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00:00:02
and today we will complete our
00:00:05
hit parade of Sau Buran scripts and in the first
00:00:08
place in Jamaica,
00:00:10
you may not have heard of this script
00:00:13
and by the fact that I put it in first place I will
00:00:17
restore justice,
00:00:20
let more people know about this
00:00:22
script, you will watch this video to the end
00:00:25
and write to me in the comments
00:00:28
whether it’s correct that I put it in first place,
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let’s immediately go to custom ice and
00:00:33
throw it in our locker and I’m maker
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Yu.I.
00:00:39
user interface what does this script do
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let me show you right away
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create several spheres for the experiment
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run the script select the spheres and add
00:00:58
their list of targets and now as the name suggests
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this is a wire it creates wires between them
00:01:09
but don’t think that it has such a
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simple function before the function may be
00:01:13
simple, but it can be used for
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many other things, let's go over
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the settings, we'll give you points, this is the number of
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wires
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we can increase or decrease them, let's
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put three old ones, delete them, click David
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again and play between them, he
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stretches the wires between our
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targets stepps
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this the number of steps like interpolation
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in the sleep I don’t see so they will be
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stepped so the parameters that
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were by default 10-12 are the optimal g
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that is jitter, that is, it will move a little
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away from the targets from ours, by the
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way, see how to do it a little, not
00:02:03
copy, but simply shift and he
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also extends between these
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already displaced targets
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in this way to create such a web
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when you draw cyber banking scenes of
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this kind, you can cover everything with
00:02:20
wires, for example from a computer,
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well, you may have different creative desires,
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now my student Maxim and I
00:02:28
are making such a cyber banking
00:02:31
scene very cool and you
00:02:35
will soon see this script in action on one of the
00:02:40
renders, we haven’t looked at what
00:02:43
jetta does, let’s
00:02:45
turn it on and the position will
00:02:49
deviate by some unit,
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let’s check for a two or a three, you’ll immediately
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see the difference,
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it moves away from the target by some
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distance and so we increase it
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how much chaos needs to be created
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and if we check the g the middle
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target only then it will
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only approach from the intermediate targets from 1 and
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will not move away from the last one they will be
00:03:31
fixed here
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look I’ll delete this whole thing and I’ll use it
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again, it doesn’t move away from here, but it
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shifts relative to the intermediate targets. By the way, this is the
00:03:46
position of the objects, this is the sequence
00:03:49
of how it creates wires between the targets
00:03:52
sphere one sphere 2 sphere 3-sphere
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4 like this if we swap them,
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for example, shift them like this and let’s
00:04:04
do it now, now it first
00:04:08
goes to one then the other, but you understand the
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sequence of targets, this block
00:04:13
is responsible for how our wires will look, their
00:04:15
minimum and maximum
00:04:19
thickness, the world will make a large one from one to
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six, they will vary and this is
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the offset of the Bayes variation, that is, either in
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one direction or the other and
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will not be more inclined to be large and so
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small the quantity I will put 0 5 that there
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was an average variation the number of sides
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let's say there will be three sides let me
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remove
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this kind of wire it may be
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necessary renderings was answered is
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it visible when rendering one the raid on the
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coordinate pin answers whether there will be
00:05:04
texture coordinates on these wires, that is,
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the material will normally fall on them and you
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can also set the objects that are in the
00:05:11
list of targets to not be rendered, all that is very
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convenient, uncheck this box, see the spheres are
00:05:17
not rendered, we have already sorted out almost all
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the settings,
00:05:20
all that remains is to look target interpolation
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although I will delete everything and create new targets
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let it be a plane,
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select them in the required sequence
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and add a list of targets
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let's return the normal settings site
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12 let's see what will be the default
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costs vertex that is,
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stretch our wires will be stretched between the
00:05:52
points we will
00:05:53
remove the jitter by default costs vertex
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that is .
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you understand where the points are located on our planes
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and when creating wires
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the wires will pass through the
00:06:06
points but in a chaotic manner, and if there is a
00:06:10
vertex vertex then the wires will
00:06:14
pass through points corresponding to each
00:06:16
other, look, one under the
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other
00:06:20
we can make jitter just so that they are at
00:06:23
least a little shifted then goes the face
00:06:34
center, that is, the center of the polygons, look
00:06:39
through the center and the polygons,
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our bow in box wires will pass through the dimensional
00:06:48
container of that randomly through the
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dimensional container of
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the object and firing the center through the center
00:06:59
of the object, well, everything is clear here and that’s not
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all, we only looked at the most boring
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part of this script let's look at another
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part ps deform
00:07:09
because a new piece of settings has opened and
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here we can set our own type of
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wire
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now we will do this create a box
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convert it to a field remove the top and
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bottom poly racer remove the chamfers from the edges of the
00:07:31
ring can bring chamfer
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create the inner part using
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connect let's select the central polygons,
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make a rub extrud local
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according to the normals, agree and also remove the
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chamfer from the element of the central part,
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again the bow and
00:08:01
chamfer, carefully so that there is no
00:08:04
intersection of the geometry itself, this will be our
00:08:07
repeating element, let's move on to
00:08:10
the movement, turn on the bindings, make sure
00:08:13
that the power binding is set, and so on Holding
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shift, we drag as if the point of the base of the point of the
00:08:23
upper part is compatible. at the base with a
00:08:25
dot of the upper part, we will place them one
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on top of the other, hold down shift and drag it, so
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it has become on top of each other, release it and
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select the number of copies, let it be 30, this is
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the object we have
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turned off the binding with the hot key
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from we will connect according to the list that
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list there will be other objects on the stage,
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you can, of course, use the
00:08:53
firing modifier, that’s damn, but you can
00:08:57
simply isolate the viola club and now in
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our list of objects there will only be those
00:09:04
objects that are isolated control
00:09:07
and to select all the objects in the list and
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now we have attached them, but they
00:09:14
are still isolated elements let's merge the
00:09:18
weld points, I usually reset them to zero immediately and
00:09:24
press the up arrow through alt, we
00:09:26
see the minimum value was how much it
00:09:29
was, that is, the points have already merged one hundred
00:09:32
percent, these are extremely
00:09:34
and our entire object is a valuable
00:09:38
element and this will be our wire
00:09:43
that will be deformed along We use a
00:09:45
spline to get out of the isolation
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and now, in addition to the list of targets, we’ll also add a
00:09:53
list of deformable objects and
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pu ol look what will be put
00:10:04
just without firing the center of the vertex so that it
00:10:10
passes through the points in the form of what’s going on,
00:10:16
let’s delete our objects and make the
00:10:20
deformable object thinner, the
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result is much more interesting what
00:10:30
we have There are also settings here, you can
00:10:34
set up rotations, the minimum and
00:10:41
maximum twist
00:10:46
will not rotate randomly, but you can give it
00:10:52
back, we can increase it, you could do it even
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now, that is, narrowing, and here already friends,
00:11:05
let’s fantasize where you
00:11:10
can apply it,
00:11:20
let’s take another experiment, let’s take spheres and
00:11:23
make them objects in the targets,
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we have the same deformable object and we will also
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turn on jitter so that there is some
00:11:33
deviation from the intermediate targets,
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this midol is also in its own way so that only the
00:11:39
central ones, this is how we have a predatory cyber
00:11:46
plant, all friends, thank
00:11:50
you for your attention, I hope this script
00:11:52
will be for you Evgeniy Gryadsky was helpful in your creative
00:11:55
things
00:12:02
[music]

Description:

Объявляем победителя хит-парада 3ds max Soulburnscripts Обязательно посмотрите 3d max уроки : Часть 1: https://www.youtube.com/watch?v=1X7NmHRKTWo Часть 2: https://www.youtube.com/watch?v=e60MN6okPf0 3d моделирование станет проще. 10 Место - xFormResetter 9 Место - vertSelectionToObject и splineKnotToObject 8 Место - AssignMaterialToSelection 7 Место - transformRandomizer и selectionRandomizer 6 Место - objectAttacher и objectDetacher 5 Место - nameManager 4 Место - pivotPlacer 3 Место - objectReplacer 2 Место - objectDropper 1 Место - wireMaker Согласны с таким порядком мест? Ссылка на скрипты http://www.neilblevins.com/art_assets/scripts/soulburnscripts_for_3dsmax.htm

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