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Freeware development - what do you reckon? (Read 10496 times)
Reply #75 - Aug 26th, 2011 at 5:08pm

hyperpep111   Offline
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Club508 wrote on Aug 26th, 2011 at 5:00pm:
hyperpep111 wrote on Aug 26th, 2011 at 12:57pm:
Boikat wrote on Aug 25th, 2011 at 7:36pm:
JBaymore wrote on Aug 19th, 2011 at 5:13pm:
Boikat wrote on Aug 19th, 2011 at 2:42pm:
Anyone know where I can buy a legit copy of Maya on the cheap?  ($3,500.00 is a bit steep!  Shocked )


If you are a undergrad or grad college student (or faculty member), check out AcademicSuperstore.com.  Not sure if they have it, but they might.

best,

...........john


UPdate:  Students can DL a free copy of Maya, and get a registration code key (Without that, you only have 30 days before it self destructs).  The only apparent drawback is that anything produced (animated film/movie) will have some sort of watermark.  I don't think that will be applied to models created in the student free-be. Smiley

At almost 1.5 gig, it's being a pain in the arse to DL. But, being the beginning of the Fall semester, I imagine there's a fair ammount of traffic at the moment.  Tongue


Is Maya Good? 3,500 is pretty steep Undecided


Renč

IS IT GOOD?!?!?!?!?!
IT'S HUGE!!!! DEFINATLEY Not something you want to use if you're a beginner.  That thing is for PRO-FESS ION-ALS!!!

It's Huge!!!  And I've only seen a book about it!!! Cheesy


At 3,500 I wouldn't expect anything less. But let us not be led astray from the original subject. Tongue


Renč
 

Most people think that flying a plane is dangerous, except pilots because they know how easy it is.
Arguing with a pilot is like wrestling with a pig in the mud, after a while you begin to think the pig likes it.
                                    
...
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Reply #76 - Aug 27th, 2011 at 1:38am

Boikat   Offline
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Cub508:
Quote:
Is Maya Good? 3,500 is pretty steep.


Maya is the 3D renderer used in almost every big CGI movie for the last several years.  The registered student version has all the features of the $3500.00 boxed edition. You can go to the Autodesk website and see some examples of Maya renderings.

hyperpep111:
Quote:
IS IT GOOD?!?!?!?!?!
IT'S HUGE!!!! DEFINATLEY Not something you want to use if you're a beginner.  That thing is for PRO-FESS ION-ALS!!!


"Huge" does not automatically mean "good"  (though, by no small coincidence, in this case, it does!).  As far as being for professionals, only because of the price.  OTOH, since the student version is free, you really can't complain too much. One of the main reasons its such a huge package is that it has a crate-load of other Autodesk/Maya utilities and apps included.  As far as appearing complicated, that's only because it does sooooo much that it's hard to think of what it can't do.  The 3D model making is just a tiny part of Maya's whole purpose: Rendering 3D animated movies.

Otherwise, I found it easier to work with than the "Bang your head on the keyboard twice, click and drag, while humming the Beer Barrel Polka" GMax method. It only took about 1/2 an hour of playing around, and about five minutes of manipulating shapes to create this (Very inaccurate, at the moment) Star Trek "Vulcan-ish" ship.

...

The reason it's inaccurate is because I was just fiddling around, and haven't taken the time to DL any good images of any "Vulcan" ships similar to the example. (For one thing, the support strut should be below the main hull, and more robust)

But, to bring this back to the main topic at hand; Freeware development:  I expect there will be more *payware* add-ons in the beginning, at least until the artist/model maker sells enough to pay for Maya.  The registered student version is free, and as far as I know, the registered student license does not expire.  Unregistered "evaluation copies", student or otherwise, expires after 30 days.






 

...
"I reject your reality, and substitute my own" Adam Savage, Mythbusters
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Reply #77 - Aug 27th, 2011 at 9:49am

Club508   Offline
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WOW!!!  That's good!

Mine always turn out like [insert EXTREMELY bad word here]  [/insert EXTREMELY bad word here]  in GMAX.
 

...
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Reply #78 - Aug 27th, 2011 at 3:05pm

hyperpep111   Offline
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Club508 wrote on Aug 27th, 2011 at 9:49am:
WOW!!!  That's good!

Mine always turn out like [insert EXTREMELY bad word here]  [/insert EXTREMELY bad word here]  in GMAX.


Practice makes Perfect? Wink


Renč
 

Most people think that flying a plane is dangerous, except pilots because they know how easy it is.
Arguing with a pilot is like wrestling with a pig in the mud, after a while you begin to think the pig likes it.
                                    
...
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Reply #79 - Sep 6th, 2011 at 9:41pm

machineman9   Offline
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Just remember... GMAX is free, and is provided on the discs for the game itself. Or, download it!

3ds max and maya have extended functions, and an extended version of the same interface, as GMAX. They also have the bonus of being able to render and use physics to auto-animate.

If you're developing for MSFS, you'll not need those features as the rendering is all performed by the game engine!
 

...
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Reply #80 - Sep 12th, 2011 at 2:17am

Travis   Offline
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machineman9 wrote on Sep 6th, 2011 at 9:41pm:
Just remember... GMAX is free, and is provided on the discs for the game itself. Or, download it!

3ds max and maya have extended functions, and an extended version of the same interface, as GMAX. They also have the bonus of being able to render and use physics to auto-animate.

If you're developing for MSFS, you'll not need those features as the rendering is all performed by the game engine!


It isn't a question of how the software creates or renders the object, it's a question of how the software saves the content.  If the software cannot convert to the format specified by the program, then your object is obsolete.  If, for say, the playable format of the finished product is in *.FDU (doesn't exist) and the program you are using can't convert to that, the program is obsolete.

gMax cannot convert to the files necessary to run FSX, if I'm not mistaken.  And even if it can, the way they have programmed Flight from the ground up would mean that any program that can produce 3D aircraft has to be either 3DS Max or Maya.
 

...
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Reply #81 - Sep 12th, 2011 at 4:39pm

hyperpep111   Offline
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I think someone should open a Maya topic cause this is going a little off topic Undecided
 

Most people think that flying a plane is dangerous, except pilots because they know how easy it is.
Arguing with a pilot is like wrestling with a pig in the mud, after a while you begin to think the pig likes it.
                                    
...
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Reply #82 - Sep 12th, 2011 at 7:53pm

machineman9   Offline
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Travis wrote on Sep 12th, 2011 at 2:17am:
It isn't a question of how the software creates or renders the object, it's a question of how the software saves the content.  If the software cannot convert to the format specified by the program, then your object is obsolete.  If, for say, the playable format of the finished product is in *.FDU (doesn't exist) and the program you are using can't convert to that, the program is obsolete.

gMax cannot convert to the files necessary to run FSX, if I'm not mistaken.  And even if it can, the way they have programmed Flight from the ground up would mean that any program that can produce 3D aircraft has to be either 3DS Max or Maya.

It's a fair point, but it was Microsoft who packaged GMax with their games for the users to construct addons with! As far as I know, there are plugins to allow 3ds and OBJ format outputs. It's still not bad for free. I personally use Anim8or, which has a lot of useful features... Although, it requires the hands-on approach as it's not a highly automated procedure and it's a 'what you deliberately do is what it will end up like' sort of program.

I loved using 3ds max, but if the addon community has lasted this far, I don't see why they'd change the software required. I really hope they integrate some sort of aeroplane creation software, a bit like X-Planes', where you can adjust the dynamics.
 

...
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Reply #83 - Sep 21st, 2011 at 2:43pm

Al_Fallujah   Ex Member

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machineman9 wrote on Sep 12th, 2011 at 7:53pm:
Travis wrote on Sep 12th, 2011 at 2:17am:
It isn't a question of how the software creates or renders the object, it's a question of how the software saves the content.  If the software cannot convert to the format specified by the program, then your object is obsolete.  If, for say, the playable format of the finished product is in *.FDU (doesn't exist) and the program you are using can't convert to that, the program is obsolete.

gMax cannot convert to the files necessary to run FSX, if I'm not mistaken.  And even if it can, the way they have programmed Flight from the ground up would mean that any program that can produce 3D aircraft has to be either 3DS Max or Maya.

It's a fair point, but it was Microsoft who packaged GMax with their games for the users to construct addons with! As far as I know, there are plugins to allow 3ds and OBJ format outputs. It's still not bad for free. I personally use Anim8or, which has a lot of useful features... Although, it requires the hands-on approach as it's not a highly automated procedure and it's a 'what you deliberately do is what it will end up like' sort of program.

I loved using 3ds max, but if the addon community has lasted this far, I don't see why they'd change the software required. I really hope they integrate some sort of aeroplane creation software, a bit like X-Planes', where you can adjust the dynamics.


Is it just me, or didn't an earlier version of MSFS have such a tool? like FS3 or FS5 or something.
 
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Reply #84 - Sep 22nd, 2011 at 4:16pm

Travis   Offline
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I believe FS3 had a creation engine in-game.  You could manipulate all the functions of the aircraft and come up with some really wacky stuff.  For instance, I remember making aircraft with wings less than a foot wide and hundreds of feet long.  The interesting thing about it was that you didn't have to program the flight characteristics.  The sim automatically did that for you based on the physical dimensions of the aircraft itself.  It would be interesting to have something like that again.
 

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Reply #85 - Oct 2nd, 2011 at 1:57pm

Fr. Bill   Offline
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Travis wrote on Sep 12th, 2011 at 2:17am:
gMax cannot convert to the files necessary to run FSX, if I'm not mistaken.


The export module for GMax=>FSX was released in FSX SDK 2 and FSX Acceleration SDK. I've been using it for the past few years...

A nice (and free) side-effect of Lockheed-Martin licensing ESP from MS is that they've compiled new export modules for Max 2010, 2011, and 2012. Now folks who wish to create content for FSX, or Prepar3D and have the latest versions of Max can do so.
 

Bill
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Reply #86 - Oct 3rd, 2011 at 2:11am

Travis   Offline
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Whoops!  My apologies, I thought service packs for Gmax were discontinued after FS9.  However, I would be surprised if Gmax export was supported for Flight.  Since the basic coding is being rewritten, I would expect that MS will require a program that has seen some improvement or development in the past ten years.
 

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Reply #87 - Oct 10th, 2011 at 2:20pm

Fr. Bill   Offline
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Travis wrote on Oct 3rd, 2011 at 2:11am:
Whoops!  My apologies, I thought service packs for Gmax were discontinued after FS9.  However, I would be surprised if Gmax export was supported for Flight.


I wouldn't be surprised, I'd be totally gobsmocked!" Autodesk was very, very reluctant to SELL MS/ACES a license to create the export module for converting GMax to FSX .X files, and only did so for gobs of cash and a firm commitment from ACES that the export module would be "unbreakable," which is why no one has created a programs such as "MiddleMan" and "ModelCommander" that broke the FS9 export module's output!
 

Bill
... Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 NOTE: Unless explicitly stated in the post, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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