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  • Writer's pictureKyle Szostek

Hi everyone! In this tutorial, we cover setting up a simple rigged/animated character as a TyActor, applying a looped animation, and interrupting the actor's animation with physX events. The "bind pose matching" method is very simple, yet crazy powerful.

Toward the end of the video, I cover some brief render settings and lighting for the scene using the Fstorm rendering engine. Check out the full tutorial below:

If you found this tutorial to be useful, please like and leave a comment on YouTube! Also, for updates on future tutorials and new experimental 3D art and I'm doing, follow me on Instagram!

Thanks for watching!

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  • Writer's pictureKyle Szostek

Hi everyone! In this quick 3ds Max tutorial, we explore how to use the new space colonization algorithm in the Tyflow growth operator. This new algorithm is very versatile, and can be used to grow all sorts of structures from coral to trees to brain cells!

The space colonization algorithm is very cool. Unlike the Diffused Limited Aggregation algorithm, the space colonization algorithm requires a seed particle and expansion particles, which you can birth into any volume. In this tutorial, I used a simple cube, but you can substitute any geometry as the volume. Check out more features of the new algorithm in TyFlow documents here!

If you found this tutorial to be useful, please like and subscribe on YouTube! Thanks for watching/reading :)

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  • Writer's pictureKyle Szostek

There's a bunch of 3D artists making all sorts of animations featuring squishy objects. Why? because it's super satisfying to watch! However, these kinds of simulations are not so simple to make. There's a bunch of different methods that can be used to make squishy objects, but the method you choose depends on your subject, and your patience ;)

In this tutorial, we employ a simple and effective method of creating soft-body simulations using 3ds Max and TyFlow. There are multiple methods of creating sofy-body objects, which I briefly explain during the video. The main method that I used here consists of birthing an array of voxels inside a simplified version of our brain object, binding them together using a physX bind operator, and skinning them with our high-resolution brain model. At the end of the video, I cover some basic scene setup, lighting, and render settings using both Vray and Fstorm.

If you liked the video, please give it a like on YouTube, and comment to let me know what you think! Thanks for watching!

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