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  })();</description><title>3DSpeedy</title><generator>Tumblr (3.0; @3dspeedy)</generator><link>http://3dspeedy.com/</link><item><title>139 (Max): Automatically Save VRay Render Elements</title><description>&lt;p&gt;Activate and set up the render elements you&amp;#8217;ll need for compositing. Next, activate the &amp;#8220;&lt;strong&gt;VRay FRAME BUFFER&lt;/strong&gt;&amp;#8221;. Inside the VFB rollout, check the &amp;#8220;SAVE SEPARATE RENDER CHANNELS&amp;#8221; check box and click &amp;#8220;BROWSE&amp;#8221; to save your frames. When you click render, Max will prompt you with an alert about &amp;#8220;saving a sequence with no output&amp;#8221;, click &amp;#8220;OK&amp;#8221; to ignore. Now VRay will save out all your render elements in the specified folder. Each frame will have the element name suffixed to the original file name. &lt;/p&gt;</description><link>http://3dspeedy.com/post/15409390577</link><guid>http://3dspeedy.com/post/15409390577</guid><pubDate>Fri, 06 Jan 2012 13:57:00 -0600</pubDate><category>Max</category><category>submission</category><dc:creator>9north</dc:creator></item><item><title>138 (Max): Drag N' Drop Bitmaps</title><description>&lt;p&gt;Quickly create Bitmap maps in the Slate or Compact material editor by dragging your file from any explorer window to the editor.  If you drag it to a slot in the Compact editor, it will create a standard material with that map in the diffuse slot.  If you drag it into the Slate editor it just creates a bitmap.&lt;/p&gt;</description><link>http://3dspeedy.com/post/14119212257</link><guid>http://3dspeedy.com/post/14119212257</guid><pubDate>Mon, 12 Dec 2011 09:52:00 -0600</pubDate><category>max</category><dc:creator>9north</dc:creator></item><item><title>137 (Max): Move Vertex Along Edge</title><description>&lt;p&gt;&lt;img alt="EdgeConstraint" height="510" src="http://static.tumblr.com/npfthkh/Ozqluu6z2/3dspeedy_editgeoconstraints.jpg" width="784"/&gt;&lt;/p&gt;
&lt;p&gt;If you&amp;#8217;ve ever been working inside an Edit-Poly modifier and needed to move vertices along a non-ortho edge, you&amp;#8217;ve realized it can be difficult. If you scroll down in the Command Panel and find the &amp;#8220;Edit Geometry&amp;#8221; rollout, inside you&amp;#8217;ll see a set of parameters named &amp;#8220;Constrain&amp;#8221; with the options &amp;#8220;None&amp;#8221;, &amp;#8220;Edge&amp;#8221;, &amp;#8220;Face&amp;#8221; and &amp;#8220;Normal&amp;#8221;. Click &amp;#8220;Edge&amp;#8221; and now your vertex selection will ONLY move along the shared edges of the vertex selection! Also works with Face and Normal mode as well as with other Sub-object levels selected (edge, border, polygon, element).&lt;/p&gt;</description><link>http://3dspeedy.com/post/12969041593</link><guid>http://3dspeedy.com/post/12969041593</guid><pubDate>Fri, 18 Nov 2011 09:27:00 -0600</pubDate><category>Max</category><category>submission</category><dc:creator>coppersoffit</dc:creator></item><item><title>136 (Max):  Saving LDR Images with 2.2 Gamma</title><description>&lt;p&gt;&lt;img height="121" width="189" src="http://static.tumblr.com/ruawtiv/4Zdlu1d2w/22gamma.jpg"/&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;When saving out an LDR format, remember that your 2.2 gamma is only &amp;#8220;previewed&amp;#8221; in the VFB window.  You can choose to bake the gamma in by overriding it in the &amp;#8220;Save Image&amp;#8221; dialogue.  Alternatively you can go to &amp;#8220;Rendering -&amp;gt; Gamma/LUT Setup&amp;#8230;&amp;#8221; and type in 2.2 into the &amp;#8220;Output Gamma&amp;#8221; field. Now every image you save will be baked with 2.2.&lt;/span&gt;&lt;/p&gt;</description><link>http://3dspeedy.com/post/12239631595</link><guid>http://3dspeedy.com/post/12239631595</guid><pubDate>Wed, 02 Nov 2011 08:28:00 -0500</pubDate><category>Max</category><dc:creator>9north</dc:creator></item><item><title>(135) Max: "Pan &amp; Zoom" While Drawing Splines </title><description>&lt;p&gt;If you want more precision while drawing lines, go into PREFERENCES / VIEWPORTS and toggle the &lt;em&gt;Zoom About Mouse Point&lt;/em&gt; options on.  Now your middle mouse wheel will use your mouse as its zoom target. &lt;/p&gt;</description><link>http://3dspeedy.com/post/12197965994</link><guid>http://3dspeedy.com/post/12197965994</guid><pubDate>Tue, 01 Nov 2011 10:19:57 -0500</pubDate><category>Max</category><category>submission</category><dc:creator>9north</dc:creator></item><item><title>(134) Cinema 4D: Invert Camera Axis Orbit</title><description>&lt;p&gt;If you think in an inverted Y-axis, for flying, video games, etc. &lt;/p&gt;
&lt;p&gt;Edit &amp;gt; Preferences &amp;gt; Input Devices &amp;gt; Check &amp;#8220;Reverse Orbit&amp;#8221;&lt;/p&gt;</description><link>http://3dspeedy.com/post/10451011987</link><guid>http://3dspeedy.com/post/10451011987</guid><pubDate>Tue, 20 Sep 2011 15:05:34 -0500</pubDate><category>Cinema</category><category>submission</category><dc:creator>9north</dc:creator></item><item><title>(133) Max: Quick Select Camera Target</title><description>&lt;p&gt;&lt;img src="http://static.tumblr.com/ruawtiv/gEulrs8s5/selectcameratargets.jpg" width="580" height="309"/&gt;&lt;/p&gt;
&lt;p&gt;When working in a cluttered scene, it can be difficult to select your camera target.   To easily select it, &lt;strong&gt;R-Click&lt;/strong&gt; on the camera&amp;#8217;s body and select &amp;#8220;Select Camera Target&amp;#8221;. This can also be reversly done by selecting the camera target.&lt;/p&gt;</description><link>http://3dspeedy.com/post/10408731490</link><guid>http://3dspeedy.com/post/10408731490</guid><pubDate>Mon, 19 Sep 2011 13:29:00 -0500</pubDate><category>Max</category><dc:creator>9north</dc:creator></item><item><title>(132) Max: Reverse Spline Animations</title><description>&lt;p&gt;&lt;img height="186" width="161" src="http://static.tumblr.com/ruawtiv/cszlqcm8w/make_first.jpg"/&gt;&lt;/p&gt;
&lt;p&gt;To reverse a PathDeform animation, simply edit the spline&amp;#8217;s last vertex to be its first by selecting it and clicking &amp;#8220;&lt;strong&gt;Make First&lt;/strong&gt;&amp;#8221;.  This will make the first vertex the starting point for the animation.&lt;/p&gt;</description><link>http://3dspeedy.com/post/9249230444</link><guid>http://3dspeedy.com/post/9249230444</guid><pubDate>Mon, 22 Aug 2011 07:37:00 -0500</pubDate><category>Max</category><dc:creator>9north</dc:creator></item><item><title>(131) Cinema 4D: Toggle Smoothing</title><description>&lt;p&gt;Press the &amp;#8216;&lt;strong&gt;Q&lt;/strong&gt;&amp;#8217; key to enable/disable HyperNURBS (sub-d smoothing). Much faster than clicking the green &amp;#8216;check mark&amp;#8217; on and off. Also, it doesn&amp;#8217;t contribute to the undo/history chain.&lt;/p&gt;</description><link>http://3dspeedy.com/post/7043503094</link><guid>http://3dspeedy.com/post/7043503094</guid><pubDate>Wed, 29 Jun 2011 08:26:00 -0500</pubDate><category>Cinema</category><category>submission</category><dc:creator>9north</dc:creator></item><item><title>(130) Cinema 4D: Save Camera Start</title><description>&lt;p&gt;Finally happy with your camera angle? Set a keyframe on frame 0 of the camera so you dont accidentally lose it.  Life Saver!&lt;/p&gt;</description><link>http://3dspeedy.com/post/6863858820</link><guid>http://3dspeedy.com/post/6863858820</guid><pubDate>Fri, 24 Jun 2011 08:24:13 -0500</pubDate><category>Cinema</category><category>submission</category><dc:creator>9north</dc:creator></item><item><title>(129) Max: Quickly Add List Controllers</title><description>&lt;p&gt;To quickly add a list controller to multiple objects, simply freeze your transforms.  When you “Freeze” an object’s transform, it creates a two-controller  list of which the second controller is the default for its transform.&lt;/p&gt;</description><link>http://3dspeedy.com/post/6626238496</link><guid>http://3dspeedy.com/post/6626238496</guid><pubDate>Fri, 17 Jun 2011 12:44:13 -0500</pubDate><category>Max</category><dc:creator>9north</dc:creator></item><item><title>(128) Max: Viewport HUD</title><description>&lt;p&gt;Hit &amp;#8220;&lt;strong&gt;7&lt;/strong&gt;&amp;#8221; on the keyboard to display viewport stats including poly, and vert counts as well as a live FPS read out.&lt;/p&gt;</description><link>http://3dspeedy.com/post/6073074018</link><guid>http://3dspeedy.com/post/6073074018</guid><pubDate>Wed, 01 Jun 2011 10:06:00 -0500</pubDate><category>Max</category><dc:creator>9north</dc:creator></item><item><title>(127) Max: Remove Material Assignment</title><description>&lt;p&gt;Once you apply a material to an object in Max, you won&amp;#8217;t be able to un-assign it.  You can only apply other materials.  To remove the assignment from all objects and revert back to the object color, type &amp;#8220;&lt;strong&gt;Geometry.material = undefined&lt;/strong&gt;&amp;#8221; in your MaxScript Listener!  To revert only selected objects, make selection and type &amp;#8220;&lt;strong&gt;$.material = undefined&lt;/strong&gt;&amp;#8221;.&lt;/p&gt;</description><link>http://3dspeedy.com/post/5607390470</link><guid>http://3dspeedy.com/post/5607390470</guid><pubDate>Wed, 18 May 2011 09:57:00 -0500</pubDate><category>Max</category><dc:creator>9north</dc:creator></item><item><title>(126) Max: Lock Selection</title><description>&lt;p&gt;&lt;img width="417" height="144" align="top" alt="3DSpeedy_LockSelection" src="http://static.tumblr.com/npfthkh/KEallamar/3dspeedy_lockselection.jpg"/&gt;&lt;/p&gt;
&lt;p&gt;If you are working on a certain object(s) and find yourself accidentally deselecting the object(s) or selecting other objects in the viewport, you can use the &lt;strong&gt;Lock Selection&lt;/strong&gt; button to prevent that from happening. Hit the &lt;strong&gt;Spacebar &lt;/strong&gt;to lock/unlock the currently selected object and you will not be able to deselect that object or select any other objects until you unlock the selection. This is good to be aware of anyway, as many beginners hit the spacebar accidentally and then don&amp;#8217;t know why they are stuck in a selected object.&lt;/p&gt;</description><link>http://3dspeedy.com/post/5545160568</link><guid>http://3dspeedy.com/post/5545160568</guid><pubDate>Mon, 16 May 2011 09:58:10 -0500</pubDate><category>Max</category><category>submission</category><dc:creator>coppersoffit</dc:creator></item><item><title>(125) Max: Selection Filter</title><description>&lt;p&gt;&lt;img width="410" height="215" align="top" alt="3DSpeedy_SelectionFilter" src="http://static.tumblr.com/npfthkh/Sa8llalvl/3dspeedy_selectionfilter.jpg"/&gt;&lt;/p&gt;
&lt;p&gt;If you are trying to make &lt;strong&gt;selections &lt;/strong&gt;based on a certain type of object &lt;strong&gt;(i.e. bones, shapes, lights, etc)&lt;/strong&gt; you can set the&lt;strong&gt; selection filter&lt;/strong&gt; to that type and the viewport will &lt;strong&gt;disable selection on all other types of objects&lt;/strong&gt;, making for easier selection. Comes in handy when setting up/testing rigs, when you don&amp;#8217;t want to have to freeze your model geometry, but you can &lt;strong&gt;avoid accidentally selecting geometry&lt;/strong&gt; by setting the filter to not include geometry. You can also choose&lt;strong&gt; Combos &lt;/strong&gt;and &lt;strong&gt;select multiple choices, such as bones &amp;amp; shapes&lt;/strong&gt; (rig controls).&lt;/p&gt;</description><link>http://3dspeedy.com/post/5545138185</link><guid>http://3dspeedy.com/post/5545138185</guid><pubDate>Mon, 16 May 2011 09:56:50 -0500</pubDate><category>Max</category><category>submission</category><dc:creator>coppersoffit</dc:creator></item><item><title>(124) Cinema 4D: Transfer Objects (P.S.R)</title><description>&lt;p&gt;There are a couple routes to transferring or copying P.S.R of one object to another:&lt;/p&gt;
&lt;p&gt;1. &lt;strong&gt;Copy &amp;amp; Paste&lt;/strong&gt;: This works, but there must be keyframes in order to do this.&lt;/p&gt;
&lt;p&gt;2. &lt;strong&gt;Parenting &amp;amp; RESET PSR&lt;/strong&gt;: Make the receiving object the child of the main and use the &amp;#8220;RESET PSR&amp;#8221; command found in the Command Manager (or zeroing out each field in the attributes manager.)&lt;/p&gt;
&lt;p&gt;3. &lt;strong&gt;Transfer&lt;/strong&gt;: Located under Functions is the Transfer command. It works by allowing a user to visually select another object, matching the selected object&amp;#8217;s PSR values to the other object&amp;#8217;s.&lt;/p&gt;</description><link>http://3dspeedy.com/post/5391504431</link><guid>http://3dspeedy.com/post/5391504431</guid><pubDate>Wed, 11 May 2011 09:53:00 -0500</pubDate><category>Cinema</category><category>submission</category><dc:creator>justinyounger</dc:creator></item><item><title>(123) Maya: Show Reversed Normals</title><description>&lt;p&gt;Go to the &lt;strong&gt;Lighting menu&lt;/strong&gt;, then uncheck &amp;#8220;&lt;strong&gt;Two Sided Lighting&lt;/strong&gt;&amp;#8221;. Every face with reversed normals will appear black.&lt;/p&gt;</description><link>http://3dspeedy.com/post/5275569089</link><guid>http://3dspeedy.com/post/5275569089</guid><pubDate>Sat, 07 May 2011 11:17:50 -0500</pubDate><category>Maya</category><category>submission</category><dc:creator>9north</dc:creator></item><item><title>(122) Max: Create Camera From Perspective</title><description>&lt;p&gt;Instead of dragging out a new camera and trying to match the perspective view that you like.  Simply press &amp;#8220;&lt;strong&gt;ctrl&lt;/strong&gt;&amp;#8221; + &lt;strong&gt;C&lt;/strong&gt; on the keyboard.  A new camera will be created from the active perspective view. &lt;/p&gt;</description><link>http://3dspeedy.com/post/5130903280</link><guid>http://3dspeedy.com/post/5130903280</guid><pubDate>Mon, 02 May 2011 07:48:29 -0500</pubDate><category>Max</category><dc:creator>9north</dc:creator></item><item><title>(121) Cinema 4D: Advancing and Jumping Frames</title><description>&lt;p&gt;To move frame by frame on your timeline, Pressing the &amp;#8216;f&amp;#8217; key will move 1 frame back, pressing the &amp;#8216;g&amp;#8217; key will move 1 frame forward.  Hold down the CTRL(CMD) key while pressing &amp;#8216;f&amp;#8217; and &amp;#8216;g&amp;#8217; to jump between keyframes (back or forward).  Its a big time saver!&lt;/p&gt;</description><link>http://3dspeedy.com/post/4946798355</link><guid>http://3dspeedy.com/post/4946798355</guid><pubDate>Mon, 25 Apr 2011 22:17:05 -0500</pubDate><category>Cinema</category><category>submission</category><dc:creator>nicholasbrave</dc:creator></item><item><title>(120) Cinema 4D: Target Depth</title><description>&lt;p&gt;If you&amp;#8217;re having trouble controlling depth of field on a moving camera or focusing on a moving object, adding a target tag to the camera may help solve this problem.  Adding this tag makes the &amp;#8220;Use Target Object&amp;#8221; option available under Depth in your Attribute Manager.  When enabled, anywhere your target is, your Target Depth will be set to.&lt;/p&gt;</description><link>http://3dspeedy.com/post/4759030801</link><guid>http://3dspeedy.com/post/4759030801</guid><pubDate>Tue, 19 Apr 2011 17:56:00 -0500</pubDate><category>Cinema</category><dc:creator>nicholasbrave</dc:creator></item></channel></rss>

