DV20447 Virtual-Reality Procedural Experiences with 3ds Max s Max Creation Graph and Stingray
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1 DV20447 Virtual-Reality Procedural Experiences with 3ds Max s Max Creation Graph and Stingray Louis Marcoux Senior Technical Specialist Autodesk Canada area.autodesk.com/louis Join the conversation #AU2016
2 Class summary Approach creation challenges procedurally Create and iterate around a roller coasters ride Create virtual reality (VR) experiences Use 3ds Max s MCG for models and animations Use Stingray game engine to build the VR experience. Study some tricks to enhance the experience
3 Key learning objectives At the end of this class, you will be able to: Create procedural content with 3ds Max's MCG Author real-time VR in Stingray Enhance VR experiences by triggering events for the viewer Setup fast updates and alternatives for rides review Decorate real-time environments using animated assets
4 How did this idea begin?
5
6 Tech Demo : Race Track ToolKit
7
8
9 Procedural Content
10 What is Procedural Content? Meaningful Systems Objects with a Parameterized Definition Combination of : Mesh Creation Cloning Transformations Relationships Conditions Functions Mathematics Simple Tools With Large Scale Influence
11 The Max Creation Graph Node-Based editor to build Graphs Graphs that build Procedural Tools Not Wiring Parameters Packages Inputs Nodes Parameters Outputs Primitives Modifiers Controllers MCG Nodes & Compounds Multitude of Functions
12 Tech Demo : Intro to Working in MCG
13 central beam size distance heart line section joints sections length train wagons follow track traction gravity ribs size amount Heart Line Up Line Ground rails size distance up direction pillars size amount base on ground Sections length not it the way!
14 Starting a Project: Best Practices Start small Grow in complexity Clearly identify components to build Avoid rebuilding the same things twice Think generic rather than specific Build Reusable Nodes Use Compounds ad nauseam Layout Intelligibly Group, color and comment
15 Start Small : Creating A Mesh 1 2 vertices face face vertices 3 4 vertices indices Smoothing Groups Mat ID S UV Map 1: (0,5,0) 2: (5,5,0) 3: (0,0,0) 4: (5,0,0) 1: (3,2,1) 2: (3,4,2) : (0,1,0) 2: (1,1,0) 3: (0,0,0) 4: (1,0,0)
16 Start Small : Creating A Mesh in MCG
17 Start Small : Bolt Use Case 36 vertices 50 faces
18 Start Small : Simplify Mesh Creation Tools "1.0;0.0;0.0/0.5; ;0.0/0.5; ;0.75/1.0;0.0;0.7 5/-0.5; ;0.0/-0.5; ;0.75/-1.0;0.0;0.0/- 1.0;0.0;0.75/-0.5; ;0.0/-0.5; ;0.75/0.5; ;0.0/0.5; ;0.75/0.5;0.0;0.75/ ;0.25;0.75/ ;0. 25;1.5/0.5;0.0;1.5/0.25; ;0.75/0.25; ;1.5/0.0; 0.5;0.75/0.0;0.5;1.5/-0.25; ;0.75/- 0.25; ;1.5/ ;0.25;0.75/ ;0.25;1.5/- 0.5;0.0;0.75/-0.5;0.0;1.5/ ;-0.25;0.75/ ;- 0.25;1.5/-0.25; ;0.75/-0.25; ;1.5/0.0;- 0.5;0.75/0.0;-0.5;1.5/0.25; ;0.75/0.25; ;1.5/ ;-0.25;0.75/ ;- 0.25;1.5 0;1;2;0;2;3;1;4;5;1;5;2;4;6;7;4;7;5;6;8;9;6;9;7;8;10;11;8; 11;9;10;0;3;10;3;11;3;2;5;3;5;7;3;7;9;3;9;11;12;13;14;12;14;15;13;1 6;17;13;17;14;16;18;19;16;19;17;18;20;21;18;21;19;20;22;23;20;23 ;21;22;24;25;22;25;23;24;26;27;24;27;25;26;28;29;26;29;27;28;3 0;31;28;31;29;30;32;33;30;33;31;32;34;35;32;35;33;34;12;15;3 4;15;35;35;15;14;35;14;17;33;35;17;33;17;19;31;33;19;31;19;21;2 9;31;21;29;21;23;27;29;23;27;23;25 0;0;0;0;0;0;0;0;0;0;0;0;1;1; 1;1;2;2;2;2;2;2;2;2;2;2;2;2;2;2;2;2;2;2;2;2;2;2;2;2;4;4;4;4;4;4;4;4;4; 4 5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5 ;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5;5; ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ; 0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0. 0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ ; ;0.0/ vertices Indices Smoothing Groups Mat ID s UV Map
19 Tech Demo : Using LM_StringToTriMesh
20 Systems of Components
21 Transformations In Object Space 0,0,0 is at mouse click location Mesh Creation Happens at 0,0,0 Pivot of ALL Transformations at 0,0,0 No parenting Only Mesh Combining No Arbitrary Pivot Point Plan from Origin to Final Transformation Order is key: 1. Scale 2. Rotation 3. Translation
22 Useful Mathematics Scaling Rule of 3 Rotation ? Degrees and Radians Vector Algebra Translation Trigonometry
23 Tech Demo : Building A System
24 Working With Splines Clone Along Loft Along Translate Spline Data to Useable Transforms From Origin to Position/Rotation/Scale
25 Working With Splines Data From One Spline Position at percent Position forward No Up! Second Spline Up Direction Right Vector Important to Match Splines Clone Reference
26 Working With Splines Clone At Multiple Percent Values Create and Transform Layout at origin Scale Rotate Translate Loft Along Spline Create Vertices Along Spline Create faces from vertices
27 Tech Demo : Working With Splines
28 Finishing The Tool Max Script Arrange and group parameters Add functions Animation Controller Train Camera
29 Tech Demo : Roller Coaster ToolKit
30 Real Time VR
31 #1 Rule of VR Don t Move the Point of View Don t Move the Camera wagon If You Move the Point of View, Give it a Platform to Stand On
32 Stingray (V1.5) Templates In place Seating or Standing Room Scale
33 Bringing Content In Stingray Each Export or Send Created a Single Entity Break in Workable Pieces Static Assets Environment Props Roller Coaster Structures Use Send To Stingray Commands Animated Assets Train Cameras Animated Props Use FBX Export Bake Animation
34 Connecting the HMD to the Ride (in Flow)
35 Tech Demo : VR Roller Coaster In Stingray
36 Alternatives Choose Track Input Hide Unused Tracks Show Chosen Track Set Its Point Of View Play Its Animation
37 Tech Demo : Alternatives
38 Animated Environment Assets
39 Types of Animations Transformations Position Rotation Scale Skinned Looped (Seamless) Default Animation Controller Shader Panner Vegetation Particles Import / Export Assets Smart Assets
40 Tech Demo : Animated Assets
41 Class Files Link in Handout: XFNa?dl=0 Password : IWasThere Distribution Files used in the Class The 3ds Max Project All Video Tutorials Final Ride Builds for HTC Vive and Oculus PPT Presentation and Handout for the class
42 How did I do? Your class feedback is critical. Fill out a class survey now. Use the AU mobile app or fill out a class survey online. Give feedback after each session. AU speakers will get feedback in real-time. Your feedback results in better classes and a better AU experience.
43 Autodesk is a registered trademark of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document., Inc. All rights reserved.. All rights reserved.
Virtual-Reality Procedural Experiences with 3ds Max s Max Creation Graph and Stingray
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