph based system, including 
dispelling an "urban myth" about using separate heads to save on memory.

Chapter 04: Blended Morph System
A start is made on setting up the morph based system, starting with the Ogre's jaw.

Chapter 05: Blended Or Muscle Based Morph
Paul shows how problems with intersections caused by the jaw can be counteracted 
with corrective morphs.

Chapter 06: Creating The Facial UI
We write a script to create one of the facial UI elements and then use this to 
build the entire facial UI system.

Chapter 07: Facial Rigging
Paul then rigs together a number of morph targets and the facial UI.

Chapter 08: Eyebrows: Scripting Reaction Manager
Using Reaction Controllers Paul shows how the eye brow morph shapes can be 
setup to create a natural roll from the UI movements.

Chapter 09: Storing Poses In Pen Attrib Holder
Paul completes this section by showing how the facial UI animation can be 
stored using his Pen Attribute Holder.

Chapter 10: Bone Based Facial System
In the second section we look at a totally different system based on bones. 
Paul explains the basis of the system here and shows how the bones have been setup.

Chapter 11: Skinning The Facial Bones
Then he moves on to show how the bones are skinned to the face.

Chapter 12: Creating Control Objects
Paul shows how the control objects can be created and then rigged in to each set of bone controls.

Chapter 13: Mirroring Without Negative Scale
Once the control objects are working on the right side of the face we need 
to "mirror" them to the left side without using scale.

Chapter 14: Rigging Eyebrow And Lids
Paul shows how the Ogre's eyebrows and lids can be rigged using the same controls and bones.

Chapter 15: Connecting The Jaw Bone
And now the jaw bone is added to the rig and set up with its own control object.

Chapter 16: Fine Level Controls
Now each bone nexus has its own fine level control added to give the animator 
total control over the Ogre's facial expression.

Chapter17: New Features in 3dsmax 7 & 8
In this Bonus Chapter Paul shows how the new feature added in 3dsmax 7 and 8 
can be used to simplify and speed up our rigging process and rigs.

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