Free Ebook Manual Download

Programming, Automotive, Hardware, Gadget

This tutorial shows how to create a bone diagram. A bone diagram represents relations between endpoints and surface interaction. A bone is transformed by a force field, and the skin transforms with the bone according to its settings. It can be usefull for creating diagrams that interact with for example a ground plane or planes that are transformed into a design. It covers the basics of fields kinetics and skin.
Read the rest of this entry »

Welcome, today we will be making this cute little fish come alive. Put the UltimaFish.bmp texture into your Morrowind/Data Files/Textures directory. First make sure that your model has a separate mesh for each body part. Also make sure that none of the body parts have the same name as this will cause major problems. The names are unimportant at the moment so feel free to call them what you like.
Read the rest of this entry »

In this tutorial, we’ll explore different methods for modeling, rigging, and animating DNA. There are many ways to approach this macromolecule in Maya and each has its merits depending on what the model will be used for in your scene. We’ll start with a simple ‘plank’ DNA model that is roughly based on what is known about the molecule’s proportions, and then look at different ways to deform it. Next we’ll import a PDB coordinate set for B-DNA and experiment with different representations using particles. These first two methods assume that the helix does not need to unwind and melt. Finally, we’ll go over a programmatic approach to building DNA using PDB data for a single base pair – this method will allow us to twist and unzip the double helix.
Read the rest of this entry »

Animania PDF

Animania is a catalogue of ready-to-use Animal models and motions. If you have built your own models and boned it or set up a segmented model for animation, you know it takes a long time and can be quite challenging. Animania provides models that are already set-up for animation. The mesh models have been boned, and the segmented models have been linked and set up for you. Moreover, each animal model comes with matching motions that you can use right away.
Read the rest of this entry »

You have already rigged character and eyeballs with Modeler’s skelegons. But as you know using skelegons can be kind of cumbersome having to setup in modeler and convert in Layout then edit changes in Modeler if a bone was misplaced. LightWave 3D [8] introduced some full-fledged features to create and edit bones right in Layout, giving you full flexibility when it comes to rigging. Also introduced in LightWave [8] is IK (Inverse Kinematics) Booster which applies IK Handles on all created bones automatically. You can also apply dynamics to bones using this tool. N.B.
Read the rest of this entry »