3DS Max R3

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3DS MAX R3 / Character

Studio 2.2

Next Generation
PlayStation Pipeline
Jeff Yates
Presentation Overview

! Brief Perspective

! Next Generation
PlayStation Plans

! Technology
Demonstration

! Contact Information
Mine Shaft
Who is Discreet? .
! Autodesk Discreet =
Kinetix +
Discreet Logic

! Products
• 3DS MAX
• Character Studio
• Lightscape
• Edit, Paint/Effect,
• Inferno, Flame
MAX Release Review .
! Spring 1996
• MAX R1, CS R1
! Fall 1997
• MAX R2, CS 1.15
! Spring 1998
• MAX 2.5
! Fall 1998
• CS R2
! July 1999
• MAX R3, CS R2.2

Core Design Ltd


3D Game Content - the recent past:

! Limited Polygon Counts


! Limited Textures & Lighting
! Custom File Formats (SDK)
! Segmented Characters
! LOD Levels - Pre-Modeled
! Pre-Game Cinematics
Slavezero
3D Game Content - Today (pre-NGPS)

! More Polygons (some surfs)


! Richer Texturing/Lighting
! In-house “Art Tools” (SDK)
! Single-Mesh Characters
! Continuous LOD
! 1000’s of assets
DreamForge Entertainment
3D Game Content - Tomorrow?

! Traditional authoring persists


+ Dynamic Algorithms
+ Higher-order Surfaces
! Multi-pass Textures
! Level Editors (SDK!)
! Source Code Access
! Efficient Pipelines Lucas Arts
New Real-time Extensions in MAXR3

! Game-specific, Procedural Asset Creation


! Event-driven Reactions, Behaviors
! Scene-culling Pre-visualization
! Asset Management Foundation
! Expanded Run-time Attribute Assignment
! Vertex Pre-lighting and Painting
! 99 Texture mapping channels
Discreet Mission for NG PlayStation
! Character Pipeline Focus

! Component Strategy

! Royalty-Free Use for


GAME /Plug-in
DEVELOPERS

! Support / Integrate with


Middleware Peers
XL TRANSLAB
Source Code in the MAX R3 Box...
! Bezier Surfaces
• “Edit Patch” Modifier

! Character Skin Deformation


• “SKIN” Modifier

! Soft-body dynamics
• “FLEX” Modifier

! Facial Animation
• “Morph” Modifier
MAX/CS -> PS2 Pipeline Options
Custom
Custom Export
File
CS MAXR3
(System)
PS2 Export
PC Level Editing PS2

Component
Component Reader
Component Reader
Component
PS2 Game
Engine
System System
MAX Modifiers as Run-time Components

MAXR3 Custom Export


File
Skin
Flex Skin UI
PC
Patches Skin Alg
Reader
Game Engine

Flex Patches
PS2
Skin
On the Developer Network...

! Game-Ready Versions
• Patches, Skin, and Flex
! No MAX-specific references
! No graphical UI code
! Generic C++
! ADN Members Only
Demo: Bezier Patches with Dynamics

MAXR3 Custom Export


File
Skin
Flex
PC Patches

Reader
Nemo
Flex Patches
PS2
Skin
About Nemo’s “NeMo”

Www.nemo
Www.nemo.com/
nemo.com/
Real-
Real-time Game Development
Environment

•Full
Full SDK
•Plug
Plug-
Plug-in Behaviors
•Plug
Plug-
Plug-in 3D Engines
•Access
Access run-
run-time loop, events, database
•Open
Open Import / Export
Developer Program
Autodesk Developer Network
$500/year for one game programmer

•Extended “service” contract for MAXSDK


•Direct access to our engineers
•Debug build of MAX
•Closer relationship with Kinetix--we get to
“know” you
•Direct access to us--help us help you better
ADN Technical Support

http://support.ktx
http://support.ktx.com/~200
ktx.com/~200
Anyone can access this site!

“Next Generation Games”

•ADN members: direct, private, timely


•Non-ADN members: “read only” access
•Support from growing MAX developer
community
Discreet Mission for the Future
! Real-time Character Focus
! Strong Art Tools
! Open development foundation
! Release Algorithms
! Large-Scale Productions
! Affordable
! Complete
The End
MAXR3/CS2.2 For Artists...
! Workflow & Usability
! Asset Management, Collaboration, & Data Sharing
! Mature Modeling - polygons, Beziers, Nurbs
! Character Articulation - multiple solutions, mocap
! Character Skin Binding & Deformation
! Character Skin Dynamics
! Comprehensive Texture Mapping, Unwrap
! Multi-texture set-up with 99 texture mapping channels
! WYSIWYG Vertex Pre-lighting and Painting
! Customization, Extensibility, and Access
MAXR3 / CS 2.2 For Programmers...
! Skin deformation - “skin” source code
! Dynamics - “Flex” source code
! Morphing source code
! Particle Systems source code
! 100’s of new SDK functions
! Programmer’s Documentation
! Support through “ADN” Program
! Customization, Extensibility, and Access
! COM, DCOM
Character Studio R2.2
! Fast, Stable, Blended Forward / Inverse Kinematics
! Quaternions
! Layers
! Motion Capture
! Motion Blending
! Motion Mapping
! Transferable Skin Bindings
! Comprehensive Export
MAX/CS -> NG PS Pipeline Options
! Level-Editing Features during Authoring
! File Format Export
! COM/DCOM Interface
! Run-time Components (w/wo source code)
! Run-time Systems (w/wo source code)
! Platforms (aka “Engines”)
Where do we go from here?
! Best-of-Breed 3D Content
Creation Tools
! Run-time Ready Algorithms,
Techniques
! Expanded Source Code Access
! New Tools for Building
Dynamic Content
! Production Pipelines
! Strong Technology
Partnerships
Level-Editing Capabilities in MAXR3
! Game-specific Procedural Object Creation
! Game-specific Materials
! Game-specific Particle System Creation
! Event-driven Reactions, Behaviors
! Scene-culling Pre-visualization
• LOD Switching
• Continuous LOD Plugins (optional)
! Structured External Asset References (XREF’s)
! Asset Management Foundation
! Assignment of Run-time Attributes
Developer Programs
Paul Perreault
Developer Relations Manager, Kinetix

•Manage Developer Program


•Make sure you get the tools/info you need
•Your point of contact

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