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	<title>CGTalk - Plugins &amp;amp; Add-ons</title>
	<link>http://forums.cgsociety.org</link>
	<description>CGTalk, the CGSociety's official forum for digital artists</description>
	<ttl>120</ttl>
	<language>en-us</language>
	<item>
		<title><![CDATA[Bones Pro to skin export... METABONES! Help?]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107943</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: TZagalo<br>
Post Time: 05-20-2013 at 03:05 AM<br>
Text:<br>
<br>
Hi,<br />
Can anyone help me with this one? <br />
When you export the bones pro to skin everything works perfectly but the metabones.<br />
How can I make the metabones part of the skin modifier?<br />
Thanks in advance.]]></description>
		<pubDate>Sun, 19 May 2013 22:05:53 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[desintigrating live action footage with krakatoa]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107566</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: M1KES<br>
Post Time: 05-17-2013 at 08:33 PM<br>
Text:<br>
<br>
Hi everyone!<br />
I was wondering how do you make someone on live action footage desintegrate with krakatoa. Do you get a model and project the video on them? I see everyone desintigrating teapots and 3d objects but not much info on live action stuff.<br />
<br />
Here is an example of one <a href="http://www.youtube.com/watch?v=3DTKMp24c0s" target="_blank">http://www.youtube.com/watch?v=3DTKMp24c0s</a><br />
<br />
Can we desentigrate footage?]]></description>
		<pubDate>Fri, 17 May 2013 15:33:56 +0000</pubDate>
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	<item>
		<title><![CDATA[How to make flames stick to the object?]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107532</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: sumchans<br>
Post Time: 05-17-2013 at 04:46 PM<br>
Text:<br>
<br>
Hi,<br />
 <br />
 <br />
Here I have an object that acts as an emitter for FumeFX. I am just trying to make the flames stick to the object even when the object is animated. I want the flames to be tight on the object in a way we could make out the shape of the object.<br />
 <br />
The first image shows the flames on a fighter plane before the animation and the second one is when the fighter is animated. I don't want the flames to spread over as you see in the second image. <br />
 <br />
<img src="http://i199.photobucket.com/albums/aa83/sumchans/_ffx2987_zpsa61d9db7.png" border="0" alt="" /><br />
 <br />
<img src="http://i199.photobucket.com/albums/aa83/sumchans/_ffx3006_zps18d90e23.png" border="0" alt="" />]]></description>
		<pubDate>Fri, 17 May 2013 11:46:43 +0000</pubDate>
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	<item>
		<title><![CDATA[rayfire fragment concave shell?]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1106884</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: joecoke69<br>
Post Time: 05-13-2013 at 01:28 PM<br>
Text:<br>
<br>
HI i'm having a hard time getting rayfire the frag a sphere with a shell mod collapsed down to a poly.<br />
<br />
I select concave type for the imapct object so i'm thingking it should work, but all i get is a filled in bunch of fragments.  Not separated out however as i would just delete the insides.<br />
<br />
Is there something i'm missing?  Specific type or fragment needed?<br />
<br />
cheers in advance.]]></description>
		<pubDate>Mon, 13 May 2013 08:28:57 +0000</pubDate>
	</item>
	<item>
		<title><![CDATA[Hot4max update and Biped Selector plugins]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1106743</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: Perpixel<br>
Post Time: 05-12-2013 at 01:39 AM<br>
Text:<br>
<br>
Hello,<br />
<br />
Just want to inform everyone that I updated Hot4Max to support Max 2014 64bit and also improved memory usage. I'm also working on a displacement map using this. The new Version can be found here,<br />
<br />
<a href="http://www.guillaumeplourde.com/" target="_blank">http://www.guillaumeplourde.com/</a><br />
<br />
Also for anyone still using Biped I can now release the best (imho) Biped selector ever,<br />
<br />
<a href="http://www.guillaumeplourde.com/biped.html" target="_blank">http://www.guillaumeplourde.com/biped.html</a><br />
<br />
Enjoy!]]></description>
		<pubDate>Sat, 11 May 2013 20:39:48 +0000</pubDate>
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		<title><![CDATA[Fumefx and Krakatoa error]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1106191</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: Lagavulin16<br>
Post Time: 05-08-2013 at 04:15 PM<br>
Text:<br>
<br>
3ds Max 2011<br />
FumeFX 2.1c<br />
Krakatoa v1.6.0.43178<br />
<br />
I'm trying to get my fumefx sim into a PRT FumeFX loader, so that I can render it with Krakatoa. I select my fumefx object as the source, but I can't see it in the viewport, and when I render I get this error:<br />
<br />
<b>Failed to load fn ?MakeOutputName@@YA_NPEAD0H@Z from VoxelFlow.dll because: The specified procedure could not be found.</b><br />
<br />
Has anyone see that message before, or knows how to fix it? Thanks.]]></description>
		<pubDate>Wed, 08 May 2013 11:15:54 +0000</pubDate>
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	<item>
		<title><![CDATA[No data in FumeFX velocity pass]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1104844</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: bluesk1d<br>
Post Time: 04-29-2013 at 05:49 PM<br>
Text:<br>
<br>
Hey guys,<br />
<br />
I feel like I am having a brain fart but for some reason on my newest project, I am getting no velocity data in my FusionWorks or standard velocity render elements. I just get the generic 127 gray for the entire image. The alpha shows up properly though.<br />
<br />
I have always just had to ensure I simulated with the velocity channel selected which I have done. However, no dice. Is there some other option I may have inadvertently messed up which would cause the renderer to fail to get velocity data? I am using standard scanline and fume 3.5.<br />
<br />
Thanks!]]></description>
		<pubDate>Mon, 29 Apr 2013 12:49:05 +0000</pubDate>
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	<item>
		<title><![CDATA[RayFire Question.]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1104485</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: sumchans<br>
Post Time: 04-26-2013 at 01:09 AM<br>
Text:<br>
<br>
Hi all,<br />
<br />
Very much  new to RayFire. Just playing around with it since morning. <br />
<br />
A few questions:<br />
<br />
1. I have a dynamic object and a static object in the scene and I want the dynamic object to be locked down inside the static object. Don't know what I am doing wrong the dynamic object just flies off doesn't stay inside.<br />
2. Each time I press the preview button in the RayFire floater window I get different results, what could be the reason for that?<br />
3. How can I avoid the calculating dialog each time I press the preview button in the Rayfire floater dialog? Is there anyway we could cache the calculations?<br />
<br />
Here is the picture of the scene:<br />
<img src="http://i199.photobucket.com/albums/aa83/sumchans/RayFire_zps34d65343.jpg" border="0" alt="" />]]></description>
		<pubDate>Thu, 25 Apr 2013 20:09:34 +0000</pubDate>
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	<item>
		<title><![CDATA[Fume FX render trouble]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1104447</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: prat391<br>
Post Time: 04-25-2013 at 06:32 PM<br>
Text:<br>
<br>
Hey guys!<br />
<br />
So i was working on a small scene that involved me using fume fx for the fire and stuff, and while trying to render the indirect lighting pass with mental ray and FG, i get the following error messages:<br />
<br />
MSG  0.0  error: Object &lt; Shockwave &gt; has invalid texture vertices and may not render correctly.<br />
MSG  0.0  error: Object &lt; FumeFX001 &gt; has invalid texture vertices and may not render correctly<br />
<br />
My flames aren't rendering correctly.<br />
<br />
Does anyone know a work around to this?<br />
<br />
Thanks in advance.<br />
<br />
________<br />
Cheers.]]></description>
		<pubDate>Thu, 25 Apr 2013 13:32:44 +0000</pubDate>
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	<item>
		<title><![CDATA[Rayfire - Some objects are being rearranged after simulation starts]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1104433</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: Karolina84<br>
Post Time: 04-25-2013 at 03:50 PM<br>
Text:<br>
<br>
Hello, I am trying the Rayfire for 3ds max, but I have serious problems with it. I made a model of a skyscraper and I want to simulate a meteorite going through. The result will be implemented into my video footage ready in another file. The problem is, that if I set demolition with PhysX engine, in the first frame of simulation, some objects are being rearranged and rotated out of its original position, and the engine works with the rearranged scene, so it is not real. I tried many simulations with various settings, but result is the same. I tried to make the model again without intersections (when one object &quot;dive&quot; into another), using the snap functions and it did not help too. There are always some rearranged objects. When I try to change the engine to Bullet beta, the objects are not being rearranged, but it seems that simulation with this engine is not so natural as PhysX.<br />
The first image is original before pressing &quot;Bake&quot; button, and the others are taken right after simulation starts.<br />
Thank you for your help, and sorry for my English.<br />
Karolina<br />
<br />
<img src="http://imageshack.us/photo/my-images/211/ashampoosnap2013042517h.png/" border="0" alt="" /> <br />
<img src="http://imageshack.us/photo/my-images/267/ashampoosnap2013042517h.png/" border="0" alt="" /> <br />
<img src="http://imageshack.us/photo/my-images/12/ashampoosnap2013042517h.png/" border="0" alt="" />]]></description>
		<pubDate>Thu, 25 Apr 2013 10:50:06 +0000</pubDate>
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	<item>
		<title><![CDATA[FumeFX-Thinking Particles not working together]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1103943</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: Metallation<br>
Post Time: 04-22-2013 at 01:05 PM<br>
Text:<br>
<br>
Greetings to the cgtalk community.<br />
 I have been trying for over a week and a half on a problem with FumeFX and TP integration. FumeFX birth and follow nodes do not follow the simulation previously done but instead just generate the particles in the position the FumeFX emiter was at frame #1. If you're thinking I'm missing a channel or I'm connecting the nodes wrong I have tried everything in these terms and in addition to this 3ds max crashes when I connect the FumeFX Probe Operator, so I thought to ask here in case anyone has encountered this previously and/or has any ideas. Any help will be much appreciated.<br />
 Thank you in advance!]]></description>
		<pubDate>Mon, 22 Apr 2013 08:05:15 +0000</pubDate>
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		<title><![CDATA[vray self illumination reflections]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1103801</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: ice-boy<br>
Post Time: 04-21-2013 at 11:31 AM<br>
Text:<br>
<br>
the left sphere is a vray light and the right sphere is a model with vray self illumination.the vray light intensity is 100 so i also set the self illumination multiplier to 100. <br />
  <br />
  if i understand correct that the renderer samples easier bright light then bright materials. and the self illumination is a bright material right? so the problem is that the self illumination is to bright with 100?<br />
  <br />
  i have very complex shaped lights. so i am using vraylights for the diffuse and then vray self illumination for the light shape that is very bright.the bright light shape is used to get accurate reflections on glass,glossy materials.   is there a tip how to get faster rendertimes ? thanks <br />
  <br />
  <img src="http://i.imgur.com/VptPZvu.jpg" border="0" alt="" /><br />
  <img src="http://i.imgur.com/upBMRiv.jpg" border="0" alt="" />]]></description>
		<pubDate>Sun, 21 Apr 2013 06:31:45 +0000</pubDate>
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	<item>
		<title><![CDATA[ThinkingParticles_help: usual tricks for &quot;usual&quot; scenes?]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1103793</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: savat<br>
Post Time: 04-21-2013 at 09:15 AM<br>
Text:<br>
<br>
Hi guys,<br />
    nothing difficult...in my learning path I want to better focalize on some arguments first of to became a TP wizard <img src="images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" />.<br />
    What I observe in my exercises are geometry compenetration and slow calculation (hardware apart), these are the goals of my help request:<br />
    <br />
    1 - compenetration (collisions resolution): I use to increase the following parameters:<br />
    -----geometry tesselation;<br />
    -----subsampling (for fast animation detection and general stability);<br />
    -----SC voxel grid (for a better shape analisys but...is better to increase or put 1 in this value?);<br />
    -----SC physics collision and contact parameters;<br />
    <br />
    2 - memory and channel data operators:<br />
    -----how they work in a simple practical example (better explained then the guide e.g.)?<br />
    -----can they speed up simulation/calculation times?<br />
    -----the first (memory) is newer (and better?) solution then the second?<br />
    <br />
    The linked file (tp5 + max2013) is a simple scene where fragments compenetrate on ground plane and simulation is fastly slow down.<br />
    Is possible a little help using this scene test?<br />
    Thanks in advance.]]></description>
		<pubDate>Sun, 21 Apr 2013 04:15:58 +0000</pubDate>
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	<item>
		<title><![CDATA[Anyone have any idea on generating custom physical meshes on MassFX?]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1103554</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: sumchans<br>
Post Time: 04-19-2013 at 01:48 AM<br>
Text:<br>
<br>
Hello,<br />
 <br />
I am just wondering on how to create custom meshes for MassFX rigid bodies? The 3ds Max help didn't help much and this forum also doesn't have any information on it. Could anybody help me with some instructions?<br />
 <br />
Below is the picture of the object that I am trying to create a custom mesh.<br />
 <br />
Thanks.<br />
 <br />
<img src="http://i199.photobucket.com/albums/aa83/sumchans/Massfx1_zps390b817f.jpg" border="0" alt="" />]]></description>
		<pubDate>Thu, 18 Apr 2013 20:48:00 +0000</pubDate>
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	<item>
		<title><![CDATA[Long time issue with Vray Frame Buffer]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1103349</link>
		<description><![CDATA[Forum: Plugins &amp;amp; Add-ons<br>
Posted By: adom86<br>
Post Time: 04-17-2013 at 02:21 PM<br>
Text:<br>
<br>
I have always put up with these 'spasms' that VFB causes, does anyone know why!? It has happened for at least the last 2 or 3 years worth of vray releases. I'm in the habbit of not daring to touch the VFB while NOT rendering as that is what sets it off usually. I know I can just use normal max frame buffer but I like VFB extra things <img src="images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" /><br />
<br />
Here is a video of what I mean<br />
<br />
<a href="https://vimeo.com/64230914" target="_blank">https://vimeo.com/64230914</a><br />
<br />
Thanks]]></description>
		<pubDate>Wed, 17 Apr 2013 09:21:29 +0000</pubDate>
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