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Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 1 NAGFO Game Developer Webinar.

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Presentation on theme: "Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 1 NAGFO Game Developer Webinar."— Presentation transcript:

1 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 1 NAGFO Game Developer Webinar Series Making 3D Game Production Faster Using Scripting in 3D Studio Max # Augustine John

2 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 2 NAGFO Game Developer Webinar Series Augustine John Sr. Technical Artist, Indiagames Ltd. # He has been in the graphics industry for 11 years – before joining Indiagames 4 years ago. He started his 3D career doing modelling and rigging, and has lead the 3D character art team. He has been instrumental in streamlining the production pipeline – developing 3D Studio Max scripts and plug-ins for the artists. Currently as a Senior Technical Artist, he contributes his experience to Indiagames proprietary ICE 3D # platform.

3 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 3 NAGFO Game Developer Webinar Series Agenda Short Introduction to Maxscript Maxscript in action – Modeling – Animation – Exporting – Level Design

4 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 4 NAGFO Game Developer Webinar Series Maxscript is the built-in scripting language for 3Ds Max Allows to control 3Ds Max Allows to customize and extend 3Ds max user interfaces What is Maxscript?

5 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 5 NAGFO Game Developer Webinar Series Maxscript in Action

6 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 6 NAGFO Game Developer Webinar Series Texture Finder –Assigns the latest texture from the specified folder and its sub-folders Modeling & Texturing

7 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 7 NAGFO Game Developer Webinar Series Adjust UV –Transforms the UV as specified 256 x 256 textureResized to 128 x 128 * Texture from Project Asoka Modeling & Texturing

8 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 8 NAGFO Game Developer Webinar Series Change Texture Format Modeling & Texturing

9 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 9 NAGFO Game Developer Webinar Series Problem faced –Change in Bone Count or Hierarchy –Change in Character’s Proportion –Change in Character’s Overall Dimensions –Animator’s file may be initial rough model So, animator has to –Save all the animations one-by-one –Load these animation files into the final model Animation

10 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 10 NAGFO Game Developer Webinar Series Batch Save and Load Animations Batch save ‘bip files’ from max files Batch load ‘bip files’ on finalized model Animation

11 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 11 NAGFO Game Developer Webinar Series Process for our earlier MascotCapsule v3 rendering engine in our game development pipeline –All animations 1 st frame be positioned at x = 0 & y = 0 –Insert a new 1 st frame common for all animations –Export this max file to fbx format (This process is to save data) –Import the fbx file –Change the fps as required for the target phone –Adjust the ‘main key poses’ – which may be lost in fps reduction –Collapse the trajectory to 1 key per frame –Place BAC axis in (0,0,0) to take care of y-z axis and origin. –At last, export the file to bac and tra Exporting

12 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 12 NAGFO Game Developer Webinar Series Approx. export time per animation manually = 4 minutes (Ignoring the potential human errors) Impractical to export manually Approx. export time per animation using script = 8 seconds (Plus gives detailed report with errors and warnings) Exporting

13 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 13 NAGFO Game Developer Webinar Series Level Editor (Predator) Level Editor used for the mobile game “3D Predator: Bad Blood” Level Design

14 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 14 NAGFO Game Developer Webinar Series Automate repetitive tasks –For e.g.. Batch save & load animations Simplify the workflow –For e.g.. Save and load biped animations script Export assets for game programmers –For e.g.. Level editor, Camera exporter Eliminates the human error ‘Time’ factor – faster job completion Uses of Maxscript

15 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 15 NAGFO Game Developer Webinar Series Maxscript documentation Study others’ scripts from sites like www.scriptspot.com Search / ask questions in online forums DVD video tutorials How to learn Maxscript?

16 Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 16 NAGFO Game Developer Webinar Series Questions & Answers Thank You!


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