Plugins


Cebas ScalpelMAX v2.0 SP 1 for 3ds max 8-2010 32Bit & 64bit

ScalpelMAX is a 3ds max object modifier, offering advanced slicing functionality with many specialized features. ScalpelMAX is perfect for users who create complex CAD viszualisations with polygon counts above 100.000. Also the games and video effects people will love SclapelMAX because of its incredible texture slicing feature. Mapping coordinates won’t be affected by ScalpelMAX operations and this makes it possible to cut down any geometry without losing the materials and mappings!

ScalpelMAX can handle much higher polygon counts in realtime than the standard slice feature. ScalpelMAX also uses less memory to process the slice operation and this makes it also much faster than the built in feature. Another feature is it’s very high accuracy! ScalpelMAX won’t fail doing the cut operation while the standard feature gives up and creates unusable “data rubbish”. Everybody who ever used the standard Slice function for complex tasks, knows what that means. The standard Slice often is not able to do the job accordingly, Scalpel is able to do it because it simply calculates more accurate/efficient.

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Cebas ScalpelMAX v2.0 SP 1 for 3ds max 8-2010 32Bit & 64bit

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Cebas volumeBreaker V1.0 SP2 For 3DsMax 8 – 2010 32Bit & 64Bit

volumeBreaker is a volumetric geometry fracturing tool that will instantly create sub-geometry within any mesh – geometry that perfectly fits together and fills any given volume. With volumeBreaker Cebas brings a Hollywood quality destruction tool to 3ds MAX. volumeBreaker was developed in consultation with, and to meet the very exacting demands of, VFX artists working on multi-million dollar movies – because of this, volumeBreaker truly is a production proven tool.

Still image from Roland Emmerich’s movie “2012” courtesy of Uncharted Territory. volumeBreaker was used extensively by Uncharcterd Territory in the production of many of the destruction shots used in the film. Used with permission.

volumeBreaker can be applied to virtually any mesh you can create in 3ds MAX, including meshes that are ‘lazy’ and not a fully enclosed volume. volumeBreaker includes algorithms that intelligently attempt to compensate for any errors within the mesh; errors such as unwelded vertices and open edges that can be the result of sloppy modelling or due to importing from CAD software or other sources.

The sub-geometry that volumeBreaker creates are individual elements within the parent mesh, accessible by applying an Edit Poly or Edit Mesh modifier on top of volumeBreaker; allowing you to further modify and control the end result.

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3delight 2.0.35 For Softimage 2010

3Delight for Softimage (formerly 3Delight for XSI) is a fully integrated plug-in for Autodesk? Softimage? 3D Animation Software. The plug-in uses the latest rendering API advancements in Softimage Software to achieve a seamless integration and without any compromises in work-flow

Among the most noticeable features:
Full Softimage render-tree support

Integration in the render region and support for most output formats

Support for toon shaders and inking.

Full geometry support (including smooth subdivision surfaces, NURBS, Fur and curves)

RIB export and import

Advanced pipeline options such scene caching for rapid lighting and networking caching for render farm rendering

3Delight for Softimage comes in two different packages: Studio and Artist. Please refer to the Features sections for the operational distinctions between the two versions and to Pricing and Licensing for the pricing differences.

This makes 3Delight the first third party renderer to achieve a full integration inside Autodesk Softimage and bring the RenderMan standard and practices to the Softimage user base.

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Anzovin The Face Machine for Maya

The Face Machine is Anzovin Studio’s new auto-rigging tool for Maya, but instead of rigging bodies, it rigs faces! Like The Setup Machine, The Face Machine (or TFM) automatically installs a high-level facial setup and does intelligent point weighting

TFM supports both box controls and direct controls that allow the animator to simply grab the face and deform it into the exact expression desired. Since it’s based on direct deformation, rather then a set of pre-defined blend shapes, TFM rigs can produce any expression you can imagine with unparalleled ease. The Face Machine makes rigging a face fast and easy.

The Face Machine for Maya 2010, 2009, 2008, 8.5 x32Bit & x64Bit

Features

Fast Rigging

Like The Setup Machine, The Face Machine uses a simple ?face widget? to rig your character. Just fit it to your mesh and hit rig!

Intelligent Auto-Weighting

TFM?s intelligent weighting technology is capable of automatically recognizing the difference between an upper lip and a lower lip on most faces, cutting down manual weight cleanup time to a fraction of what?s needed for other influence-based face rigs.

Integrated Interface

A special schematic window, embedded in each TFM character, allows you to select facial controls with unparalleled ease.

Direct Control

Just grab your character?s face controls and start posing! The Face Machine eliminates clumsy blend shape sliders and puts you in control of your character?s expressions.

Custom Box Controls

With its simple box control creation interface, TFM makes multidimensional sliders a snap to create.

Pose Saving and Recall

TFM allows you to easily save a pose into the characters very own personal facial pose library, either locally for your own use or on a server for use by a team of animators. The library interface comes complete with thumbnails for easy pose referencing.

Auto Deformation Manipulation

The Face Machine’s rig gives you control over fine-tuning every aspect of your character’s face. Auto deformation values can be easily adjusted to allow for even MORE detailed control of your poses.

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FXGear Qualoth 1.6 For Maya

Qualoth is a production-proven cloth simulator aimed for high quality cloth animation creation. It has a sophisticated physical model and numerical algorithms that produce realistic wrinkles and animation, and reliable collision handling mechanism and rich set of controls that give users more time for creativity than trouble-shooting.
Robust Collision Handling
Qualoth can detect and resolve collisions to fast-moving objects, and the self-collision can be resolved robustly even when the cloth is trapped between collision objects.
Multiple Layers
The reliable collision handling allows simulation of complicated multi-layered garments animation. The performance of qualoth is best shown when simulating such garments as below.
Realistic Wrinkles
The material that Qualoth simulates is not a spring network. Its physical model is based-on deep understanding of cloth material property that differs from rubbers and other elastic materials. The realistic wrinkles and motions of cloth simulated by Qualoth come from an advanced physical model and efficient numerical techniques.
Cloth Creation
Qualoth provides the panel-based garment creation method as well as 3D mesh-based creation. The panel-based creations allows multiple seams at a single curve, which enables creation of non-manifold surface such as pleats. 3D mesh-based creation provides options to imitate panel-based creation method to get more cloth-like material behavior.
Fields
Qualoth accepts all kinds of Maya dynamic fields such as air and turbulence fields.
Attribute Maps
Qualoth provides fifteen maps that can be painted per-vertex. It can be saved and loaded as a binary file or texture file.
Cache
Qualoth supports per-frame cache files and a single continuous cache file. Also, any kind of mesh animation can be baked into Qualoth cache files.
Cloth Blending
Any kind of meshes including cloth meshes driven by Qualoth can be blended using the Qualoth?? mesh mixer. The blending weights can be painted per-vertex and are normalized automatically.
Crease Simulation
Cloth has hysteretic behavior. Once folded, the wrinkles are not gone completely unless are ironed out. This kind of creases can be simulated by Qualoth with bend plasticity property. Crease simulation produces natural thick creases conforming to body joint movements, and it can be fixed once satisfactory crease patterns are acquired. If plasticity is used during animation, it will reduce rubber-like look and movement and look more natural.
Goal Shape
The goal shape or rest shape can be animated and applied to simulation.
Local Space Simulation
Local space simulation is an efficient way to fast moving cloth animation. Users can control the amount of inertial effect and air-drag caused by world-space movement to local space simulation.
Qualoth is available for Maya 8.5, 2008 and 2009 in Windows and Linux.

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FXGear Qualoth 1.6 For Maya 2009 32Bit & 64Bit

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Poser Fusion for 3DSMax, Maya, Cinema 4D

Poser Fusion for Maya, Cinema 4D, 3Ds Max allows you to open your Poser files in your preferred application.
PoserFusion will allow you to import Poser’s textures and animations and integrating them in your flows of work.

PoserFusion seamlessly integrates Poser Pro 3D character animation technology into Autodesk 3ds Max.
3ds Max artists can now use readily available Poser content and pre-rigged characters to easily create Poser animations and play them back within 3ds Max. Tapping into the vast community of available Poser content, instead of creating content from scratch for 3ds Max animations speeds up your production time dramatically!

Support for Poser Pro and 3ds Max 2009 Windows (32-bit only)
Playback of Poser Animations from Within 3ds Max
Create your own animations in Poser or use Poser?s automatic walk designer, and your geometry will animate and playback within 3ds Max.
Maintain Link to Poser Files
Make changes easily! After adjusting shaders or making additional modifiers in 3ds max, you can still go back into Poser to change a figure?s position, the changes automatically update in 3ds Max!

Playback of Poser Dynamic Hair and Cloth
With PoserFusion, Poser?s dynamic hair and cloth will playback in 3ds Max.
Reload Poser Files from Within 3ds Max
Instead of reloading your entire 3ds Max scene, you can just load the updated changes from Poser.
Shader Translation
PoserFusion translates your Poser shaders to 3ds Max Shading Networks, and assigns them to the correct polygons on your characters. For easy transition, all of the base Poser shading parameters are translated into 3ds Max Shaders. including:
Object Color
Highlight Color
Ambient Color
Reflective Color
Color Maps
Transparency Maps
Transparency Min, Max, and Exponent
Bump Maps
Reflection Maps
and More!

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dRaster NEX 1.5 For Maya

NEX is a unique plugin for Maya that includes a set of tools designed to increase the speed, accurracy, and efficiency of your workflow. Frequent actions like of manipulating components within Maya become more natural thanks to the unique integration of all NEX selection and transformation tools. Arduous jobs like resurfacing meshes can actually be fun using the NEX Quad Draw tool. Common polygon modeling tasks like Splitting faces, Connecting edges, or beveling have been reworked with maximum efficiency and interactivity in mind. Best of all, NEX does all this without leaving any custom nodes in your scene, or introducing any scene plugin depdendencies.

New Features
Connect
Introducing the world’s first Connect tool that will let you connect vertices, edges, polygons, or any combination of the three! The Connect tool also seamlessly integrates with the new NEX Symmetry feature. You can make single edge connections or multiple using the Connect tool’s custom options.
Multi-Cut
The Multi-Cut tool integrates three similar tools into one powerful tool. You get a much more reliable and interactive Polygon Split Tool, Cut Faces Tool, and Insert Edge Loop Tool. The powerful NEX pre-selection highlighting engine is fully integrated into the Multi-Cut tool, so you’ll know exactly what will happen before you make it happen.
Symmetry
The NEX Symmetry feature unleashes the power of the NEX toolset onto both sides of your mesh. In addition to mirroring all the mesh editing tools within NEX, your selections will be automatically mirrored. This allows you to apply mirroring with most native Maya commands and custom scripts you create or download. Even transformationally-asymmetric meshes can be used with the new NEX Symmetry feature.
Symmetry Tips and Tricks
In this video you’ll learn how to best use the new Symmetry feature within NEX. Right now, you can only use symmetry on meshes that are topologically symmetrical.

2007 dRaster, Inc.

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dRaster NEX 1.5 For Maya 2010 & 2009 x32Bit Only

dRaster NEX 1.5 x64Bit Coming Soon Stay tuned…

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GhostTrails 3.5.6 For 3DsMax 9 , 2008 , 2009 , 2010 (32Bit & x64Bit)

Description

Ghost Trails 3 is the latest incarnation of Bytegeist’s incredibly useful trails, streaks and motion blur effects plug-in for 3ds Max.

The plug-in exists as an object modifier that is applied to any object (or particle system!) and creates an animated trail behind the moving parts of that object. Incredibly simple to use, you’ll be productive in minutes and can be generating effects that include:

* Skid marks and tire tracks for vehicles
* Trails from swords and other weapons as seen in many console games
* Streaks from meteors or other particle motion
* Snail and blob tracks
* Matrix-style ‘bullet-time’ effects

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Autodesk Maya MGTools 1.0


Autodesk Maya MGTools 1.0
MGtools is an mel package for Maya character animator.This tool package is written for great efficiency and speed in your workflow so that animator can focus more on animation acting.
All tools are written in MEL language, All operation are Maya’s default node operation, So don’t be worried about the universal aspect of your scene file.
This Help system will explain every single tool in detail.
MGtools’ main feature list:
? Neat, flexible, decent designed UI.

? U can embed any user MEL, integrate them into a single bar and into popupMenu of MGtools’s MGshelf icon as well.

? U can embed any folder shortCut.by this animators can visit certain folder very quickly. There are “Maya program directory”,”Maya script directory”,”Maya failSave directory ” quick entry in popup Menu as well.

? U can embed any file / program shortCut to quickly visit them.

? Floating MGchannelBox, and there are special features beside the default features of Maya’s channelBox.These functions are all base on MarkingMenu.

? Selection set feature which is base on exterior “.set” file. All this set could be listed both in long name and shelf mode in Selection set UI. meanwhile the selection set can be retargeted to select the other characters. All sets could be converted into traditional shelf and vice versa ?(Which is often the favorite of most animators.) They could be saved with your scenes if U want .(Using Loators)

? Selection Manager, U can manager selection temporarily very easily. for example : Current selection plus / Minus / Intersect the former selection / Copy paste animation.

? Constraint Tool, which is build for great efficiency in constraint objects. When doing constrainting, it will autoSkip the locked channels of the object to be contrainted, or constraint the second selection’s parent,etc.

? Constraint lister. Select constrainted object and load it ,U r able to select among the contrainter , contrainted object and the contraint node quickly, clear constraint, correct weight attr name,or export / Import constraint offset ,etc.

? Select smoothBind joint via selected vertex.Use this joint to constraint props or something.

? Export / Import constraint offset. (Using external file)

? Two or three viewport configuration switch which could be customized. No longer need to click all stuff in maya’s viewPort menuItems.

? Display layer set. U can store the display layer information as an external file.Use them to build displayLayer quickly.

? Snap feature. This could be the tool U gonna used most. Other than most other snap tools, it is speciallized for animation stage other than rigging stage . U can quick snap feet, point snap, orient snap, or relative snap. all this snap will be resulted in keyframe. A boring snap progress could be finished in a jiffy and intuitively .

? Animatable pivot stuff. Make selected controller ‘s pivot be animatable without a pop. The Pivot stuff will be independent to selection and control the latter with constraint.

? MG-Animation Library. U can built and update your library directly through the Mel UI. Export / Import animation become so easy.

? MG-Timer. record time in any frame rate or HH:MM:SS like form. U can input time data to covert to other frame rate as well.

? MB-MA Converter .Sometime maya will popout “Scenes can’t change format” warning which u can used this tool to handle.

? Reference tools. Export / Import reference, remove reference( with the namespace ), correcting namespace by force.

? HUD Display. U can display Current Frame / Total Frames, Animator name, Scene name,Camera name information in your model panel view. U can also customize the position of them and after that it could be save as a external config file which could be reused in future.

? Make the selection sticky in your model panel viewport, such as emotion control panel. U can build “sticky viewport ” via current selection as well.

? BackUP / Restore animation. These will be saved as locators with your working scenes.

? Position marker. supports multi-selections and multi-frames.

? Draw a curve via current selection’s keyFrames / allFrames .The curve could be used in motionPath animation.

? MotionPath calculator. input necessary information ,it will give u the right U value and the frame that helps preventing your character from floating feet.

? All main futures could be set hotkey through MGtools config. also they could be installed to shelf, set to be autoloaded with maya.U can switch MGtools all UI language between English and Chinese.

All these issues are fairy simply theoretically, but all of them are written for troubleshooting in animation stage. They really costed me a lot of time to write and debug. Hopes they could help U well.

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