I would like to do Blueprint Animation in 3ds max and I have problem with material. It looks like this:
Watch from 3:43
Could give me an idea how can I do material like this on the movie or maybe do you know where I can download something like this?
I use 3ds Max 2010 and MentalRay
Use a MentalRay contour shader. For more info see the manual here.
Related
I imported a big 3DS file to my Unity scene and I would like to make it transparent.
My object is as big that has been imported as a mesh with 5 different "sub meshes" inside and some of them have materials (already imported).
Can someone shed some light on how can I do it? I'm thinking that maybe I need to do a loop to go through all the sub meshes and check the material there... but honestly... if that is a solution... I do not know how to do it...I'm using C# but this are my first steps on Unity and C#.
The user Mark is right. I need to start with baby steps before understanding the complexity of it. Sometimes I'm running too fast!
Thanks a lot.
So I downloaded a rigged model for 3DS Max and it had something I'd never seen before. Bones as globes and rings floating outside the mesh for easy access and convenience instead of having to constantly access the object hierarchy or switch between layers to make sure everything is animating properly. How do I set up a model like this, or change a model rigged with regular lines between points as bones into a model like this?
Rigged model with bone "helpers?"
I see you are new here, but this website is for purely programming related questions. How to use any particular software is not the focus of this particular website.
I would suggest you take 3dsmax questions to cgtalk.com or perhaps as well to autodesk's own support website. Hm... looks like their old website for discussion forums, www.the-area.com doesn't work anymore. But I found this link: http://forums.autodesk.com/t5/3ds-max/ct-p/area-c1
After several months of casual research on three.js as I work on a model in Blender 2.7 I have yet to locate a method for exporting the blender particle system hair? By chance would anyone have any ideas how would I go about achieving this feat, would I need to perhaps export to OBJ or some other format? I have yet to see any three.js imported particle systems from any 3d system?..Any ideas would greatly appreciated !!
The method I use is make your particle hair. Then, under the modifiers tab, select "convert" to convert it into a mesh.
Next add the "screw" modifier. Set the objects center accordingly to get the best "screw" results. Use X, Y, or Z axis, and change to 2 degrees. Change the number of sections to 2 as well.
This will make a mesh like hair.
This solution is a visualized version stated by beiller.
Step by Step
Go to Modifiers.
Click Convert.
Now the hair become like this.
Add Screw modifier to the hair and so change the Angle to 2.
Click Apply.
Export your model to what file format you need.
Iv'e tried every setting of so many exporters to get this to work, the blacktowers modified exporter for three.js, Inka3d, clara.io and online converters, and trying opening the FBX with animation into blender to no avil.
The FBX has animation and plays on websites such as clara.io and inside of Maya / 3DS Max, however when exporting the .json or .js it doesn't work inside the online editor or offline editors.
Is there any other way to get Animations with skinned bones / joints from Maya to .js / .json that will work inside of Three.Js?
The other answer is inaccurate. It is possible (and, indeed, common) to export animations and bones to three.js-friendly JSON files, from all the major 3d formats (FBX, DAE, etc.). The most robust and foolproof way seems to be through the JSON exporter in Blender - sometimes it still requires some fidgeting with, but the pipeline is mostly functional in 99% percent of the cases I've seen.
Currently (Jan '16) there is no need to use the blacktower exporter; the standard JSON exporter for Blender works just fine.
This is a good tutorial, although current practices (at least my own) differ slightly and you may have to play with various exporter options to make it work for you. If you're still running into problems, please post a clearer description of your specific issue and I'll try to help you get it working.
None of the JSON formats for ThreeJS support keyframe or bone data I understand. Right now I believe on Collada and possibly the MD* file types can be imported into ThreeJS directly with bone and keyframe data.
I have a question on a problem I've been struggling with.
I have been trying to figure out if the "bones" member in the Three.js JSON file format is supposed to be the bind pose of a skeleton?
I ask because, at the moment, I am exporting an avatar from DAZ Studio to Three.js, and that works fine. But as soon as I add the bones and animation everything is distorted. Basically, stretched out in the X and Y plane. I assume this is because I am exporting the "bones" and the "animation" members incorrectly. (Currently, I export the bind pose to the "bones" member).
The issue is that when I look for documentation on what is supposed to go into those fields, I can't really find anything. (Currently I just copied the format of the buffalo.js sample file on the three.js site). But obviously, I am outputting the bone translations, rotations and scales in the wrong coordinate space. Or maybe they should all be the bind pose??? I'm not sure... because I can't find anything to reference. I tried to use the blender exporter as a guide, but blender spaces and armatures are significantly different from what you find in DAZ Studio or Unity 3D.
If there is anyone out there who is familiar with the required coordinate spaces for values in the "bones" and "animation" members of the Three.js JSON file format, I would appreciate any guidance you could give me.
I am a bit too perplexed at the moment, and thought this might be a good time to "reset" and ask for a bit of guidance.
Thanx in advance to anyone who can help.