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The froyok's tech store

  • Froyok
  • October 25, 2012 at 3:26 AM
  • Froyok
    • October 25, 2012 at 3:26 AM
    • #1

    Hi guys !

    I'm a technical guy so here is my stuff !

    Since a few month I do a lot of thing to enhance my workflow when I work on my 3D work. I have started to share some of them and I believe it will interest some of you here.

    I love to work in Maya, that's why I try to bring all the good ideas I met everywhere in it. So what can I currently propose ?

    (I'm open to any request, suggestions and feedbacks. I have a retopo script currently in development too. You can see it in action here : [url='']Video on youtube[/url] (at 3:25)

    It is not yet available however.)

    ------------------------------------------

    -froTools 3

    It's a simple docked window to get access to the most used tools of Maya when you are modeling something. It has also a lot of new functions to speed up/make easier some tasks.

    I have a lot of friends who use it now and all of them says that this script have increased the speed of their work. I myself can't work without it now.

    Example of features :

    -Automatic obj/fbx exporter (with center to grid)

    -Interactive bevel

    -New shortcuts (quicker extrude, snap and weld vertex)

    -Quick UV translation, scale and rotations

    -Memory selector

    Download : [url='']https://dl.dropbox.c...frotools314.zip[/url]

    [Blocked Image: http://www.froyok.fr/blog/wp-conten…in-1024x661.jpg]------------------------------------------

    -froXnormal

    This script is an automated batch fro xNormal. The big advantage is that you don't have to launch xNormal to do that, the script do it for you. So you can work directly from Maya ! The script support the export of your low poly, high poly and a blocker mesh. You can of course tell to the script to use an external file as you high-poly (from example is you use a very big mesh from zBrush).

    Download : http://www.froyok.fr/maya/frox_0-5.zip

    [Blocked Image: http://www.froyok.fr/maya/frox_05.jpg]------------------------------------------

    On my spare time I also do some game's breakdown. Currently I have done :

    [url=''][Blocked Image: http://www.froyok.fr/blog/wp-conten…2/10/header.jpg][/url]

    -Shadow of the colossus

    [url=''][Blocked Image: http://www.froyok.fr/blog/wp-conten…batman_blog.jpg][/url]

    -Batman : Arkham City

  • -HP-
    • October 25, 2012 at 7:24 PM
    • #2

    Amazing stuff you got here dude, I know a couple guys here at work use your frotools3, I have yet to try it out but it appears to be extremely useful, I will let you know when I get around to do it!

    Also, I loved your game breakdowns dude, they make for a hell of a enjoyable reading, make some more! Cheers

  • ElectroSheep
    • October 25, 2012 at 10:22 PM
    • #3

    I'm glad you are finding your place in the game industry Technical Artist is not that kind of job everybody can do, so if you work more on this way, it's all good for you !

    Still at school ? How is it going there ?

    Shame but I'm a max guy

  • Froyok
    • October 26, 2012 at 5:02 AM
    • #4
    Quote

    ' timestamp='1351189458' post='315212']Amazing stuff you got here dude, I know a couple guys here at work use your frotools3, I have yet to try it out but it appears to be extremely useful, I will let you know when I get around to do it!

    Also, I loved your game breakdowns dude, they make for a hell of a enjoyable reading, make some more! Cheers

    Thanks !

    That's so awesome if some guys at your work use it ! (I never get feedback so it's hard to know if it's really usefull in production.)

    For the breakdown, maybe a little game called "Dishonored" will comes in a few days... I still need to find some time.

    Quote from 3Dnj

    I'm glad you are finding your place in the game industry Technical Artist is not that kind of job everybody can do, so if you work more on this way, it's all good for you !

    Still at school ? How is it going there ?

    Shame but I'm a max guy

    Thanks ! Yeah, Technical artist is my way to go.

    I will be still at school for 2 years at least (including this one).

  • e-freak
    • October 26, 2012 at 5:11 AM
    • #5

    Looking for Internships?

    Only crit at this point is, that just from that trailer I would have no idea what you are doing The actual tools look super nice though and certainly a lot like the stuff that really needed fixing in Maya

  • Rick_D
    • October 26, 2012 at 9:29 AM
    • #6

    awesome

  • Nysuatro
    • October 26, 2012 at 9:33 AM
    • #7

    (technical artist for the win! )

    Cool work I will be keeping an eye on this topic

  • Froyok
    • October 26, 2012 at 9:26 PM
    • #8

    Thanks guys !

    Quote from e-freak

    Looking for Internships?

    Only crit at this point is, that just from that trailer I would have no idea what you are doing The actual tools look super nice though and certainly a lot like the stuff that really needed fixing in Maya

    Not yet for internships, maybe in one year.

    (I didn't make this topic to gain views on my work, I just wanted to share the "benefice" of it.)

  • Froyok
    • December 24, 2012 at 6:07 PM
    • #9

    Hello guys, I have updated a bit my scripts ! It should be more pleasant to use them now ! So, Merry Christmas ! This is my gift !

    [Blocked Image: http://www.froyok.fr/blog/wp-conten…25-1024x848.jpg]

    [Blocked Image: http://www.froyok.fr/blog/wp-conten…l_plannarUV.gif]

    [Blocked Image: http://www.froyok.fr/blog/wp-conten…otool_align.gif]

    [Blocked Image: http://www.froyok.fr/blog/wp-conten…tconstraint.gif]

    frotools 3.2.5 : http://www.froyok.fr/blog/2012-12-f…ed-ui-and-tools

    Changelog :

    Quote

    [froTools 3.2.5]-Added a checkbox to disable the CTRL+d manipulator change

    -Updated the UV window (minor changes such as better button names)

    -Updated the “duplicate faces” for Maya 2013 : removed the offset change

    -Updated BestPlan and BestOrtho fucntion : now show the UV manipulator

    -Updated the “Export path” : now single field and path is saved inside Maya variables.

    -Updated FBX default option : “connection” is now disabled by default (for UDK export compatibility)

    -Updated the “UV Center” : selection converted when called from UI window.

    -Updated the CTRL+d duplicate : keep the current manipulator

    -Fixed “froWindow3″ killing error (when preferences weren’t existing)

    -Fixed the missing size field for the Snapshot UV function.

    -Fixed the crash with the Photoshop path (removed the exe file filter)

    -Fixed the annoying message “Warning: Some items cannot be moved in the 3D view.”.

    [froTools 3.2]

    -New icons for UV tools/Transform

    -New UV editor window (new icons, new organization, auto center placement)

    -Updated ngons selector

    -Updated the main UI to enhance the workflow

    -Updated grid subdivisions shortcut : now power of 2 + work in the UV editor window

    -Added “Convert smooth”, “combine” classic and “combine” weld, Normals constrain tool + Conform

    -Added new UV tool : best averaged plannar projection and best orthographic plan from camera angle (Best ortho plan)

    -Added double click options for Polygon creation and some Tools (split, slide, edge loop)

    -Added custom path to open with Photoshop (instead of using the Maya prefs setup)

    -Added UV set transfert (copy one UV set content to an other mesh)

    -Added Flip Edge from faces selection (also working on edges)

    -Added “Edge selection to Curve” tool in the Curves tools (with option to Open/Close)

    -Added “Edge loop and delete” tool (faster way to loop an edge and delete it)

    -Fixed a bug in the Interactive tool (bevel/merge)

    -Fixed the mirror function, now working when mesh is in object and component mode

    -Fixed and Re-added the selection convertion (with option to toggle it)

    -Fixed a compatibility issue with the froXnormal script (window name)

    -Fixed the CTRL+D extrude : does not conflic anymore with Maya options

    -Removed “Merge to center”, “Split edge” (bugged/duplicate of other tools)

    Display More

    -------------

    froXnormal 0.6 : http://www.froyok.fr/blog/2012-10-m…porter-for-maya

    Changelog :

    Quote

    //version 0.6-cage support added (custom and maya envelope)

    -fixed a bug with the clear button (now working when nothing is selected);

    -added preset support

  • Minos
    • December 24, 2012 at 8:04 PM
    • #10

    Kickass work dude! That's the awesome thing about Maya, it's the worst modeling package out of the box but with scripts like this it gets unbeatable

    Is there a way to pick a vertex normal value from a vertex and paste it to another one by the way? If so I'm gonna be using the hell out of this.

  • knj
    • December 24, 2012 at 10:19 PM
    • #11

    killer stuff need to check it out after xmass time !

  • Froyok
    • December 24, 2012 at 11:43 PM
    • #12
    Quote from Minos

    Kickass work dude! That's the awesome thing about Maya, it's the worst modeling package out of the box but with scripts like this it gets unbeatable

    Is there a way to pick a vertex normal value from a vertex and paste it to another one by the way? If so I'm gonna be using the hell out of this.

    Thanks !

    That's easy to do (took me a bit of time to figure it out however) ! Put this code inside a shelf button (for example) :

    Code
    {
    
    
        string $sel[] = `ls -sl -fl`;
    
    
    
    
        if(size($sel) == 2)
    
    
        {
    
    
            undo; //deselecting last component selected
    
    
            string $FSel[] = `ls -sl -fl`; // storing first selected component
    
    
            string $LSel[] = stringArrayRemove($FSel, $sel); //storing last selected component
    
    
    
    
            //normal
    
    
            float $t[]; //temp
    
    
            float $n[3] = { 0, 1, 0 }; //default normal = up vector
    
    
    
    
            //query the first normal
    
    
            select -r $FSel[0];
    
    
            $t = `polyNormalPerVertex -q -xyz`;
    
    
    
    
            $n[0] = $t[0];
    
    
            $n[1] = $t[1];
    
    
            $n[2] = $t[2];        
    
    
    
    
            //apply it to the second vertex
    
    
            select -r $LSel[0];
    
    
            polyNormalPerVertex -xyz $n[0] $n[1] $n[2];
    
    
    
    
            //reselect properly
    
    
            select -r $sel;
    
    
        }
    
    
    }
    Display More

    Then select two vertices (source vertex first) and use the shelf button.

    I could add this in the froTools when I think about it.

    Quote from knj

    killer stuff need to check it out after xmass time !

    Thanks !

  • Pampers
    • December 25, 2012 at 1:09 AM
    • #13

    Nice! I have to start using Maya again, this will make the transition from 3ds Max much smoother

  • Minos
    • December 25, 2012 at 1:33 AM
    • #14
    Quote from Froyok

    Thanks !

    That's easy to do (took me a bit of time to figure it out however) ! Put this code inside a shelf button (for example) :

    Code
    {
    
    
    string $sel[] = `ls -sl -fl`;
    
    
    
    
    if(size($sel) == 2)
    
    
    {
    
    
    undo; //deselecting last component selected
    
    
    string $FSel[] = `ls -sl -fl`; // storing first selected component
    
    
    string $LSel[] = stringArrayRemove($FSel, $sel); //storing last selected component
    
    
    
    
    //normal
    
    
    float $t[]; //temp
    
    
    float $n[3] = { 0, 1, 0 }; //default normal = up vector
    
    
    
    
    //query the first normal
    
    
    select -r $FSel[0];
    
    
    $t = `polyNormalPerVertex -q -xyz`;
    
    
    
    
    $n[0] = $t[0];
    
    
    $n[1] = $t[1];
    
    
    $n[2] = $t[2];
    
    
    
    
    //apply it to the second vertex
    
    
    select -r $LSel[0];
    
    
    polyNormalPerVertex -xyz $n[0] $n[1] $n[2];
    
    
    
    
    //reselect properly
    
    
    select -r $sel;
    
    
    }
    
    
    }
    Display More

    Then select two vertices (source vertex first) and use the shelf button.

    I could add this in the froTools when I think about it.

    Thanks !

    Damn, just tested it, works perfectly and much faster than migNormals! You are my hero man

  • FMPONE
    • December 25, 2012 at 6:59 AM
    • #15

    Great article on SotC. That Wander guy has really dove down pretty deep into the game. If there was any game worthy of that, it's SotC.

  • kikette
    • December 25, 2012 at 8:11 AM
    • #16

    Hey froyoc !

    When will you include the edge walking ? I like all these 3ds max inspired stuff. It's a good way to move to Maya definitivly when you love 3ds max feeling.

  • Froyok
    • December 25, 2012 at 9:46 AM
    • #17
    Quote from Minos

    Damn, just tested it, works perfectly and much faster than migNormals! You are my hero man

    [Blocked Image: http://www.froyok.fr/archives/uplo/002/1356428774-hero-dog.jpg]

    Quote from FMPONE

    Great article on SotC. That Wander guy has really dove down pretty deep into the game. If there was any game worthy of that, it's SotC.

    Clearly, his work on the game is very impressive !

    Quote from kikette

    Hey froyoc !

    When will you include the edge walking ? I like all these 3ds max inspired stuff. It's a good way to move to Maya definitivly when you love 3ds max feeling.

    What do you call "edge walking" ?

    Well, I don't know/use Max. It's funny to see that Max has already similar tools.

  • NeilJones313
    • December 25, 2012 at 4:59 PM
    • #18

    Im going to be like you when I grow up

  • Froyok
    • June 25, 2013 at 11:05 PM
    • #19

    Hey guys, I'm back from the deads with a new script !

    This time it's a free retopology tool, quick and eays to use !

    Download and manual : http://www.froyok.fr/blog/2013-06-m…topology-script

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    I'm open to any feedbacks !

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