.:: Tips & Tricks ::.

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  12 December 2002
.:: Tips & Tricks ::.

Back by dope demand

well then, due to another servercrash we lost the initial posting of this thread. but here it is again. there's no backup of it whatsoever, so i guess we all just have to repost those tips and tricks again.

color the tip or trick part of post and please, refer from general chat in this thread. if you want to say hey cool or whatever, pm the poster of the T&T.

cheers.

[edited by magicm]    for better readability, please use 'skyblue' as the color for your tip.    [/edit]
__________________
eqko

Last edited by magicm : 05 May 2003 at 10:05 AM.
 
  12 December 2002
Here's a way to rotate around a specific point.
Right click and save as - flash file - 289kb

Someone was asking how to make a bent tube and cut these notches out of it.... here's how.
Right click and save as - flash file - 2.3mb

And here's the famous viewport speed trick
Right click and save as - flash file - 894kb

p.s. EQ: I know you mentioned those awesome scripts that your friend made... get to it
__________________
Gene Crucean
Arnold Renderer

Last edited by magicm : 05 May 2003 at 09:35 AM.
 
  12 December 2002
ah yes, yur right.

easy subobject switch

for easy switching of subobject level this is a really handy tool that appears at mouselocation when used.
available in the download section on my site.

Alternative CamSwitcher

An alternative for max's native camswitcher. the beauty of this one is that it allows ya to switch even when in maximized viewport.
Also comes with a built in lightlist toggle


download below

Equinoxx | Online
__________________
eqko

Last edited by magicm : 05 May 2003 at 09:35 AM.
 
  12 December 2002
A couple of tips to speed up the workflow :

Don`t use meshmooth anymore...you just have to use the built in nurms feature of editable poly, and bind a key (space for example) to "NURMS Toggle (Poly)"
This way you can switch in real time from low to hipoly meshes just pressing a key, without the meshsmooth modifier.

Bind the Display Floater to a key , for a quick control of visibility and properties of the elements in your scene...(mine is ctrl-d), and bind to a key even the Light Lister Tool, very handy when the number of lights in your scene becomes dense.




Ciao, Ale
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A.Baldasseroni
Lead character artist @ Blur

Personal portfolio

Facebook page

Character modeling for production DVD

Last edited by magicm : 05 May 2003 at 09:35 AM.
 
  12 December 2002
Remake

O.K.
I repeat my tip from the first edition, because I know, it's realy useful.

When you are working on a complex model, make selection sets of sub-object level(vertex, edge, face...).

If you change your mind later, or have to repair something, this is a handy and sometimes the only way, to navigate in a dense mesh.

ivan
The image below is an example.
Attached Images
File Type: jpg cgt_demo.jpg (36.9 KB, 2351 views)

Last edited by magicm : 05 May 2003 at 09:36 AM.
 
  12 December 2002
Quote: Originally posted by Eklettica


[COLOR=red]Don`t use meshmooth anymore...you just have to use the built in nurms feature of editable poly, and bind a key (space for example) to "NURMS Toggle (Poly)"
This way you can switch in real time from low to hipoly meshes just pressing a key, without the meshsmooth modifier.


I have a couple of issues with this. First, it's only really useful as a modeling tool since you'll still want the ability to place modifiers before the subdivision if you are planning on animating the object. Secondly "Use Nurms Subdivision" seems to register in the Undo buffer, wheras "show end results" doesn't, and this can be highly irritating when checking a mesh edit.
 
  12 December 2002
Iain McFadzen :

Show end result can't be bound to a key, can it ?
By the way,perhaps it's a matter of tastes, but i love to model in low poly and instananeously watch the final subdivided result just pressing a key.It gives me great flexibility and saves a modifier in the stack.
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A.Baldasseroni
Lead character artist @ Blur

Personal portfolio

Facebook page

Character modeling for production DVD
 
  12 December 2002
Yeah ShowEndResult can be assigned to a key, but only through maxscript (meshtools comes with such a script though, so it's not like you have to write it yourself).
 
  12 December 2002
some simlple tips:

- In render menu (F10). Right-click the Predefined resoloution buttons... now you can define your own.

- Ctrl+click a spinner is = 0

- when text/numbers is selecter inside a spinner. click Ctrl+N for calculator.


Maybe I'll post some more later... can't remember more now...
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Martin Andersen
http://www.3d-designer.dk

Last edited by magicm : 05 May 2003 at 09:37 AM.
 
  12 December 2002
Quote: - Ctrl+click a spinner is = 0

right-clicking a spinner sets the value to zero

- you can align all selected subobjects to zero on a special axis, by right clicking on its spinner in the "transform type-in" window of the "non uniform scale". just select "use transform coordinate center" and set the coordinate system to "world".
if you type in "-100" you can mirror the selection around one axis. usefull for mirroring halfes of creatures or human faces. you just have to flip the normals after scaling

- pressing "i" and holding it down pans the viewport around mousearrow (usefull while drawing splines and building faces)

-ctrl+alt+left mousebutton in the timeline sets startpoint
-ctrl+alt+right mousebutton in the timeline set endpoint
-ctrl+alt+middle mousebutton in the timeline pans the timeline

- if you want to snap to the end of a tape-helper set to a specific lenghts, use a target camera instead. type in a target-distance in the camera menu and snap to the target-pivot.

- if you want to extrude a set of faces who have no neighbor-faces and want to cap the end. just "clone to element" before extruding by holding shift and drag the selection to somewhere. then flip their normals. select the original faces again and extrude. afterwards select the cloned element and snap it back to its origin. then weld all vertices.

Last edited by magicm : 05 May 2003 at 09:38 AM.
 
  12 December 2002
i forgot something

this is an addition to the selectionset-tip by ivan iliev

you can use "edit named selections" in subobject mode too. usefull boolean functions like combine, substract and so on.

Last edited by magicm : 05 May 2003 at 09:38 AM.
 
  12 December 2002
Quote: Originally posted by Eklettica
[B]A couple of tips to speed up the workflow :

Don`t use meshmooth anymore...you just have to use the built in nurms feature of editable poly, and bind a key (space for example) to "NURMS Toggle (Poly)"
This way you can switch in real time from low to hipoly meshes just pressing a key, without the meshsmooth modifier.


I don't use the built-in meshsmooth especially when working with symmetry. When U apply a meshsmooth before the symmetry modifier, in most cases U will get an ugly looking seam. This also happens when using the meshsmooth calculated during the rendering.

I mapped most viewports to different shortcuts because I usually work only with 1 or 2 VPs open. For example:
ALt+w: Maximize vp
shift+r: right vp
shift+b: back vp

Additionally I map my most commonly used Editable Poly tools - target weld, cut and create polygong - to a shortcut
shift+t: t-weld
cut: alt+c
alt+shift+c: create polygon

For the end result toggle I wrote to custom macroscript I assigned to 2 shortcuts: 1 for off and 1 for on
off: (ctrl+r)

macroScript endResFalse
category:"DragAndDrop"
toolTip:"Show End Result Off"
(
$select
showEndResult = false
)

on: (ctrl+t)

macroScript endResTrue
category:"DragAndDrop"
toolTip:"Show End Result On"
(
$select
showEndResult = true
)

Perhaps my tips are useful.
__________________

 
  12 December 2002
A tip for modeling Symmetrical Polygonal+Meshsmooth object like human body & head (Maya style) :

_________________________________________________
> Start to make the half of the mash
> Soon make a Refrenced copy of the main polygonal cage
> Apply a 'Symmetrical' mod to the new mesh (turn welding on)
> Add a 'MeshSmooth' mod above the LINE & 'Mesh Select' afterward
> Assign a %100 selfilluminated wireframe mat to the main polygonal cage & make it non-renderable
> If you want you can move it away a bit too
> Now continue the modeling on Polycage & see result in Mirrored & Smoothed one instantly with no visual disturbance that 'end show result' would cause.
_________________________________________________


Regards
Ila
__________________
Ila Soleimani
www.ilasolomon.com

"Billions of bilious blue blistering barbecued barnacles!...Cannibal!"


Last edited by magicm : 05 May 2003 at 09:39 AM.
 
  12 December 2002
Tip to speed up viewport playback of animation

Close the material editor to serisouly speed up the playback of your animation in the viewport.
This because max tries to update the material editor with every frame
__________________
eqko

Last edited by magicm : 05 May 2003 at 09:39 AM.
 
  12 December 2002
By complex models, (again)

Create a spline structure, that contain the most important sections of the object, bind it as a child to the model, then freaze it, to make it unselectable and you will have it always where you do need it

I find it handy, often this is the only way to achieve precision
The image below is an illustration from a WIP.

ivan
Attached Images
File Type: jpg cgt_demo01.jpg (20.6 KB, 1330 views)

Last edited by magicm : 05 May 2003 at 09:39 AM.
 
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