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Froyok

The froyok's tech store

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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 : Video on youtube (at 3:25)

It is not yet available however.)

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-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 : https://dl.dropbox.c...froTools314.zip

frotools30_main-1024x661.jpg

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-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

frox_05.jpg

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

header.jpg

-Shadow of the colossus

batman_blog.jpg

-Batman : Arkham City

Edited by Froyok

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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! :D Cheers

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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 :(

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' 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! :D 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.) :D

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

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).

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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 :)

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Thanks guys ! :)

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.)

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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 ! :P

frotool_325-1024x848.jpg

frotool_plannarUV.gif

frotool_align.gif

frotool_normalorientconstraint.gif

frotools 3.2.5 : http://www.froyok.fr/blog/2012-12-frotools-3-2-new-enhanced-ui-and-tools

Changelog :

[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)

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

froXnormal 0.6 : http://www.froyok.fr/blog/2012-10-maya-froxnormal-0-6-an-xnormal-batcherexporter-for-maya

Changelog :

//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

Edited by Froyok

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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.

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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) :

{

    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;

    }

}

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

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

killer stuff need to check it out after xmass time !

Thanks ! :)

Edited by Froyok

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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) :

{

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;

}

}

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

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

killer stuff need to check it out after xmass time !

Thanks ! :)

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

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