View Full Version : Zookeeper for 3ds max
Michael McCarthy 09-28-2009, 06:38 PM http://www.cgtraining.com/Videos/ZKSM02/logo.png
Hello everyone,
I am excited to post this beta video to show off a small portion of Ephere’s new Zookeeper product.
Zookeeper is a scene management system for 3ds max that allows you to increase 3ds max usability. When dealing with thousands of objects, in-depth material setups, complex layer systems, and scene setups that include rigs, controllers, wires, custom attributes and more, 3ds max can get pretty hard to navigate. Zookeeper addresses all of these areas and allows you to work fast and efficiently with advance Tree views, Layer Panels, and Schematic Views to view, create and edit everything in 3ds max.
http://www.cgtraining.com/Videos/ZKSM02/ZKIcon.png (http://www.cgtraining.com/Videos/ZKSM02/ZKSM02.html)
Zookeeper is currently in beta and we are looking for some talented individuals to give feedback and help us make ZooKeeper rock solid. If you’re interested, please go to the link below and click on Apply for beta tester license.
http://www.ephere.com/plugins/autodesk/max/zookeeper/
Please remember that this is a beta video and many things can and will be added or changed. We want to give you an inside look at what will come and we hope you enjoy it.
Thanks a bunch,
Michael McCarthy
|
|
very cool! one of those useful plugins that needs to be natively part of Max. Autodesk?
cheers,
Rom
CompanionCube
09-28-2009, 08:44 PM
looks awesome
Erka2
09-28-2009, 10:02 PM
That's awesome! Marsel with his team again ahead of his time. Too bad...
Adesk needed to incorporate Ornatrix instead of shitty Hair and Fur.
Now comes Zookeeper, but Adesk already dancing with... Thinking Apes and nodes.
Anyway, interesting things are coming into max...
metamesh
09-28-2009, 10:29 PM
f**k that´s awesome, i don´t get why autodesk doesn´t do this sort of things in max and we have to wait to some genius to come up with it...great work guys
thatoneguy
09-28-2009, 10:42 PM
Yes. .
Glacierise
09-29-2009, 12:41 AM
This looks great! Ive been watching you guys the last 6 months, open beta is very cool!
Jake0
09-29-2009, 01:35 AM
Genius indeed, mind blowing stuff guys... nice work!
Hooch
09-29-2009, 02:29 AM
You gotta be f***ing kidding me! Wow, this is just Amazing!
a much needed tool for max, congratulations to you guys :bowdown:
btw: is this compatible with max 9?
Cheers!
:beer:
RikiB
09-29-2009, 02:52 AM
Amazing work guys, Ive used Scene Explorer since beta and its the most valuable plugin I use everday. Zookeeper will be that and so much more! Keep up the hard work!!
animaxforever
09-29-2009, 03:28 AM
Awesome...more like maya DAGs is it? Nice :)
Array
09-29-2009, 03:42 AM
Very nice. I wish 3dsmax came with this as a standard option.
While on the subject of scene management...what do you guys generally use to manage your scenes? Is there anything similar to Softimage's Scene Explorer?
MickyG
09-29-2009, 04:23 AM
It seems like this also includes a node-based material editor by default, are the material options as powerful as something like NodeJoe?
Looks awesome, will definitely check it out when released.
galagast
09-29-2009, 05:18 AM
cool! that will definitely help improve workflow especially with scenes where a lot of nodes are interconnected.
Is it possible to dock zookeeper inside an Extended Viewport?
(and I agree with most of the posts above, 3dsmax should have this built in. :D )
ngrava
09-29-2009, 05:28 AM
Awesome...more like maya DAGs is it? Nice :)
It seems better to me. With the Hypergraph, you can edit all the node of a single object but what happens when you want to use a property of a node inside of another object to drive something inside the current object? Sure you can do it but you have to go through the connection editor. You can't just drag a connection interactively between the two.
With this Zookeeper thing, you have access to all the systems that Maya foolishly keeps separate, all in one interface! The most telling when when he dragged a connection between an object node to a material node. That's the secret ingredient that I've been asking for from other developers for years now. It's the main thing that frustrated me about Houdini too. There's all these sectioned off little parts of the program that don't communicate well together unless you get into scripting. The funny thing is that it's just an interface thing. Max/Maya/Houdini can do all this stuff right now but it's just so much easer to when you can have all tools available to you all at once.
Marsel is awesome!
rs3dcg
09-29-2009, 03:58 PM
Very very cool, I hope it will be lightning fast, so it becomes
natural choice even for simple tasks...
Cheesestraws
09-29-2009, 04:10 PM
With this Zookeeper thing, you have access to all the systems that Maya foolishly keeps separate, all in one interface! The most telling when when he dragged a connection between an object node to a material node.
Not to derail the thread but since when was that not possible in Maya? :)
RikiB
09-29-2009, 04:23 PM
Not to derail the thread but since when was that not possible in Maya? :)
Its probably closer to ICE or Houdini than Maya, since Zookeeper goes way beyond materials and into node based modeling.
Ballo
09-29-2009, 04:57 PM
Interesting. :)
thanks
ah-fx
09-29-2009, 05:51 PM
Sliced bread has got nothing on this!
bjoern
09-29-2009, 06:10 PM
Quote:
Originally Posted by ngrava
With this Zookeeper thing, you have access to all the systems that Maya foolishly keeps separate, all in one interface! The most telling when when he dragged a connection between an object node to a material node.
Not to derail the thread but since when was that not possible in Maya? :)
you kidding? yes you can do it... But the workflow in maya for this is a piece of Sh**T
This tool is 100 times better than the mayaHypershade (I'm a mayauser btw).
The Zookeeper has a real interface that the Artist can uses. And not just the TD together with mayas even more crapy ConnectionEditor...
bjoern
09-29-2009, 06:10 PM
upps, douple post
ngrava
09-29-2009, 09:30 PM
Not to derail the thread but since when was that not possible in Maya? :)
When you view an object in the hypergraph, you have to go inside one of them in order to see the "Connections" view. This blocks your view of the internal connections of other objects. So, for instance, I could not drag a connection between a property of a deformation node inside one object to a property on a material node inside of a different object. Or in the video, drag a connection between the focal length to the tessellation.
As I said before, you "Can" do all of this stuff right now, but not without going through the connections editor/wire parameter panel and not just by dragging links between nodes. To me, I think it's more intuitive to drag connections between objects rather then picking the two objects to link, going into a separate panel, making sure they are in the right column, finding the parameter on either side and then clicking a link button. Afterwords, you still can't easily see what is connected to what if you have multiple connections between the same two objects. In my opinion, it's much easer to follow the connections graphically.
I can understand if you are not bothered by this. Many, many people have just gotten used to it over the years or have never even seen an issue with it in the first place. Hence, it's never changed in all these years. ;)
I have a simpler issue with Houdini too. There are these different Operator groups or modes. I'm sure you've heard of SOPs, CHOPs, VEX, etc. etc. You can't drag connections between these domains at all. You can make connections however, just not as intuitively as just dragging a wire from one node to another. That's all that I'm talking about anyway.
Michael McCarthy
09-30-2009, 01:04 AM
Thanks so much for all the kind words everyone! We are very excited about Zookeeper and cant wait to get it out to the 3ds max community.
I'll keep you updated and post some more videos soon.
Thanks again
Michael McCarthy
Yup..I've dreamt for something like this for max for a loooong time.
Congrats guys!
(If you can make it for 3dsmax 8 too, I'll be buying a copy for sure.)
-Kees
Cheesestraws
09-30-2009, 10:21 AM
When you view an object in the hypergraph, you have to go inside one of them in order to see the "Connections" view. This blocks your view of the internal connections of other objects. So, for instance, I could not drag a connection between a property of a deformation node inside one object to a property on a material node inside of a different object. Or in the video, drag a connection between the focal length to the tessellation.
Just use the Hypershade instead of the Hypergraph.
I have a simpler issue with Houdini too. There are these different Operator groups or modes. I'm sure you've heard of SOPs, CHOPs, VEX, etc. etc. You can't drag connections between these domains at all. You can make connections however, just not as intuitively as just dragging a wire from one node to another. That's all that I'm talking about anyway.
But thats because Houdini does not pass values between nodes. Simple ch expressions aren't hard to type and it is even easier if you jsut copy and paste relative references.
CGTalk Moderation
09-30-2009, 10:21 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.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.