Archive for January 1st, 2009

01
Jan
09

T0268 – CG Academy Animation Fundamentals 1 – The Core Principles

This DVD forms part one of a two part series that will introduce you to the fundamentals of animation in 3dsmax. In this first DVD, Simon, our instructor, will focus on the core principles of animation. He will teach you about such topics as timing and spacing, mass and weight, overlapping action, anticipation, follow-through and much more. This DVD sets the foundation for this series, and in DVD2 our focus will move on to character animation principles and skills necessary to bring a fully believable animated character to life.

This DVD is aimed at a user that is comfortable in navigating in 3dsmax and who has an understanding of its core features and toolset. This DVD will however teach you any animation specific user interfaces and features used, such as the Trackview/Curve Editor, the Timeline and so on.
CH01: What Is Animation?
Simon starts with an introduction to what animation is, the phenomena behind it, the basic structure of how we will tackle our animation and so on.

CH02: The Bouncing Ball – Timing and Spacing
We make a start on our first practical tutorial by looking at Timing and Spacing. Here we lay down the “back-bone” of our bouncing ball animation.

CH03: Trackview – The Curve editor
As we now need to use the Curve Editor to take fine control of our animation, we take an in-depth look at the Trackview/Curve Editor.

CH04: TBB – Adding Mass and Weight
Now we understand the Curve Editor better, we can start working into our bouncing ball animation, altering the Spacing to create a feeling of Mass and Weight in our ball.

CH05: TBB – Refining the Animation
We wrap up this tutorial by taking another sweep over the animation, refining the balls bouncing motion. At the close of this chapter, we have our first complete animation.

CH06: FK and IK Setup
For our next tutorial on overlapping action, we need to understand the differences between Inverse and Forward Kinematics. Simon runs us through those differences here.

CH07: Animating a Tentacle – Overlapping Action
Now, using Forward Kinematics we animate a simple bone chain, and we offset each bones rotation in time to create the effect of overlapping action.

CH08: Floppy – Character and Animation Rig
Now we have the principle of overlapping action under our belts, we will start a new pair of tutorials that will apply all we have learnt so far. Here Simon introduces us to the character we will be using to do so, “Floppy”. And the character rig we will use to control him.

CH09: Floppy’s Jump Cycle – Blocking
So, we start once again by setting up the back-bone of our animation. We lay down key poses for Floppy in our blocking stage of the animation. Here we are going to create a hop cycle.

CH10: FJC – Posing Floppy
Having worked out our basic timing, Simon works into the key poses of Floppy to give a better feeling of Mass and Weight.

CH11: FJC – Adding Secondary Animation
Now we have our core animation in place, we can introduce a new principle, Secondary Animation. We add new motion to Floppy’s ears based on his core animation.

CH12: FJC – Refining and Finishing Off
And once again we finish off our animation by running through it once more and refining elements of the motion here and there.

CH13: Floppy’s Hop – Goals and Structure
We start a new tutorial with Simon explaining what our goals are, and how we are going to structure our work to achieve them.

CH14: Floppy’s Hop – Creating the Two Hops
We take the previously completed Floppy hop cycle and we cut it down to two complete hops. Starting on the ground, Floppy hops into the air, bounces, arcs into the air and lands.

CH15: Floppy’s Hop – Adding Anticipation
But our animation is missing something… Floppy instantly leaps into the air, without gathering energy to do so. And when he lands and stops, he stops dead. So we start addressing these issues by adding a new principle here, Anticipation.

CH16: Floppy’s Hop – Adding Follow Through
Having given Floppy some build up into his hops, we add a winding down in his energy here by adding another principle, Follow-Though.

CH17: Floppy’s Hop – Refining the Animation
And once again we follow our animation structure to refine our animation at this point. Simon works out some issues here and there, and the result is our first full animation!!

01
Jan
09

T0290 – CG Academy – Advanced MAXScript 1 : The Matrix Explained

In this first of our Advanced MAXScript DVDs, Bobo introduces us to the world of 3D math, or as he puts it “how the 3D world functions under the hood…”. This DVD progresses through the theory and practical application of vector, trig, matrix and barycentric coordinate math. It will allow you to manipulate objects transforms, particles speed and motion, to easily align one object to another, and builds on all of these topics to culminate in a fully scripted ray-tracing rendering system!!

This DVD is an ideal introduction or refresher course for any Intermediate or Advanced scripter that wants gain (or re-gain) control of 3D math skills within MAXScript and in doing so push their skills forward and take a firmer control of many areas of 3dsmax.

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.

01
Jan
09

T0289 – CG Academy – MAXScript Fundamentals 2 – Maxscript for the Masses


In our second MAXScript Fundamentals DVD, Borislav “Bobo” Petrov continues our exploration of the wonderful world of MAXScript. In this DVD Bobo applies MAXScript to many real world tasks where doing things by hand would be slow and laborious, bring to bear the power of MAXScript on the masses of objects, lights and materials found in a typical 3dsmax scene.

This DVD has been designed as a continuation of our first MAXScript Fundamentals DVD (Variables, Macroscripts & Functions by Laszlo Sebo), though it can be used by existing MAXScript users to gain insight into the power of MAXScript from an acknowledged scripting master.

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.

01
Jan
09

T0288 – CG Academy – MAXScript Fundamentals 1 – Variables Macroscripts&Functions

In this first DVD in our MAXScript Fundamentals series Laszlo will take you through the first principles of MAXScript, such as Variables, Properties, For Loops, Flow Control, making your code into a MacroScript for easier access on your toolbars, Functions and how to make your own custom Functions from your own MAXScript code.

This DVD is aimed at an intermediate 3dsmax user who wants to harness the power of MAXScript and at those moving over to 3dmax from another platform that need to transfer their scripting skills. MAXScript will allow you to both to make your workflow easier via custom tools, and also to push beyond any limits placed on you by the systems GUI.

Note: No previous programming or scripting experience is needed for this DVD.

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.

01
Jan
09

T0287 – CG Academy Intermediate Rigging 4 – Facial Rigging Techniques

In this final DVD in Paul Neale’s Intermediate Rigging Series, Paul looks at two completely different ways to setup the Ogre’s facial animation rig. In the first half of the DVD we look at the eye rigs dilation and directional controls, and then move on to a morph centric system that only uses a bone for jaw movement. In the second half of the DVD we look at a bone based system that allows for very fine an intuitive control over the Ogre’s features. A six hour plus DVD, jam packed with insights and a must buy for any budding or professional rigging TD.

This DVD is aimed at 3dsmax users that are familiar with the basics of rigging such as IK and FK systems, Expression, Script and Reactor Controllers and so on. The DVD along with the others in the series aims to take those fundamentals skills to the next level and to allow you to create production level character rigs that are flexible, easy to use and fast to work with.

Note: MAXScript skills are vital to get the most from this DVD. We recommend our MAXScript Fundamentals Set for those needing to learn these skills.
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

01
Jan
09

T0286 – CG Academy Intermediate Rigging 3 – Skinning Techniques

In this DVD Paul deals with many of the aspects of skinning a character using 3dsmax’s Skin modifier. Starting with weighting via envelopes Paul then moves on to build on this foundation with weight painting and blending. Further control is then added via muscle bones, skin deformers and springs for dynamic flexing of the Ogre’s stomach.

This DVD is aimed at 3dsmax users that are familiar with the basics of rigging such as IK and FK systems, Expression, Script and Reactor Controllers and so on. The DVD along with the others in the series aims to take those fundamentals skills to the next level and to allow you to create production level character rigs that are flexible, easy to use and fast to work with.
Chapter 01: Envelopes & Mirroring
Here we look at how the Skin modifiers envelopes can be mirrored from one side of the rig to the other, saving on setup time.

Chapter 02: Include / Exclude
With the basic enveloping in place, Paul goes on to setup the basic inclusion/exclusion vertex lists for each bone.

Chapter 03: Vertex Weighting / Painting Weights
Paul shows how the vertex paint tool works.

Chapter 04: Painting Blend Weights
And then moves on to show how the blend weights tool can be used too “smooth” out any hard edges in your current weighting.

Chapter 05: Adding Muscle Bones
In some places extra bones can be added to help with muscle definition and other body forms, Paul shows how to do so here.

Chapter 06: Methods & Results
Here Paul explains some of the techniques he has been using on this DVD and the various results he has achieved with them.

Chapter 07: Skin Deformers
When posed in a certain way the skin can take on problematic forms. Paul shows how the skin deformers can be used to get around some of these issues.

Chapter 08: Dynamic Belly With Springs
Our Ogre character has a pretty large belly and to take that into account Paul shows how he has added springs to create a dynamic belly wobbling effect.

Chapter 09: Controlling Springs With Script
The spring controllers used in the last chapter can cause a large lag whilst scrubbing your animation. Paul shows how to turn off the controllers during animation tweaking via MAXscript.

Chapter 10: Skin Utilities
We wrap up the DVD with Paul running us through some of the more advanced features and Utilities found in the Skin modifier.

01
Jan
09

T0285 – CG Academy Intermediate Rigging 2 – Spline IK, ARM & Hand Rig

In this DVD Paul continues his Ogre rig with a second approach to producing a spine rig using a custom Spline IK solution. He then moves on to producing an arm rig that demonstrates two unique methods for an arm bone twist solution. Finally Paul demonstrates how to rig a hand and produce a comprehensive GUI for it using custom attributes and MAXScript.

This DVD is aimed at 3dsmax users that are familiar with the basics of rigging such as IK and FK systems, Expression, Script and Reactor Controllers and so on. The DVD along with the others in the series aims to take those fundamentals skills to the next level and to allow you to create production level character rigs that are flexible, easy to use and fast to work with.
Chapter 01: Spline IK
Paul explains what a Spline IK system is, and shows how to setup the spline and the associated bones.

Chapter 02: Controlling Spline IK
And goes on here to show how a control system can be setup to interface.

Chapter 03: Stabilising Spline IK
Due to its use of a spline there can be twisting and stability issues. Here Paul shows how to bring these issues back under control and stabilize them.

Chapter 04: Arm Bones
Paul shows how to setup the characters arm bone rig.

Chapter 05: Control Objects and HI IK
We now create the arm control objects and setup the history independent inverse kinematic system.

Chapter 06: Twisting with Constraints
The lower arm twist system is setup.

Chapter 07: Extracting Rotations
The upper arm twist system is implemented and Paul shows how to extract rotations to facilitate it.

Chapter 08: Hand Bones
Paul creates the hand bones.

Chapter 09: Custom Hand Control Interface
And the custom attribute controls are applied to the hand control objects.

Chapter 10: Wiring the Fingers
Paul shows how to wire up all of the fingers to the controls.

Chapter 11: Wiring the Thumb
And finally the thumb is wired up to complete the hand rigging.

01
Jan
09

T0284 – CG Academy Intermediate Rigging 1 – FK Spine, Leg & Foot Rig

In this DVD Paul will take you through rigging the Ogre’s Spine using an FK system in conjunction with wired control objects. He then demonstrates how to create an inverse foot rig using reactor controllers and scripted custom attributes to facilitate a smooth foot-roll system. Finally we learn how to modify the leg bones using expression controllers to create a working leg stretch system.

This DVD is aimed at 3dsmax users that are familiar with the basics of rigging such as IK and FK systems, Expression, Script and Reactor Controllers and so on. The DVD along with the others in the series aims to take those fundamentals skills to the next level and to allow you to create production level character rigs that are flexible, easy to use and fast to work with.

01
Jan
09

T0283 – CG Academy Afterburn Master 3 – Air Strike

In this DVD Allan tackles a real world production scenario using a highly procedural workflow. He demonstrates how to use a combination of Particle Flow and Afterburn to form a flow that creates an air strike by a squadron of bomber jets. Each jet drops a bomb and this triggers a chain of events that leads to a number of effects that cascade from the original bomb release. A perfect example of how to push your Particle Flow and Afterburn based effects to a higher level and make your particles truly think for themselves!

This DVD is ideal for advanced Particle Flow users and those that are comfortable in using Afterburn. It is an exploration of procedural methods using Particle Flow to achieve a complex real world production level effect.

01
Jan
09

T0282 – CG Academy Afterburn Master 2 – Fireball

In this DVD Allan McKay takes you through the real world scenario of creating a huge fireball bursting down the passenger aisle of a commercial jet. The tutorial covers such topics as tackling the creation of the various effect elements, including a Birth Script Operator to facilitate the fireball ripping chairs from their bases as it tears through the aircraft. The tutorial then goes on to cover the creation of the various render elements needed for the final effect and culminates in Allan taking you through a test composite to produce a final film quality effects shot.

This DVD is ideal for advanced users that are comfortable with Afterburn and Particle Flow and who want to take their skills to the next level. It is an exploration of a real world scenario and will give even advanced users a very valuable insight into a real world effects shot pipeline.




 

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