Here is the newest version of the Dabelow tool box. It is the updated version of the tool box below. I closed off the unfinished scripts with dialog boxes, and added two new features.

  • StretchPoint - this script automates making a stretchy bone link. The kind that has a point on either side, and a stretchy bone that preserves squash and stretch in the middle. this is great for adding some s&s to your rig in things like fatty areas, ears, heads or anything secondary. On simpler rigs this could even be used as the spine (in links of course) to make some blubbery characters. In order to use this script make a bone, then right click to make the end bone (the little nub). Select that nub and click the stretch point button and it will add a point to each end and there ya go.
  • PistonMaker -  I wanted to be able to turn any two pieces of geometry into a piston essentially lookat constraining them to each other. So I took what I learned earlier and adapted it to this. Simply make the two pieces of geometry and select them, and run the script. Based off of their pivot points they will be constrianed to eachother and point nodes will be created to parent to whatever the piston is driving.

 Download it Here

Holy crap! what a giant script update! Too bad it is only a beta version. Only about half of it is functioning fully right now, and the unfunctioning ones have been dissabled. Despite being in progress this tool bar has become a crucial part of my workflow, and i cannot work without it. This is partly due to me uploading it here, so I will always have it easy to get to. List of (working) features include -

  • Grey-It : applies customized visual prefrences to an object. grey color, black wire, and not frozen in grey.
  • 8-Cyl : Creates a greyed eight sided cylinder at origin.
  • S-Box : Creates a new primitive sphere based off of a smoothed box at the origin.
  • Modifier hotkeys : Quick shortcuts to getting to my most used modifiers (works with a selection)
  • Zero Weld : collapses all verticies on a selection (multiple objects) within a small tolerance.
  • IK stretch : Written by Tyson Ibele, it is used to create, and remove strechy bones to an IK chain.
  • Zero : Converts an objects controlers from a single Euler xyz and Rotation xzy to a position and rotation list with dual Euler and Rotation controls. This also freezes the transforms on the object where it is, giving you the ability to cleanly wire controls to it.
  • Clear : Clears all controlers on an object. ( undoes the zero tool )
  • Ctrl Ring : creates a control spline object at the base of a bone chain, and parents the bone to it.
  • Slicer : creates a skinning control ring array half way down a bone, this automates one of the longer steps from the tentacle rigging tutorial.
  • Center Pivot : Written by Micahel Commet, this tool centers your objects pivot.
  • Pallette : This one is invaluable! it allows you to temporarily store any color information, and is even transferrable between files, just as long as the toolbox remains open.

Download it here

Wiring Parameter Tutorial By Aaron Dabelow, Using 3DS Max 8

This tutorial will guide you through the process of setting up simple wire parameters, which you will find is an invaluable tool for the max user. Wiring parameters allow you to connect any attribute of one object, to any attribute of another. This includes ANYTHING you can change in Max, length, rotation, mesh smooth iterations, bend controls, or modify any modifier. Once you learn this you will wonder how you ever rigged before. And then I will show you how to collect your parameters in a collection for easy animation.

Setting up your scene: To demonstrate the abilities of the wiring parameters, we will need to set up a simple scene, to do this lets create two gears.

Creating the gears: In the top view create one gear with these parameters:

Radius: 30
Height: 10
Height and Cap segments: 1
Sides: 20a

And a second one with these

Radius: 60
Height: 10
Height and Cap segments: 1
Sides: 40

And arrange them next to each other, with a one unit gap between them, like this.

http://www.aarondabelow.com/+content/tutorials/wiring/2.jpg

Select both and right click, and in the popup menu, convert to editable poly. Select every other face on the outside edge of the large cylinder, so you have a total of 20 polygons selected. Bevel them to these parameters

Height: 10
Outline amount: -1.0

http://www.aarondabelow.com/+content/tutorials/wiring/3.jpg

Repeat this process on the other gear so your scene looks like this.

http://www.aarondabelow.com/+content/tutorials/wiring/4.jpg

Creating your Wiring Parameter: This is when we connect the information of one object to another, so they become linked in animation.

Creating the link: Select the small gear, and right click. In the transform box, go down to “Wire Parameters”

http://www.aarondabelow.com/+content/tutorials/wiring/5.jpg

Under the prompt that pops up, follow this progression:

Transformation > Rotation > Z Rotation

http://www.aarondabelow.com/+content/tutorials/wiring/6.jpg

You will now have a dotted line from your cursor to the origin of the first gear, select the object to wire to by clicking on it, Select the large gear. You will be prompted with the same “Wire Parameter” prompt as on the first gear, follow the same progression:

Transformation > Rotation > Z Rotation

You are prompted with a Parameter wiring window, where on the left we have our first object, (the small gear) and on the right we have the second object (the large gear) in-between them there are 2 arrows pointing both directions and one pointing both. Select the one that points both ways. This will make their relationship connected to them both ways, as a real gear would. But the rotation of one gear isn’t the exact same as the gear it effects, each cooperating gear rotates the opposite direction as the one it is paired with. So go to the “expression editor” text box in the bottom right of this window and place a “-“ before the “Z_Rotation” to make its rotation opposite from the small gear. And because it is twice the size after it place a “/2” This will divide its rotation to half that of the small gear. So change the equation from:

Z_Rotation
and change it to
-Z_Rotation/2

http://www.aarondabelow.com/+content/tutorials/wiring/7.jpg

We have now written an expression. After you have completed this step, Click on the button in the middle of the window called “connect”. This will finalize the relationship between the two gears, and make the rotation of one, affect the other.
Now try rotating the small, or large gear along its “Z” axis, If everything was done properly, then they should rotate realistically.

Creating a parameter collection: Creating a parameter collection is a useful way of organizing many parameters, attributes, and animation controls in one floater, without the trouble of having to search for the object on a rigged character, or in a scene. It is very useful for organizing similar controls together in rollouts and can make life a lot easier.

To open the parameter collector, press “alt+2” on your keyboard, or go to the “animation” dropdown menu, and click on Parameter collector.
This will open a small nearly empty window; no parameters have been added yet. Select your small gear in the scene and click on the white plus on the right hand side. You will be prompted with the “track view editor” This will allow you to select ANY PARAMATER in the entire scene that you have, and give you direct control of it.

 

http://www.aarondabelow.com/+content/tutorials/wiring/8.jpg

You are presented with a file-manageresque view of everything in your scene. Expand this file path

Objects > Cylinder01 > Transform: Position / Rotation / Scale > Rotation : Euler XYZ > Z_Rotation : Float wire > Z_Rotation Animation : Bezier Float

http://www.aarondabelow.com/+content/tutorials/wiring/10.jpg

Press okay, to select Z_Rotation Animation : Bezier Float. This will select the single Z rotation of the small gear. Feel free to explore and see what all you have access to in this window.
Back in your parameter Collector, there is the Z rotation controller.If you click on the small Grey, box that becomes orange directly to the left of the animation controller, and then right click on it you can change the name of that parameter, and if you click on the long one across the top, and click on the “rollout” menu at the top of the window you can rename that collection.

Slide your controller, and if everything went well, you should have an animation controller for you gears. Remember, this has applications far beyond gears, and you can select any attribute and connect them together with this process. If you do something amazing with this, please show me, I’d love to see how this might have helped.

http://www.aarondabelow.com/+content/tutorials/wiring/gif.gif

If this helped, i’d like to hear back from you, of if you have any amendments to make.

Creating Grass using ScatterTutorial By Aaron Dabelow, Using 3DS Max 8

Creating Textures: The first, and most important step to creating visually appealing 3-D grass, is creating the proper textures. We will need to create 3 texture maps for this tutorial; the diffuse channel for the grass, the alpha channel for the grass, and the diffuse channel for the ground.

The Ground: The Diffuse channel for the ground is what will appear underneath the grass, there are two ways to do this. The first is use an actual image of the ground, which is what I did. I took this picture in some nearby woods, after climbing a tree, and you can download this low-res version. You can easily create your own, or find one online.

Alternate: If you are going to have very thick grass, or don’t wish to use an image, you may simply apply a noise map to your ground plane. I chose a de-saturated brown, and a de-saturated green, set the noise type to fractal and set the size to 10.

The Grass: For this step, I took an Image of a tuft of grass, and removed the background in Photoshop; you could use any photo manipulation software to do this, so all that is left is the silhouette of the grass. Duplicate the layer and gausian blur it, make sure that the blurred layer is beneath the original one. Duplicate the blurred layer, and combine both blurred layers. What this has done is bleed the color out around the image of the grass, and still kept the original image. You have now completed the diffuse map for the grass.

http://www.aarondabelow.com/+content/tutorials/grass/3.jpg

The Grass Alpha: Now, take the file we were just working with and duplicate the original image layer, without the blurring. Bring its saturation to zero, and play with the contrast to make it mostly white. Duplicate, and gausian blur but only slightly! make sure it is less than the diffuse bleeding. All you want this blur to do is take the sharpness off of the edge of the leaf. This is done so the grass won’t appear aliased (jagged edged) in the final renders. This is what the earlier bleeding was for, to allow the alpha mask to be smooth, but not catch any of the diffuse channel that wasn’t the right color.

http://www.aarondabelow.com/+content/tutorials/grass/4.jpgThe image “http://www.aarondabelow.com/+content/tutorials/grass/5.jpg” cannot be displayed, because it contains errors.

 Final Texture file: Now combine all of the alpha mask layers together onto a black background, and place that at the top of your layer stack in Photoshop. So it looks like the image I have here. Make sure you have only the diffuse chanels turned on, and the alpha mask turned off. This will be important later when we are composing our material in 3D Studio Max.

http://www.aarondabelow.com/+content/tutorials/grass/6.jpg

Creating Materials: Open up the material editor in Max, and create a standard Blinn, Under the “Shader Basic Paramaters” Check the “2-sided” box, and the “face map” box. This will make the texture show from both sides, and display properly in our field. Then under the Maps rollout, in the diffuse channel load up our Photoshop file. Click Open, and under the .psd input options, click okay. Next move on to your Opacity map, start off doing the same thing, load up our Photoshop file, but this time when prompted with the .psd input options, click on “individual layer” and even though we have the mask layer turned off, it appears, and we can select it. Do so. I really like this method of selecting individual layers, so I can keep all of my maps in one file for one material. Very useful for keeping Bump, Opacity, Specular, and Diffuse maps all in one file, and this shows the importance of labeling your layers, and keeping things neat.

http://www.aarondabelow.com/+content/tutorials/grass/7.jpg

 Setting up our scene: Now we are ready to create our scene in max. Create a plane with several subdivisions, and bend it around to look like you want it, Soft selection and noise are very useful for these tasks. Then apply the ground material that we discussed in the first step.

http://www.aarondabelow.com/+content/tutorials/grass/8.jpg

Then create a plane, with no subdivisions, just one polygon, and make it proportionate to your ground and scene for one tuft of grass. This will end up being the geometry for all of the grass. Duplicate and rotate the single face twice, so you have a total of three planes, in a star pattern. Then make one of the planes taller, and the other shorter. This will give some variation to the grass clumps. Now under the Edit Geometry menu in the Modify Panel, attach all three of the planes together, so now it is one piece of geometry, and add our grass material to it.

http://www.aarondabelow.com/+content/tutorials/grass/9.jpg

 Finishing up: Select the newly made tuft of grass and go to the create panel, and under compound objects, click on “scatter”. Under “pick distribution object” select the ground plane. Go down to “distribution object parameters” and uncheck “perpendicular” this will stand your grass upright. Go down to “display” and change the percent of scatter objects from 100% to something more manageable, like 10%, and check the box that reads “hide distribution object” Now this is where it gets tricky. You will need to play with all of these settings to get your desired result, but here is what worked for me.

http://www.aarondabelow.com/+content/tutorials/grass/10.jpg

Final Image: Trow in some lights and set it to render, Let me caution you against Final Gather, or Skylight, despite the fact that it makes it look awesome, it can seriously slow you down. If you really want to use it, turn your shadow samples down to around 5 to 7. And with any luck and some time you’ll end up with something looking about like this, or better.

http://www.aarondabelow.com/+content/tutorials/grass/final.jpg

If this helped, i’d like to hear back from you, of if you have any amendments to make.

This Script allows you to quickly and easily convert an objects controlers from a single Euler xyz and Rotation xzy to a position and rotation list with dual Euler and Rotation controls. This also freezes the transforms on the object where it is, giving you the ability to cleanly wire controls to it. This is an invaluable script i wrote for my rigging.

 Download it here