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Sketchbook Pro Digital Painting Essentials 2013

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Sketchbook.Pro.Digital.Painting.Essentials.2013-GAAKS

Sketchbook.Pro.Digital.Painting.Essentials.2013-GAAKS – 22 MB

Chapter 1: An Arsenal of Tools
Chapter 2: Setting Your Preferences and Customization
Chapter 3: Creating an Image Using Pen, Ink, and Color
Chapter 4: Creating a Painting
Chapter 5: File Saving Options
Chapter 6: Tips and Tricks

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Lynda – Motion Graphics for Video Editors: Creating Animated Logos

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Lynda.-.Motion.Graphics.for.Video.Editors:.Creating.Animated.Logos-GAAKS

Lynda.-.Motion.Graphics.for.Video.Editors:.Creating.Animated.Logos-GAAKS – 1.51 GB

Everybody wants an animated logo these days which is great news for freelance video editors. But what if youre new to motion graphics? Motion Graphics for Video Editors breaks the workflow down into easily understandable chunks showing how to use the tools most video editors already have—in Adobe Creative Cloud—to complete basic motion graphics tasks. In this course Rich Harrington introduces a few different ways to get and prep logos that are the right format and resolution and use Photoshop or Illustrator to convert the files into layered images that are ready to animate. The real work then takes place in After Effects where Rich shows how to animate the logo and add reflections cast shadows patterns texture and glows that will impress your future clients.
This course was created and produced by RHED Pixel. Were honored to host this content in our library.
Topics include:
Acquiring logo files
Understanding what file formats are supported
Sizing a vector logo in Photoshop or Illustrator
Saving a logo with transparency
Importing a logo into After Effects
Animating layers
Extruding a logo in 3D
Rendering the animation
Creating cast reflections and cast shadows
Filling a logo with a pattern
Adding rays and glows

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Autodesk Alias Automotive 2015 MacOSX – X-FORCE []

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Autodesk.Alias.Automotive.2015.MacOSX.-.X-FORCE-GAAKS

Autodesk.Alias.Automotive.2015.MacOSX.-.X-FORCE-GAAKS – 2.42 GB

Autodesk® Alias® Automotive software, part of the Autodesk solution for Digital Prototyping, is an industry-leading application for automotive design and styling and the choice of leading automotive styling studios throughout the world. The software provides a comprehensive set of visualization and analysis tools for the entire shape-definition process, from concept sketches through Class-A surfacing. With an advanced workflow, the software helps automotive companies reduce rework and produce design iterations faster. Autodesk Alias Automotive helps designers control their designs further into the development process with tools to efficiently refine models and create production-quality, reusable NURBS surfaces for engineering.

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http://rapidgator.net/file/a0321c8477f25deb9d68045527581c24/Autodesk.Alias.Automotive.2015.MacOSX.-.X-FORCE-GAAKS.part2.rar.html

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V-Ray 2.00.24261 For SketchUp 2014 (Win-x86)

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V-Ray.2.00.24261.For.SketchUp.2014.(Win-x86)-GAAKS

V-Ray.2.00.24261.For.SketchUp.2014.(Win-x86)-GAAKS – 106 MB

V-Ray for SketchUp provides designers with faster rendering, better lighting tools, and the ability to create and visualize complex scenes. This designer-friendly rendering solution for Sketch-Up features dramatic improvements to visualization workflow with V-Ray RT and improved image-based lighting quality with V-Ray Dome Light. Improvements have also been made to V-Ray Proxy which allows for easier complex scene management of highly detailed models.

Visit http://www.chaosgroup.com/en/2/vrayforsketchup.html

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Lynda – Up and Running with Astute Graphics for Illustrator

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Lynda.-.Up.and.Running.with.Astute.Graphics.for.Illustrator-GAAKS

Lynda.-.Up.and.Running.with.Astute.Graphics.for.Illustrator-GAAKS – 376 MB

Want to be more precise more efficient and more creative with Illustrator? Learn how the Astute Graphics plugins can revolutionize the way you draw and edit artwork in Adobe Illustrator. Mike Rankin covers drawing and editing with VectorScribe and InkScribe aligning and arranging objects with ColliderScribe creating beautiful symmetry with MirrorMe adjusting color with Phantasm and the tools in DynamicSketch and WidthScribe that make drawing with a tablet even more natural and intuitive.
Topics include:
Working with dynamic corners and shapes
Editing paths with PathScribe
Connecting and straightening objects
Drawing circles and arcs
Using the Snap to and the Rotate at Collision tools
Mirroring text and images
Creating vector halftones
Editing path segments with InkScribe
Using DynamicSketch
Working with the WidthScribe brush tools

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Lynda – Getting Started with Stop Motion Animation

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Lynda.-.Getting.Started.with.Stop.Motion.Animation-GAAKS

Lynda.-.Getting.Started.with.Stop.Motion.Animation-GAAKS – 818 MB

Stop-motion animation has a long history in Hollywood from films like King Kong to Coraline but it can also be a fun and relatively easy weekend art project. Whether youre a hobbyist looking for a creative outlet for yourself or your kids or a professional who wants to try stop motion this course will help you create your own short stop-motion films. Rich Harrington shows how to shoot the initial sequences with an iPad smartphone or DSLR camera and then assemble them into a short animated movie using iMovie and the iStopMotion app. Hell also show how to export your final project and get it ready to share or move into a professional or semiprofessional video editing application.
This course was created and produced by RHED Pixel. Were honored to host this content in our library.
Topics include:
What is stop motion and how does it work?
Stop motion vs. time lapse
Shooting stop motion with a tablet or smartphone
Lighting your environment
Directing the animation
Working with filters and color
Shooting in reverse

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3DMotive – Modular Building in Unity and Blender Volume 2

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3DMotive.-.Modular.Building.in.Unity.and.Blender.Volume.2-GAAKS

3DMotive.-.Modular.Building.in.Unity.and.Blender.Volume.2-GAAKS – 781 MB

1+ hrs 16 Lessons Project Files Included MP4

In this course, instructor Alan Thorn takes you through the basics of Blender and Gimp while teaching asset creation pipeline, and follows up by teaching you how to import those assets into Unity while setting up a playable game environment.

01. Introduction
02. Saving in Blender
03. UV Editor Basics
04. Seams and Unwrapping
05. Customizing the UV Editor
06. Moving Further with Seams
07. Unwrapping to an Atlas
08. UV’s and Overlapping
09. Exporting UV Layouts
10. Ambient Occlusion
11. Getting Started with GIMP
12. Painting Wall Tiles
13. Value and Hue
14. Controlling Contrast with Curves
15. Previewing Textures in Blender
16. Mesh Separation

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Digital Tutors – Indie Game Development Pipeline Volume 7: Boss Character Rigging and Animation

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Digital.Tutors.-.Indie.Game.Development.Pipeline.Volume.7:.Boss.Character.Rigging.and.Animation-GAAKS

Digital.Tutors.-.Indie.Game.Development.Pipeline.Volume.7:.Boss.Character.Rigging.and.Animation-GAAKS – 3.21 GB

5h 53m Difficulty Level Intermediate Project Files Included Learn more »
Software used
Autodesk Maya LT
What you will learn
In this volume of the Indie Game Development Pipeline, we’ll learn about the process used to create animated assets for Unity with the help of Maya LT, a version of Maya specifically geared towards artists that would like to build their own games.In this series we’ll focus on the rigging and animation process of the boss character. We’ll learn how to approach building skeletons and control systems. We’ll also cover skinning techniques for polished deformations.Once the rig is finished, we’ll then jump right into animation and learn how to create appealing performances with time-saving techniques that really work.
By the end of this volume, you’ll have the understanding you need to rigging and animate boss models of your own.

01. Introduction and project overview 00:57
02. Setting up the scene and adding leg joints 07:49
03. Quickly modifying the orientation of joints in Maya 07:53
04. Finishing our initial joint chain and mirroring it to the opposite leg 07:55
05. Creating joints for the root and upper body 07:10
06. Creating a jaw bone 03:09
07. Setting up joints for the boss’s eye and eyelids 07:45
08. Adding joints for the eyebrows 04:44
09. Creating joints for the trees on top of the character’s head 03:47
10. Segmenting joint chains in Maya 04:36
11. Starting on the character’s arm chain 06:37
12. Adding finger bones 07:48
13. Cleaning up our finger bones 03:54
14. Checking the arm chain’s orientation and using MEL to reorient joints 07:28
15. Finalizing the orientation of our finger joints and mirroring our arm chain 06:58
16. Skinning the boss’s eye and eyelids 05:07
17. Skinning the eyebrows 01:31
18. Skinning the trees on top of the boss’s head 01:46
19. Binding the character’s body 05:09
20. Painting weights 07:54
21. Mirroring weights 02:59
22. Using MEL to search for skin clusters and skin joints 06:32
23. Maintaining volume in the forearms 03:19
24. Mirroring our twist joints 02:18
25. Completing our forearm twist rig 06:23
26. Adding influence objects to a bound mesh 07:55
27. Creating a global control 06:10
28. Creating leg controls 07:07
29. Adding inverse kinematics to the legs 04:35
30. Finishing our foot controls 05:58
31. Controlling the knees 07:34
32. Setting up a center-of-gravity control 04:37
33. Controlling the jaw 02:58
34. Controlling the eyelids 07:24
35. Removing offset values on constrained objects 02:44
36. Creating brow controls 04:01
37. Finishing our brow controls 05:29
38. Controlling the trees on top of the boss’s head 07:07
39. Setting up controls for the arms 06:43
40. Adding elbow controls 03:57
41. Starting on the boss’s finger controls 06:34
42. Completing the layout of our finger controls 07:51
43. Finishing the fingers 02:13
44. Double-checking our rig and creating selection sets with MEL 07:56
45. Setting up our scene for animation 05:52
46. Blocking in the boss’s intro sequence 07:05
47. Roughing in the boss’s reaction to the player 07:57
48. Blocking in the boss as he loosens up his rigid form 07:51
49. Animating the boss’s roar 07:04
50. Finishing the extremes for the boss’s roar 07:57
51. Finalizing our initial blocking pass 06:40
52. Second round of blocking 06:41
53. Re-timing the boss’s performance 07:17
54. Finalizing our timing adjustments of the boss’s opening animation 06:00
55. Our first polishing pass 07:59
56. A second polishing pass 07:58
57. Eliminating rigid movements and fine-tuning arcs 08:04
58. Finalizing the animation 08:25
59. Animating with efficiency in mind 01:50
60. Pushing appeal and exporting our animations 08:48

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http://rapidgator.net/file/6c840820cea9d7abab4232976e22b008/Digital.Tutors.-.Indie.Game.Development.Pipeline.Volume.7:.Boss.Character.Rigging.and.Animation-GAAKS.part2.rar.html

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Digital-Tutors – Indie Game Development Pipeline Volume 7

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Digital-Tutors.-.Indie.Game.Development.Pipeline.Volume.7-GAAKS

Digital-Tutors.-.Indie.Game.Development.Pipeline.Volume.7-GAAKS – 1.59 GB

In this volume of the Indie Game Development Pipeline, we’ll learn about the process used to create animated assets for Unity with the help of Maya LT, a version of Maya specifically geared towards artists that would like to build their own games.
In this series we’ll focus on the rigging and animation process of the boss character. We’ll learn how to approach building skeletons and control systems. We’ll also cover skinning techniques for polished deformations.
Once the rig is finished, we’ll then jump right into animation and learn how to create appealing performances with time-saving techniques that really work.
By the end of this volume, you’ll have the understanding you need to rigging and animate boss models of your own.

Home: http://digitaltutors.com/11/training.php?pid=1540

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Coloful Spring Themepack for Windows 7

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Flower Wallpapers Themepack

As the seasons change you may be interested in decorating your laptop or desktop with an image that will be a reminder. This time, since winter will be over, Spring comes in. Time for what they say, rebirth, renewal and regrowth.

Here is a collection of beautiful spring related wallpapers which will become handy, when You’re struggling with lack of new ideas.

If You are working with computer in daily basis, beautiful desktop wallpaper can significantly inspire and make Your coffee breaks a little more warmer with some eye-candy.

Download Coloful Spring Wallpapers Collection

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Flower Wallpapers Themepack

As the seasons change you may be interested in decorating your laptop or desktop with an image that will be a reminder. This time, since winter will be over, Spring comes in. Time for what they say, rebirth, renewal and regrowth.

Here is a collection of beautiful spring related wallpapers which will become handy, when You’re struggling with lack of new ideas.

If You are working with computer in daily basis, beautiful desktop wallpaper can significantly inspire and make Your coffee breaks a little more warmer with some eye-candy.

Siemens PLM NX 9.0.0 Win64 with English Documentation []

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Siemens.PLM.NX.9.0.0.Win64.with.English.Documentation-GAAKS

Siemens.PLM.NX.9.0.0.Win64.with.English.Documentation-GAAKS – 4.96 GB

Develop Products Faster with NX Software

Siemens NX software is an integrated product design, engineering and manufacturing solution that helps you deliver better products faster and more efficiently.
Integrated CAD/CAM/CAE: Smarter Decisions, Better Products

NX provides key capabilities for fast, efficient and flexible product development:

Advanced solutions for conceptual design, 3D modeling and documentation
Multi-discipline simulation for structural, motion, thermal, flow and multi-physics applications
Complete part manufacturing solutions for tooling, machining and quality inspection

NX software help you design, simulate and manufacture better products faster by enabling smarter decisions in an integrated product development environment.
The NX Advantage

NX is the industry’s most integrated, flexible and efficient solution for product design, engineering and manufacturing.

No other solution employs synchronous technology for flexible design in an open environment
No other solution integrates multi-discipline simulation so tightly into the development process
No other solution offers such a full range of advanced part manufacturing applications
No other solution is integrated as tightly with Teamcenter, the world’s leading Product Lifecycle Management (PLM) platform.

What’s new in NX9:
http://www.analisisysimulacion.com/documentos/noticias/Siemens-PLM-NX-Whats-New-in-nx-9.pdf

Have fun and seed

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http://rapidgator.net/file/5dbc10f5beb98a515905499d77cbdde5/Siemens.PLM.NX.9.0.0.Win64.with.English.Documentation-GAAKS.part2.rar.html

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http://rapidgator.net/file/7e0fba5132b2f6dd4eca5598174d2444/Siemens.PLM.NX.9.0.0.Win64.with.English.Documentation-GAAKS.part4.rar.html

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3ds Max Design Architectural Visualization: For Intermediate Users (pdf)

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3ds.Max.Design.Architectural.Visualization:.For.Intermediate.Users.(pdf)-GAAKS

3ds.Max.Design.Architectural.Visualization:.For.Intermediate.Users.(pdf)-GAAKS – 52 MB

http://www.amazon.com/gp/product/0240821076?ie=UTF8tag=focpre-20linkCode=as2camp=1789creative=9325creativeASIN=0240821076

Learn time-saving techniques and tested production-ready tips for maximum speed and efficiency in creating professional-level architectural visualizations in 3ds Max. Move from intermediate to an advanced level with specific and comprehensive instruction with this collaboration from nine different authors from around the world. Get their experience and skills in this full-color book, which not only teaches more advanced features, but also demonstrates the practical applications of those features to get readers ready for a real production environment. Fully updated for the most recent version of 3ds Max.

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After effects Project file – Sky Drive

Content Timeline – Responsive WordPress Plugin – V2.2

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[Unity Asset] 2D Infinite Runner Toolkit v1.05

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[Unity.Asset].2D.Infinite.Runner.Toolkit.v1.05-GAAKS

[Unity.Asset].2D.Infinite.Runner.Toolkit.v1.05-GAAKS – 5 MB

https://www.assetstore.unity3d.com/#/content/9236

Requires Unity 4.3.0 or higher.

2D Infinite Runner Toolkit is a feature complete and easy to use package giving you the chance to create endless runner games of any kind.

Features:
Making use of the new Unity 2D features
Full gameplay mechanics (movement, obstacles, powerups, scoring)
Menu system (main, shop, pause, gameover)
Dynamic layer based level generation (including Parallax Scrolling)
Aspect ratio based resolution manager
Mission and game progress system
Mobile support
Fully commented source code in C# and JS

It works with Unity built-in features and does not need any 3rd party tools to get it up and running.

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Lynda Unity 4.3 Essential Training

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Lynda.Unity.4.3.Essential.Training-GAAKS

Lynda.Unity.4.3.Essential.Training-GAAKS – 1.25 GB

Interested in game making? Start in Unity—a game engine for mobile and desktop games and real-time simulations. Author Adam Crespi shows how to create a complete game from start to finish, and introduces the basics of scripting and game functionality.
==========
First, learn how to import models and textures, organize your project and hierarchies, and add terrain, water, and foliage. Next, Adam explores how to use lighting to bring the game to life, and add rendering, particles, and interactivity. The end result is a sample game with a lush environment, fully animated characters, and some basic interactive gameplay.
Topics include:
Designing the game
Creating and transforming objects
Importing and configuring models and textures
Setting properties in the Inspector
Creating the terrain geometry
Building materials and adding shaders
Creating GameObjects
Exploring physics
Animating objects
Lighting the scene
Creating 2D game elements
Adding special effects

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[Unity Asset] Visual Novel Toolkit v1.1.1

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[Unity.Asset].Visual.Novel.Toolkit.v1.1.1-GAAKS

[Unity.Asset].Visual.Novel.Toolkit.v1.1.1-GAAKS – 61 MB

https://www.assetstore.unity3d.com/#/content/9270

Requires Unity 4.1.3 or higher.

Visual Novel Toolkit is an Authoring Tool for creating Text Adventure Games.

Features:
-New! : Sample Text Adventure Game
-New! : Playmaker Integration !
-New! : Create ADV Wizard !
-New! : SoundEditor !
– Create a Visual Novel with NO Programming !
– Make a scenario structure intuitively in Hierarchy!
– Easy to create a object and Animate them!
– Powerful Dialog Engine System!
– Edit text WYSIWYG in GameView!
– Export as a scenario script file editing in Unity!
– Transition Effects !
– Simple Tween UI system! (NGUI not required)
– Easily create your Actors and Scenes!
– Save and Load!
– Auto Mode , Skip Mode and BackLog!
– Fade in and fade out sound ! Crossfade Sound!
– NGUI Integration!
– The players name is assignable!
– Completely Customize UI!

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Unity Asset – Dialoguer – A Node Based Dialogue Management Tool v1.1.0

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Dialoguer.-.A.Node.Based.Dialogue.Management.Tool.v1.1.0-GAAKS

Dialoguer.-.A.Node.Based.Dialogue.Management.Tool.v1.1.0-GAAKS – 4 MB

https://www.assetstore.unity3d.com/#/content/14854

Requires Unity 4.3.0 or higher.

Dialoguer is a visual, node based dialogue editor and management system. It allows you to quickly and easily create dynamic, branched dialogues for your scenes and characters, and gives you an easy way to play them back at runtime. More info below.

Features
– Node based Dialogue editor
– Dynamic dialogue trees
– Local/Global variable system
– Easy to use event-based skinning API
– Even easier runtime playback API
– Includes 3 pre-made skins, with more to come
– Supports all platforms
– Works with all GUI solutions, including UnityGUI, NGUI and Daikon Forge

Works on all platforms, including Mac/PC Standalone, iOS, Android and Web. Compatible with all the major UI solutions, including UnityGUI, NGUI and Daikon Forge.
Support for PlayMaker and uScript in the works!

Notes about updating

When you update Dialoguer, follow these steps:
1) Delete the Dialoguer and DialoguerExamples folders from your project.
2) Do not remove the DialoguerOutput folder.
3) Import the update into your project.
If you were using a version that used the XML format export (Any version before 1.1) do the following:
4) In the menu, select ToolsDialoguerImport XML
This will restore your data. Easy!

Dialoguer allows you to focus on the creative work behind your dialogue system, by dealing with all of the dialogue-system back end things that would usually take weeks or months to create. With Dialoguer, you can have a dialogue system in your game running within minutes. Dialoguer also comes with an assortments of skins, free to use in whatever project you want.

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Autoweight v1.0 for Max 2009 – 2014

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Autoweight.v1.0.for.Max.2009.-.2014-GAAKS

Autoweight.v1.0.for.Max.2009.-.2014-GAAKS – 4 MB

Autoweight is a script designed for 3D Studio Max helping you speeding up the skinning process of characters and machines.
You define special polygon regions and the script finds the appropriate bones, calculates the appropriate skin-vertices and sets up smooth transitions between those regions.

http://www.kogenspage.com/

Replace AutoweightClassLib.dll in MAXrootstdplugs and Autoweight.mse in MAXrootscriptsAutoweight folders

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