fxphd – RND101 – Introduction to Renderman | 1.25 GB

English | AVC1 1152×648 | MP3 128 Kbps

Pixar’s RenderMan has been specifically engineered to meet the demanding challenges of rendering 3D animation and visual effects. This means RenderMan is fast, efficient, and able to handle an astonishing amount of geometric complexity along with offering cutting-edge effects. Critically, Pixar’s RenderMan has been developed to deliver outstanding imagery during the stresses of real-world productions. This means that in your own 3D work, you can trust that RenderMan is ready for the job … with not only outstanding features, but the power to deliver.

Class 01:
Introduction: Renderman@ is a specification, prman is the software : a brief history of this 20 years old software – quick tour of the prman software package and the various utilities – “hello sphere” : write a simple RIB to render a sphere – overview of the structure of a RIB – context stacks.

Class 02:
RIB structure : creating a scene – basic transformations (and matrix concatenation) – positioning the camera – basic geometric primitives – parenting – options & attributes.

Class 03:
REYES: in-depth look at the REYES algorithm, does it really Render Everything You Ever Saw ? – core concepts : splitting, dicing, micropolygons and shaders – render options : taking control of your memory, speed and image quality

Class 04:
Custom Shaders: introduction to the shading language grammar, syntax & data types, compilation – implementation of a simple plastic shader – implementation of a simple light shader – attaching the shaders to the geometry.

Class 05:
ImageFeatures: motion blur, motion samples, multi-segment blur, limitations – depth of field – uniform / varying – flow control – fBm

Class 06:
Passing Data: coordinate systems, space transformations

Class 07:
Shading, texture maps: txmake and texture( ) – geometric primitives – texture coordinates

Class 08:
Shading, Illumination: Illuminance, Illuminate : diffuse & specular reflections

Class 09:
Bump & Displacement: bump mapping – displacement mapping – displacement bounds – practical application of sub-pixel displacement

Class 10:
Shadows: shadow maps – bias – blur – samples – workflow in Maya / Slim



All Link Interchangable

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


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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Learning Autodesk Maya 2009 Foundation: Official Autodesk Training Guide (Book & DVD-ROM)
Sybex | ISBN: 1897177518 | November 17, 2008 | 640 pages | PDF | 126 MB | DVD | 1.5 Gb
# Learning Autodesk Maya: Foundation is a full-color book that offers students a hands-on approach for learning how to use Maya, the industry-leading 3D animation and effects software. You will work with real movie footage, interactive tutorials and step-by-step lessons to understand the basics of modeling, texturing, animating, and visual effects. The companion DVD, which includes instructor-led tutorial videos and other resources for extended learning, will further reinforce the topics covered in the book so that you can become better acquainted with the Maya User Interface.










Vicon Boujou 5.0

Vicon Boujou 5.0

Emmy Award-Winning Matchmoving software that enages you to add computer generated effects seamlessly into your film or video footage.

Building on its industry leading automatic toolset boujou software, boujou 5 allows you to solve complex shots even faster and to step in and work directly with the data. boujou 5 has a unique way of solving which radically accelerates the way you work, you can now solve even more shots in less time.

boujou 5 takes the headache out of matchmoving. Two clicks and the majority of your shots can be matchmoved automatically. No manual tracking required, saving you time and resources.

boujou 5 Features

New Automatic Sequential Solver

Previous versions of boujou took the entire shot into account before delivering a solve. boujou 5 looks at a single frame at a time, enabling the user to intervene as needed and making the entire process significantly faster.

Fully Functional Graph Editor

The Graph Editor enables the user to manually tweak the camera data and, if necessary, resolve. boujou 5 also provides the ability to lock valid sections of solve data or sections known to be correct. Those sections can then be used to improve other areas.

Reference Frames

The Reference Frames feature enables users to import still images taken with any camera and use them to assist in a solve.

New Target Tracker
The Pattern Matching Tracker in boujou has been completely rewritten so it provides a faster workflow. Target Tracking now can specify a pattern on a single frame as well as tracking multiple patterns simultaneously.

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Mac osx

This post link submitted by yimbo.

Learn proper body mechanics for creating believable animations with 7 hours of project-based training developed specifically for character animation and body mechanics. Perfect for intermediate artists.
Popular highlights include: Body Mechanics Overview of Pushing Light & Heavy Objects; Driving Force Through Leg Animation; Creating Character Kinetics for Believable Weight; Using Action and Counteraction to Create Tension; Using Line of Action to Define the Movement; Preplanning Animation with Example Storyboards; Forward locomotion; Maintaining Balance Though Foot Placement; Measuring Appeal & Pose Clarity Though Silhouettes; Timing & Spacing of Keyframes; Blocking Animation; Adding Follow-through, Arcs, and Overlapping; Adding Exaggeration for Believable Performances; Animating the Body in Sections; Using the Graph Editor to Refine Blocked Animation; Holding Poses with Weighted & Free Tangents Weights; Utilizing Character Sets for Multiple Keyframe Modification;

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Password: miro*.2305

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