These casual screen-grabs how a user can easily customize every component of the HIV model generated by cellPack by using autoPack's efficient instanced scene construction. - In the first video I'll ask you try to replicate a method I use in C4D to replace a portion of the HIV spike protein (gp120) with a simple primitive, and then to replace the stalk of the spike (gp41) with a new molecular surface created in a live ePMV session (or you are welcome to use mMaya).
- In the second video, I'll replace the gp41 again for review and then replace the gp120 with a glowing light and then with a little walking robot to show how even complex instances can be easily swapped into the model to customize it for specific audiences or even editorial purposes.
- Please try to duplicate this task of replacing a part of the spike protein with a primitive or simple geometry that you make in the host (Maya or 3d Studio Max) the way I do in Cinema 4D as in this video. Use any technique at your disposal.
- If that works, please try the more complicated task of replacing a part of the molecule with a custom build molecular representation (from the same data (2x7r.pdb in this case)) using either ePMV (installed with autoPack), or mMaya if you prefer (and are using only Maya).
- Please send me a screencapture or written instructions of the process if you get it to work- no matter how convoluted!
- This second screencapture is a little more fun. In it, I replace a part of the spike protein with a default c4d robot that has an animated walk cycle and another part with a glowing light. You can put anything into the instances, such as particle effects, text, whatever it takes to make an editorial comment.
- Again, if you can reproduce this result as efficiently as possible in Maya or 3ds Max, please send me a screen-capture or written instructions- I will ensure that you receive credit for your contribution.
- Here is a rendered version of the quick HIV with "robotic spike proteins" tutorial with a couple lights and ambient occlusion added to the scene
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Customization of ingredients in Blender using both the autoPACK GUI and the blender hierarchy options:
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