Making 3D Game Production Faster Using Scripting in 3D Studio Max# Augustine John NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 1 Augustine John Sr. Technical Artist, Indiagames Ltd.# He has been in the graphics industry for 11 years – before joining Indiagames 4 years ago. He started his 3D career doing modelling and rigging, and has lead the 3D character art team. He has been instrumental in streamlining the production pipeline – developing 3D Studio Max scripts and plug-ins for the artists. Currently as a Senior Technical Artist, he contributes his experience to Indiagames proprietary ICE 3D# platform. NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 2 Agenda • Short Introduction to Maxscript • Maxscript in action – Modeling – Animation – Exporting – Level Design NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 3 What is Maxscript? •Maxscript is the built-in scripting language for 3Ds Max •Allows to control 3Ds Max •Allows to customize and extend 3Ds max user interfaces NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 4 Maxscript in Action NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 5 Modeling & Texturing •Texture Finder – Assigns the latest texture from the specified folder and its sub-folders NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 6 Modeling & Texturing •Adjust UV – Transforms the UV as specified 256 x 256 texture Resized to 128 x 128 * Texture from Project Asoka NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 7 Modeling & Texturing •Change Texture Format NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 8 Animation •Problem faced – Change in Bone Count or Hierarchy – Change in Character’s Proportion – Change in Character’s Overall Dimensions – Animator’s file may be initial rough model •So, animator has to – Save all the animations one-by-one – Load these animation files into the final model NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 9 Animation • Batch Save and Load Animations Batch save ‘bip files’ from max files Batch load ‘bip files’ on finalized model NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 10 Exporting • Process for our earlier MascotCapsule v3 rendering engine in our game development pipeline – – – – – – – – – All animations 1st frame be positioned at x = 0 & y = 0 Insert a new 1st frame common for all animations Export this max file to fbx format (This process is to save data) Import the fbx file Change the fps as required for the target phone Adjust the ‘main key poses’ – which may be lost in fps reduction Collapse the trajectory to 1 key per frame Place BAC axis in (0,0,0) to take care of y-z axis and origin. At last, export the file to bac and tra NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 11 Exporting • Approx. export time per animation manually = 4 minutes (Ignoring the potential human errors) • Impractical to export manually • Approx. export time per animation using script = 8 seconds (Plus gives detailed report with errors and warnings) NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 12 Level Design •Level Editor (Predator) Level Editor used for the mobile game “3D Predator: Bad Blood” NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 13 Uses of Maxscript •Automate repetitive tasks – For e.g.. Batch save & load animations •Simplify the workflow – For e.g.. Save and load biped animations script •Export assets for game programmers – For e.g.. Level editor, Camera exporter •Eliminates the human error •‘Time’ factor – faster job completion NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 14 How to learn Maxscript? •Maxscript documentation •Study others’ scripts from sites like www.scriptspot.com •Search / ask questions in online forums •DVD video tutorials NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 15 Questions & Answers Thank You! NAGFO Game Developer Webinar Series Copyright© 2009 Intel Corporation. All rights reserved. #Other names and brands may be claimed as the property of others. 16