Softwares

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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iClone 3DXchange2


iClone 3DXchange2

iClone 3DXchange is a conversion utility along with offering an unlimited content generator for iClone moviemaking. In iClone 3DXchange 2, partnering with Google, Reallusion enabling users to build any models from scratch by Google SketchUp and collaborate with the largest 3D asset resource, Google 3D Warehouse.

Turn Static 3D Models into Animated Props in iClone.
iClone and Google SketchUp used in combination make modeling and animation fast and easy. know more
Animate any model in iClone created with Google SketchUp or downloaded from Google 3D Warehouse.
Build your own city as a virtual filmmaking sound stage with Google SketchUp free.
Search Google Earth for model locations and download them for animation in iClone.
Collect models amassing a huge library of 3D props, scenes & accessories for iClone.
Download iClone path helper to turn static 3D Models into animated props.

Unlimited Free Access to over 200,000 3D models.
Free access to Google 3D Warehouse the largest collection of free 3D models with new models added daily.
Cars, planes, futuristic vehicles, modern architecture, historical buildings, interior design, even fantasy and sci-fi objects such as Star Wars.
Join the 3D Warehouse community, share your models and grow the library.
Build up your hometown with City Elements & Color of Sky.

Free 3D Modeling Software for iClone.
Google SketchUp simplifies 3D modeling with tools designed for anyone to master 3D design and import their models into iClone.
Direct drag-and-drop native skp format and import to iClone 3DXchange.
Edit your model between 3DXchange and SketchUp with exclusive technology for refinement of SKP models.
With 3DXchange2 & Sketchup, iClone users can build any model from scratch, and create 3D text or terrain for further application. know more

Flexible iClone Compatibility for Various 3D Applications
3DXchange is a conversion utility that transforms most 3DS, OBJ, or SKP files into real-time models for use inside iClone. view showcase
3DXchange can easily be used to transform existing model libraries into VNS, iClone’s native 3D file format, allowing your content to be accessed by thousands of iClone filmmakers.
Content from external 3D modeling applications and model banks such as DAZ 3D, Zbrush, 3D Studio Max, Maya, Google SketchUp, Turbo Squid and Renderosity may be imported into iClone as props, accessories or 3D scenes.

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SpeedTree 5.0

SpeedTree 5.0

SpeedTree is a powerful toolkit for creating and rendering vegetation in games.
SpeedTree Modeler will change the way you think about procedural content creation. Never again will artists need to sacrifice design choices and settle for a look and feel bound by a limited set of quirky function buttons.
We’ve got an answer for all facets of real-time tree rendering: art assets, tree modeling, lighting, physics, and run-time performance ? you name it, we’ve got you covered.

SpeedTree 5.0 for real-time development

Version 5.0 has reached maturity and has been officially released! This feature-packed, complete vegatation solution has all the tools needed to make your trees come true.

Industrial Light & Magic has licensed SpeedTree? Cinema, the newest member of the renowned SpeedTree line, offering procedural and hand modeling options for unprecedented speed and precision in tree design.

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Maya Plugins :-
.obj Sequence Loader 1.5.5
Adjacent Selection 1.0
Array for Maya 1.1.1
Audio Animator 0.5
AxCrack.mel 1.1.0
Blend Shape Tools
Checker Map Switcher v1.0 1.0.0
CopyMirroring clusters 1.0.0
Extended Duplicate Options 1.2
KludgeCity 0.1.4
MAX Skinning Weight Tool for MAYA
Max Style Turn Edge for MaYa 1.0
Maya to Unreal T3D Exporter 1.0
Mia Materials Ambient Occlusion Manager 1.0
PFX 1.1.1
Plumber Personal Production Pipeline 1.0.4
Rename Tool 1.2.0
Render Ready and City Builder 0.5.0
Scene Head Up Display 1.4.1
Wom_archlight 1.2.3
Zebruv 1.2.3
zFluid 1.7.3

Bones Plug-ins:-
Custom Maya Tools , X-Tools 4.0.0 , DinoRig 2.0 and more ….
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Unwrella 2 for Maya 2010 , 2009 , 2008 32Bit & 64Bit

Unwrella, the automatic and optimal unwrapping plug-in, is now available for Autodesk Maya.
Unwrella is a long awaited solution for all Autodesk Maya artists who have to deal with mapping and unwrapping of 3d geometries. Unwrella for Maya offers a fast and easy to undestand workflow to create automatically optimized UV maps, unfolds meshes for texture baking and packs UV parts efficiently.

Unwrella Maya Highlights:

The popular Unwrella plug-in for Autodesk 3ds Max is now also available for Autodesk Maya

Automatically unwraps and packs UV maps for meshes

Optimal quality UV layout that avoids texture deformations

No visible texture seams due to uniform pixel distribution over the mesh surface

Resulting UV maps have optimal quality for texture baking

Supports both user placed texture borders and procedurally generated borders

The Unwrella unwrapping plug-in for Autodesk Maya 8.5, 2008, 2009 ,2010 (each 32bit and 64bit) is now available.

Unwrella was developed for the high demands of graphics designers in real world production environments and provides a fast, simple and reliable unwrapping solution. It is the first tool of this kind on the market, allowing the unwrapping of 3d models to be done with a single mouse click while simultaneously providing optimal results that combine the minimized texture stretching of automated unwrapping techniques with the efficient space utilization and chunk distribution of UV space that is achieved with manual pelt wrapping methods. This allows users to quickly solve complex tasks like the creation of seamless 3d models, more accurate lightmaps and productive subsequent processing of the UV maps in other 3d applications like ZBrush or Mudbox.

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