Sections:: (This Is A Brief Manual and Will Not Teach You The Basics of 3dsmax or The Basics

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Doit! is a 3dsMax powertool for Torque Powered Technologies.

©2009 eb/G.A.S. - GameArtStore.com

Sections: [This is a brief manual and will not teach you the basics of 3dsMax or the basics
of DTS exporting.
Please watch the Doit! 1.5.0 video to have the functionality of Doit! explained with visual cues.
Thanks. ]

1. Old Doit Toolbar

2. Fast Mats

3. UV now!

4. Player | Dsq | RedT

5. FastFlatMapper

6. Mr. Lister

7. Doit! General
8. Exporting! (w/sse)

9. Quick Properties

10.About Doit! G.A.S. – (not included in Manual as it is a logo and URL section)

1: Old Doit! Toolbar


The previous versions of Doit had a different layout which had a tool
bar.

This section is that old toolbar.


Nodes
1. Orc Rig and Nodes

This button adds a Kork compatible rig and nodes to your scene.
(do not use if you have a Bip01 already in scene)

2. Player(+10)

Adds nodes for player models. Will connect hierarchy if a bip01


exists.

3. Basic Weapon(3+)

Adds the 3 basic weapon nodes to your scene.

4. Basic Vehicle

Adds the basic vehicle nodes to your scene.

:: Object ::
5. BB:: selection

Adds “BB::” to your model name so that it becomes a Billboard.

6. BBZ:: selection

Adds “BBZ::” to your model name so that it becomes a Zbillboard.

7. Sort:: selection

Used for scene sorting, usually used with transparencies. Not for use in
all engines.

8. CellShadeTrick

Does the ‘cellshade trick’ to your model.

Hierarchy
9. +Start01

Connects selection to Start01 node if Start01 exists.

10. +Base01

Connects selection to Base01 node if Base01 exists.

11. Detach selection

Detaches links from selection. (Removes hierarchy connections)

Txt | script helpers


12. MyNotes!

Store notes for yourself in a text file that is easily accessible by this
button.

13. Default orc export .cfg

This is the export file for the default Orc rigged player.

14. DefaultWeap export cfg

This is an example weapon export cfg file.

2: Fast Mats – Fast Max Materials


A. Reset Slots – This works with the “24 checkers” material generator
button. If checked, this will cause the already generated materials
used in scene to not be replaced by newly generated materials.

B. 24 Checkers - Autogenerates 24 materials made of ‘checker’ with


random colors and specular values.

C. 24Solid – sets 24 solid colors into the 24 material slots, not random.

D. MatSlot# - a fast selector for objects to use materials. Select an object and then scroll this
drop down for quick access to your 24 material slots.

3: UV now! – UV help to speed up basic UV processing


1. GeoType – Many of the functions in this section force a geometry at the end of processing.
I almost always use the EPoly type….so this is the default setting.

2. BoxMap – runs box mapping on the object


3. CylMap – runs cylinder mapping on the object

4. Planar X,Y,Z – runs basic Planar(X,Y,Z) on the object

5. SplineMap - runs splinemap processing on the object

6. Flat & Pack – flattens and packs the object’s UV

7. Relax+Pack - Relaxes and packs the object’s UV by face angle which is useful in a handful
of circumstances. Be careful with object’s that have split UVmap edges.

8. Pack UV – Packs the object’s UV map into (0,0 -> 1,1) a general full texture space.

9. Render UV and set height/width of the texture render.

4: Player | Dsq | Red T


1 PlayerLod LODme - make your player mesh, rig it, select the
mesh and press this button to have LOD created automatically for you. (this
is for single mesh player models, you will have to use work-arounds for
multiple mesh models..not hard at all really)

2 Seq||& - This will add a sequence object to the scene and add a
start frame and an end frame. Simply slide the frame to your needed
start end points. No need to mess around with that curve editor for most
of an animator’s work! ..just animate, click this, set frames, export!

3 LOD gui – this will bring up the LOD GUI from ‘GG/TP’. This
is mainly used for player lod systems.

4 Paradigm – this merely places a red T prardigm…the


Torque symbol…into your scene. It’s basically a quick-add-a-shape
button.

5: FastFlatMapper
This was made to help a buddy of mine get used to max UV
mapping coming from GTKRadiant /Jupiter Based/brushprimitive
based editing. It’s a little tricky at first but it’s as easy as I could make it without spending
ages on it’s development. Watch the instructional video if you need example workflows.

NOTE! - **I always use an Epoly objects, ***this will always collapse to an Epoly.***

1. Get your Epoly object and go into subobject mode 4(faces) and select a face then press
the “Start Manual UV Button”.

2. X,Y,Z projection. This works on the objects’ transform(ie: rotated objects do not get
world space mapping). [*This may need to be refreshed during use. Just because “z” is
initially selected, does not mean Z will be used…please reselect Z to force it into use.]

3. 3 spinners for map sizing, these control the texture plane sizing, but I would only use
them when you need to tweak small values. Height, width, length. The video has a
good example of using this section.

4. Next Face – works on it’s own and with a “shift+click”. A click will force a collapse of
the object’s stack. A Shift+click will add a uvw modifier. The trick here is to: select a
face, map it, reset/collapse, select another face, repeat. The video has a good example
of using this section.

5. Done! – this forces the object’s stack to collapse, the object to an Epoly and it also
reverts this section to “off” as it initially started.
6: Mr. Lister
This is an easy way to select objects in your
scene and it is a very easy way to help you
make your export cfg files! Win win!

1. Dock Mr. Lister will cause Mr. Lister to jump


out of Doit! and attach itself to the left side
of Max, as a docked toolbar.

2. The list area

3. Refresh! – this list does not ‘autoupdate’ to


save resources. You will need to refresh the
list when needed.

4. List selected – This will list all of the


selected objects the objects in the order
you selected them.

5. Print! | Show! – This will open the Max text


editor and dispense a list of the information
you requested. ***This makes cfg creation
a breeze!***

Note: if you dock Mr. Lister and then reopen


Doit!, you will have a docked Mr. Lister and a
Mr. lister in Doit! as well..they will nto work in
unison as they are separate instances of the
same tool.
7: Doit General !
1. Collision Volumes

a. Cylinder

b. Sphere
c. Capsule

d. Cone

e. Pyramid

f. Box

- The shapes
denoted with a “*” use the

*segs|
sides number for their
creation.

2. *Segs|Sides – this number denotes the count of sides and/or segments of the
collision volume you will create with the above buttons.

3. Grid settings of 1, 1.5, 5 & 10.

4. Grid settings panel

5. Grid snapping toggle

6. X45,y45,z45 – these will rotate your object in a positive degree direction.

7. 0,0,0 = will “0” out your object’s transform

8. BoxTrick – the age old boxtrick!

9. Flip*Faces – Flips the faces of the selected object(if the object can have faces
flipped)

10.bg color – set the bg color of a render environment

11.3p Render – sets 3 lights into your scene with a plane, renders and image and then
removes what it added

12.9cols – adds 9 col dummies to you scene and attaches them if hierarchy exists
based on “base01” and “start01”.

13.123 Pivot – clicking this will set the transform of the selected object to it’s own
center of it’s extents. Shift and click will set it’s center according to it’s own extents
and then it places the transform/object-center at 0,0,0. CTRL+click is a toggle that
will allow the selection’s gizmo to be manipulated.

14.More Details – if you used ssSetup, this can LOD your model. This can work in other
circumstances as well. Use your imagination!

15.Bounds it! – creates a bounds volume according to the selected object’s extents.

16.ssSetup – “Super Simple Setup!” ..takes your model and creates all needed
information to export a DTS file. Also adds a box collision volume.
17.Embed Shapes – This should be used for mapobject models that are made up of
multiple meshes. This will take your mesh names and append them with
“smesh2”..making them all detail level2.

8: Exporting! (w/sse)
Super.Simple.Exports!
In this section, Green letters will mean a “+” and red
letters will mean a”-“.

A green letter or a “+” will mean that the concept is


added.

A red letter or a “-“ will mean that the concept is not


added.

Left Column:

1. SSEsel +C +L

2. SSEsel +C -L

3. SSEsel -C +L

4. SSEsel -C –L

Right Column:

5. SSE +C +L

6. SSE +C -L

7. SSE -C +L

8. SSE-C -L

Export! --------------------------------
.DAE – Exports the entire scene to Collada(be aware of
the specific Collada exporter chosen

Sel .DAE – Exports the selection to Collada(be aware of


the specific Collada exporter chosen
DSQ – Animation export!

DTS – DTS export!

9: Quick Properties

This section is a bit basic but it saves me loads of time as I get annoyed
with waiting for max to allow me to push settings that should be in front
of me as I work quickly. So instead of [Right Click>object properties
select properties, click OK, repeat]…..my panel puts it right there, where
it should be for power users. I love 3dsMax, but the GUI’s have always
been harsh on productivity and nerves! Hehehe

1. Reset list: this will set the list back to it’s initial settings which are
close to the general object settings.

2. Apply to Selection: Change settings, click apply, change more


click apply…this works on your entire selection(aka multiple
objects!)

// Extra notes:
Randomly, you will notice the “Random Happiness” Rollout into your Doit! panel. I call it the
“Ego Booster 5000”. It basically gives you some comedic praising. I am sure it is worth at least 5
seconds of fun. Enjoy!

Support: Support@gameartstore.com

Eric@Ericrbarth.com

Doit! created by: eb

www.GameArtStore.com

www.Ericrbarth.com

Copyright 2009 @ eb and G.A.S. GameArtStore.com

Thanks to everyone who has used Doit! Your continued support has driven me to make this
tool better and better for you guys. Cheers!

- eb

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