Serious technical limitations of proprietary languages.

loocas | 3ds Max,maxscript,Maya,opinions,Python,software,technical | Tuesday, May 13th, 2008

The more time you spend developing some more complex tools and code, the more you start appretiating all the open-source tools and add-ons you can get. Thankfully, Max and its MAXScript language is very widely used throughout the CG community, so, some times you don’t even have to start developing your own tools from scratch, you can get either the whole package from sites like ScriptSpot or at least build your tools up on somebody else’s script. However, there are certain limitations that even a huge community, such as the one Max has, won’t be of much help.


I’m loving Python!

loocas | 3ds Max,maxscript,Maya,opinions,Python,software,technical | Sunday, March 2nd, 2008


Interestingly enough, when I started looking into extending my technical skills and knowledge beyond 3ds Max itself at first I got a bit frustrated. The reason was I thought (as probably many other technical artists out there, based on many discussions I read) that I spent years developing some scripting and technical skills to find out they were useless and I’ll have to learn something entirely different in order to stay at the cutting edge and still being competitive. Now while 3ds Max isn’t a factor here, it’s just a platform anyways, I dived into Maya recently and faced a, seemingly, difficult decision: do I go the MEL way or do I learn Python (available in Maya since 8.5)? The decision turned out to be petty simple! I’ll learn both! As I devoured the user reference files, some tutorials and some books, I found out that once you learn one scripting language syntax and logic, picking up any other (similar) language is quite easy.


Parents are important!

loocas | 3ds Max,maxscript,technical | Friday, February 8th, 2008

No matter how the title sounds, this article is about 3D CGI and 3ds Max primarily. :)

From the TD (Technical Direction) point of view, the parent world is what you’ll be dealing with most of the times when it comes to objects’ (nodes, entities, fragments tec…) manipulation and mainly exchange between different software packages. Why? Let me explain. When you draw an object into your scene, let’s say a single box called “MyBox”, the object automatically becomes a part of a hierarchy. What is hierarchy you ask? Think of it as a relationship between objects (or whatever for that matter). There are strict rules that apply every time all the times for all objects. So, the box, MyBox, becomes automatically a child of the “World” – an invisible MAXObject.

parents are important - select from scene dialog of MyBox

3ds Max vs. Maya EULA, what does it mean in practice for the end user?

loocas | 3ds Max,opinions,software | Wednesday, January 30th, 2008

max_maya_packshots.jpgEULA stands for End User Licence Agreement and everyone that has ever at least intended to install a US manufactured software must have met this caluse’o’law. So what’s so special about 3ds Max’s and Maya’s EULA that I should write about it? Well, first of all, EULA is, arguably, completely void in other countries outside of the US, especially Europe, due to its nature. That’s not only my own opinion, but also a lot of actual lawyers agree on the same argument.

But I’m no lawyer so, that’s not what I want to write about. What I want to write about are some significant differences in those two softwares’ EULAs. As you probably know by now, 3ds Max and Maya both belong to the same company, Autodesk, after, not long ago, aquiring Alias’ intellectual property. (more…)

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