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Universal model project
I have dwelled on creating a universal human model for a couple years now. The goal is simple - being able to transform into any real or fictional character within the boundrys of a healthy adult. I have also gathered loads of information, experience and techniques for digitally building any kind of human imaginable and all in all have a pretty good idea how to achieve it in an universal model. The most severe problem im facing tho is max itself because for one its model morphing abilitys and transitions are too inflexible and easily broken and second there is no direct way to achieve some of the transformations required like morphing the skinning of the model. This got me thinking about other ways to make what i need and i came up with 3 options:
maxscript my way out of this - im a pretty experienced programmer but have never bothered to learn much more about maxscript then deforming rigs, question here is how much power does maxscript have over max? could i possibly create my own versions of morph, skin and other tools?
code my way out of it - im most comfortable in a c/c++ environment so i could whip up some type of model generator but i have no info on how to later get the model into max with the rig and skin attatched, im also not very good at advanced 3d visualization which means in the end i would have to go back and forth between the generator and max alot which is cumbersome
third option would be that maybe there is another modeling suite that is capable of the things i need? Anyway, if you have any info on the topic or creating universal models in general your help is much appreciated.
read 299 times
3/18/2010 9:20:43 PM (last edit: 3/18/2010 9:20:43 PM)
MAXScript can access pretty much anything in the user interface plus a lot not accessible through the UI.
But if you're more comfortable with C++, I'd suggest having a look at the SDK. Not a simple task but you can create just about anything you need.
It might be an overkill for what you want, though.
read 285 times
3/18/2010 9:36:39 PM (last edit: 3/18/2010 9:36:39 PM)
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