PDA

View Full Version : CG Academy Advanced MAXScript DVD nears completion


Chris Thomas
03-07-2006, 11:10 AM
Cool news from CGA... I'm pretty much wrapped on Borislav "Bobo" Petrov's new Advanced MAXScript DVD on 3D math The Matrix: Explained. Its a great title and I've personally learnt a lot from watching it, not surprising really as the DVD was in many ways designed for me! He he. It's an Advanced level title that explores the use of various areas of math that are pivotal in 3D graphics and object manipulation.

If you are a Intermediate to Advanced level scripter and you want/need to get a firm grasp of Vector, Matrix, Trig and Barycentric coordinate usage so that you can build your own 3D gui elements, take total control over your particles in scripted PFlow Operators or Orbaz's Box#3 expansion for Pflow, implement real time collision detection on hundreds of objects within the viewport, or if you wish to dabble with a scripted raytraced rendering pipeline? Then this is the DVD for you... We'll release this title tomorrow, so check in at the CG Academy shop page (http://www.cg-academy.net/dvds_menu_3dsmax.php) if you are interested.


http://www.cg-academy.net/pages/topic_maxscript/dvds_MAXScript_advanced_01/Boxshot_web.jpg

Cheers

Bobo
03-08-2006, 07:58 PM
In case anybody has missed it, it is now complete and available:
http://www.cg-academy.net/pages/topic_maxscript/dvds_MAXScript_advanced_01/dvds_maxscript_advanced_01.php

erilaz
03-08-2006, 09:56 PM
In case anybody has missed it, it is now complete and available:
http://www.cg-academy.net/pages/topic_maxscript/dvds_MAXScript_advanced_01/dvds_maxscript_advanced_01.php

Looks awesome Bobo. I hope to pick this one up!

marktsang
03-09-2006, 12:06 AM
hi bobo,
this is the first training dvd that has me reaching for my wallet - purchased this today can't wait to get a look at it :D

great stuff, looking forward to more if you're doing more

mark

d3coy
03-09-2006, 01:03 PM
Definitely going to pick this baby up; these are exactly the areas I need help with. Thanks Bobo

Chris Thomas
03-10-2006, 02:28 PM
Yep, this DVD is bottled lightning, or pure intellectuall gold or..... he he, anyway you get the picture. Its a very good DVD and one I'll be watching again soon, to finally get my head around some of the finer points and techniques shown. Learning CG is a very long journey, but this DVD should provide a pretty large chunk of the map to many ;)

Cheers

rdg
03-10-2006, 04:04 PM
I am excited!
Thank you.

Georg

JHaywood
03-10-2006, 04:41 PM
Looks great Bobo. I have one question though. In chapter 6, I notice you're covering the use of Ray and RayEx (by which I'm assuming you mean intersectRay() and intersectRayEx()). Just wondering why you're going with those functions instead of the newer RayMeshGridIntersect, which is supposedly faster if I'm not mistaken.

Bobo
03-10-2006, 05:12 PM
Looks great Bobo. I have one question though. In chapter 6, I notice you're covering the use of Ray and RayEx (by which I'm assuming you mean intersectRay() and intersectRayEx()). Just wondering why you're going with those functions instead of the newer RayMeshGridIntersect, which is supposedly faster if I'm not mistaken.

I don't mean anything, Chris Thomas wrote the chapter descriptions ;).
But yes, it is about using Ray values with IntersectRay() and IntersectRayEx().
I am using those because
*this is the first DVD in the Advanced series and it shouldn't be too advanced
*Getting BaryCoords from RayMeshGridIntersect was broken up to Max 8 and I needed barycentric coordinates badly. Since we want our DVDs to be as general as possible, it was not an option to use a Max 8 - only feature.

djlane
03-10-2006, 07:33 PM
Bobo I was wondering what is planned for the next adavanced DVD or is it top secret?

Bobo
03-10-2006, 07:50 PM
Bobo I was wondering what is planned for the next adavanced DVD or is it top secret?

Not a secret, I am just not sure - I am working on multiple possible areas and will have to discuss with CG-Academy.

It would be interesting to hear from YOU and other posters here what they would like to see in the next DVD... Post your ideas here!

galagast
03-11-2006, 06:06 AM
cool! I have a few:

- I'm guessing that there are a lot of scripters who doesnt hav a C++ background (like me) and I would like to learn how to create thier own plugins. Maybe small lessons on converting a maxscript tool to a plugin?

- Custom Particle System using maxscript? (I'm not saying that Pflow isnt enough!)

- there's also an area in maxscript regarding "BITS" that I dont really understand... (I guess I need to read up on it more)

- simple Fluid Dynamics (it can be 2D, just like THIS (http://www.multires.caltech.edu/teaching/demos/java/stablefluids.htm)) using maxscript?

Chris Thomas
03-11-2006, 02:13 PM
It would be great if Bobo can find the time to do another, or indeed multiple Advanced level MAXScript DVDs. The issue is now as he said, what exactly do we cover? There are two approaches we can take to this..

1. A focussed DVD on a particular topic or range of topics, just like the Matrix DVD...
or
2. A grab bag of various advanced topics that general users have issues with.

Of course the tips and tricks element of the grab bag style DVD could be incorporated to a certain extent in the focus topic style DVD. So, we'd like to hear from people what they might like in either style, so post here any major topics that could be covered in a DVD (making GUI's or Particle Flow?), and indeed any smaller areas or features you'd like covered.

Cheers

JHaywood
03-11-2006, 02:36 PM
I'd love to see a really in-depth coverage of scripting particle flow. So much of it seems to be not completely documented, and yet I know that you can do some amazing things with it. Also, I think it would tie in with the matrix training very nicely with things like controlling velocoty, direction, and testing for collisions with other objects.

And I'm with Galagast on delving into the SDK. It seems like the next logical step when you've got a pretty good handle on scripting, but I really don't know where to start because, coming from the art side of things, I don't have any formal programming experience.

marktsang
03-11-2006, 03:02 PM
And I'm with Galagast on delving into the SDK. It seems like the next logical step when you've got a pretty good handle on scripting, but I really don't know where to start because, coming from the art side of things, I don't have any formal programming experience.

im also with this - the next place i want to be going is the sdk, and anything to ease the transition would be great

mark

d3coy
03-11-2006, 03:50 PM
I second that notion! An SDK dvd would be fantastic

scorpion007
03-11-2006, 08:42 PM
Yep, I too would love an SDK dvd.

Bobo
03-11-2006, 10:51 PM
Yep, I too would love an SDK dvd.

Guys, guys, please stay on topic. The question was "What should MAXSCRIPT Advanced 2 DVD contain".
The SDK is a completely different area of Max and would not be part of the MXS Advanced series.

scorpion007
03-11-2006, 11:02 PM
Ah, sorry, I thought they were interrelated - conceptually at least.
About maxscript, not really sure, but I'd like a chapter on how to use the debugger effectively.

Chris Thomas
03-12-2006, 04:35 PM
Well, they are related in a way yes, but MAXScript is scripting language hosted by 3dsmax to allow users to expand upon and use its features in ways not necassarily thought of by the features original designers. This is similar to other script languages like MEL, Javascript, Python, TCL and so on.

The SDK is a toolkit designed to allow developers and indeed end users to create new complied plugins for 3dsmax that expand its core features with wholy new systems or additions to old ones. For instance, if the source code for a controller in 3dsmax was provided in the SDK and you found a bug with that controller, or you wished to add new features to that controller, you could take that source code, alter/fix it and compile your own new controller to replace the old one. Also, with the SDK when you write a plugin you can expose its functionality with new commands to MAXScript and you can even write plugins for MAX that only add new MAXScript commands, there are plugins of this sort available as I remember from Larry Minton (Autodesk) and also John Burnette (Blizzard).

Yep, as Bobo says, were talking about MAXScript DVDs here and it would be good to hear what people feel they most need on that topic alone for now ;). If there really is a very large need for a SDK DVD then we could consider it. If you really would like such a DVD, please create a separate topic in this area of CG Talk and let me know what it would do for you, and also how much you'd be prepared to pay for it. It may in the end have a tiny market, so we may have to charge more for it to make it viable. Anyway, for now, back to MAXScript...

Cheers

JHaywood
03-12-2006, 05:28 PM
Guys, guys, please stay on topic. The question was "What should MAXSCRIPT Advanced 2 DVD contain".
The SDK is a completely different area of Max and would not be part of the MXS Advanced series.

Aw shucks. Fair enough. :)

Personally, I'd like more information on one (or both) of two things, A) creating more impressive special effects, and B) making better, faster and more stable production enhancing tools for the art team.

I'm thinking that "A" would cover pFlow, handling large numbers of objects, object interaction, scripted controllers, scripted render effects, and whatever other cool stuff you deal with at Frantic every day. A couple years ago Laszlo scripted this really amazing growing vine effect that actually deformed with the object it was growing around. I believe he created either a custom scripted object or modifier to create the effect. I had the chance to see it in action as I was doing some freelance for Frantic, and I'd really like to get a better idea of how to create things like that.

Item "B" would include per scene and per object data storage and retrieval, custom attributes, scripted plugins and modifiers, modifying and enhancing existing Max tools (such as the UV editor), painlessly upgrading existing scripts without breaking the pipeline, general script organization, interactive rollouts and dialog boxes, optimizations, speed improvements, etc. I work at a game developer and there's a lot of need for making every stage of the art pipeline as fast and effecient as possible. That includes a lot of little improvements to modeling, uv'ing, texturing, and animation, as well as needing to store a lot of data for a scene and individual objects that will be exported and used in the game.

If I come up with specific examples of the things I've mentioned, I'll post them. I guess overall, I'd like to see examples of solutions to real-world production issues of the type that film and game TD's run up against every day.

Chris Thomas
03-21-2006, 11:55 AM
Well, armed with the new math skills I learnt from The Matrix: Explained DVD, I decided to go back and revise an old Particle Flow project I started a few years back. The goal was to create a spline based vortex system. One that could be animated and the vortex would form a nice stable system around it, with a little bit of random behaviour thrown in.

http://www.christopher-thomas.net/alpha/vortex.mov

Anyway, that first system was not too successfull, it used a large number of force spacewarps all spaced along the spline, and the main issue was getting them all to work in concert and be controlable (they didn't, they were'nt...). This new system uses Orbaz's Box#3 for Particle Flow, and with it I've built 3 new custom Operators for PFlow.

Centrifugal Force
Axial Suction
Upward Suction

And all three work together to produce the vortex you can see here. The system uses mostly vector math, and the DVD really helped me in that respect. Also, kudos to Box#3, its a great system. I put this new system together in little over a day, and even though its totally custom, it still calculates faster than my original multi spacewarp cludge.

Cheers

CGTalk Moderation
03-21-2006, 11:55 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.