<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-8395312390153233067</id><updated>2011-11-27T16:14:17.683-08:00</updated><category term='My Creations'/><category term='Auto Rigging'/><category term='Mel scripts'/><title type='text'>faizanthebigf</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://faizanthebigf.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://faizanthebigf.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>faizanthebigf</name><uri>http://www.blogger.com/profile/02902596232157696813</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://bp2.blogger.com/_-OjhajrDygo/SHezQxDGTwI/AAAAAAAAATw/4V0da1ioWqw/S220/my+photo+for+ofkut2.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>10</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-8395312390153233067.post-7892805820716223892</id><published>2011-04-18T23:34:00.000-07:00</published><updated>2011-04-18T23:34:19.178-07:00</updated><title type='text'>ONLINE SURVEY JOBS</title><content type='html'>&lt;b&gt;MONTHLY FIXED INCOME RS. 40000 – 40, 000 /-&lt;/b&gt;&lt;br /&gt;Hello Friends&lt;br /&gt;&lt;br /&gt;FLC Online India is the India’s largest Market research and SURVEY company,&lt;br /&gt;Registered and certified by Govt.of India under Company Act.&lt;br /&gt;Spend few minutes in a week &amp; earn a good sum of CASH. It is made&lt;br /&gt;possible by giving your true opinions by www.flcOnlineIndia.com&lt;br /&gt;&lt;br /&gt;It is a great opportunity as a Part time JOB and doing a multi level marketing.&lt;br /&gt;After joining you will receive simple SURVEYS weekly, based on some&lt;br /&gt;product and you can earn ( Rs.1000) weekly [Rs.4000 Monthly] by completing the&lt;br /&gt;SURVEY.weekly payout of SURVEY.&lt;br /&gt;&lt;br /&gt;Registration: (Rs:6500/- only)&lt;br /&gt;&lt;br /&gt;Monthly SURVEY INCOME: Fix (Rs:4000 Monthly)&lt;br /&gt;Total= Rs: 52000 in 11 months&lt;br /&gt;10% payout from SURVEY of downline.&lt;br /&gt;&lt;br /&gt;MLM&lt;br /&gt;1.Direst Sponsored INCOME: Rs:650 /-&lt;br /&gt;2.Binary INCOME : Rs:650 /-&lt;br /&gt;3.Rewards 15 pair computer pc&lt;br /&gt;30 pair mini laptop&lt;br /&gt;60 pair LCD TV and etc&lt;br /&gt;&lt;br /&gt;Amount credited in your Bank Account.&lt;br /&gt;&lt;br /&gt;Faizan siddiqui-             09044271400&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8395312390153233067-7892805820716223892?l=faizanthebigf.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://faizanthebigf.blogspot.com/feeds/7892805820716223892/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8395312390153233067&amp;postID=7892805820716223892' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/7892805820716223892'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/7892805820716223892'/><link rel='alternate' type='text/html' href='http://faizanthebigf.blogspot.com/2011/04/monthly-fixed-income-rs.html' title='ONLINE SURVEY JOBS'/><author><name>faizanthebigf</name><uri>http://www.blogger.com/profile/02902596232157696813</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://bp2.blogger.com/_-OjhajrDygo/SHezQxDGTwI/AAAAAAAAATw/4V0da1ioWqw/S220/my+photo+for+ofkut2.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8395312390153233067.post-4197421455630083981</id><published>2011-01-25T11:15:00.000-08:00</published><updated>2011-03-02T14:46:26.388-08:00</updated><title type='text'>ONLINE JOB, earn money from home by Ram survey</title><content type='html'>&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;&lt;div dir="ltr" style="text-align: left;" trbidi="on"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://i303.photobucket.com/albums/nn123/faizanthebigf/ramsurvey.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://i303.photobucket.com/albums/nn123/faizanthebigf/ramsurvey.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;Ram SURVEY India’s largest Market Research&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;&amp;amp; SURVEY company,&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;Registered and certified by Govt.of India under Company Act.&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;Spend few minutes in a week &amp;amp; earn a excellent sum of money. It is made possible by giving your right opinions by SURVEY.com" &lt;a href="http://www.ramsurvey.com/AskRamsurvey.aspx"&gt;http://www.ramsurvey.com/AskRamsurvey.aspx&lt;/a&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;It is a fantastic opportunity as a Part time JOB and doing a multi level marketing.&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;After joining you will receive simple SURVEYS weekly, based on some product and you can earn $10 ( Rs.500) weekly by completing the SURVEY.&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;Registration: Rs:500/- only&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;Top up : Rs:3000 /-&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;Monthly SURVEY Income: Rs:2000 Monthly&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;Total= Rs: 22000 in 11 months&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;MLM:&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;1.Direst Sponsored Income: Rs:250 /-&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;2.Binary Income : Rs:500 /-&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;3.Spill Income: Rs: 250 /-&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;4. Rewards&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;For joining and details contact&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;faizan-&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;09044271400&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;09807215136&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;09336764400&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;09336170070&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;faizanthebigf@yahoo.com&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;faizanthebigf@gmail.com&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;&lt;a href="http://facebook.com/thebigf.faizan%20"&gt;facebook.com/thebigf.faizan &lt;/a&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;&lt;a href="http://faizanthebigf.blogspot.com/2011/01/online-job-earn-money-from-home-by-ram.html" name="fb_share"&gt;&lt;/a&gt; &lt;/div&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;&lt;script src="http://static.ak.fbcdn.net/connect.php/js/FB.Share" type="text/javascript"&gt;&lt;/script&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="font-family: Times,&amp;quot;Times New Roman&amp;quot;,serif; text-align: left;"&gt;&lt;iframe allowtransparency="true" frameborder="0" scrolling="no" src="http://www.facebook.com/plugins/like.php?href=www.faizanthebigf.blogspot.com&amp;amp;layout=button_count&amp;amp;show_faces=true&amp;amp;width=450&amp;amp;action=like&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=21" style="border: medium none; height: 21px; overflow: hidden; width: 450px;"&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8395312390153233067-4197421455630083981?l=faizanthebigf.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://faizanthebigf.blogspot.com/feeds/4197421455630083981/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8395312390153233067&amp;postID=4197421455630083981' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/4197421455630083981'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/4197421455630083981'/><link rel='alternate' type='text/html' href='http://faizanthebigf.blogspot.com/2011/01/online-job-earn-money-from-home-by-ram.html' title='ONLINE JOB, earn money from home by Ram survey'/><author><name>faizanthebigf</name><uri>http://www.blogger.com/profile/02902596232157696813</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://bp2.blogger.com/_-OjhajrDygo/SHezQxDGTwI/AAAAAAAAATw/4V0da1ioWqw/S220/my+photo+for+ofkut2.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8395312390153233067.post-4233802680555323604</id><published>2009-10-10T12:41:00.000-07:00</published><updated>2009-10-10T12:59:08.775-07:00</updated><title type='text'>Shave Or Hair Cut for Maya 2009, 8.5</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_-OjhajrDygo/StDjuOtxDHI/AAAAAAAAAjo/Dlofh4AQRm8/s1600-h/4665674354565.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 377px;" src="http://4.bp.blogspot.com/_-OjhajrDygo/StDjuOtxDHI/AAAAAAAAAjo/Dlofh4AQRm8/s400/4665674354565.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5391059137326025842" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Joe Alter Shave and a Haircut 5.0 v61&lt;br /&gt;Joe Alter Shave and a Haircut is a plugin for Maya, that creates extra realistic hair and fur surfaces. With this, you can create furry animals, grasses, haircuts, mustaches and so on. And this is not only about extra rendering-realistic, but also extra dynamic-realistic hair/fur. Combining advantages from both Maya Fur and Maya Hair modules inside itself, JA S&amp;H is a perfect decision for your production. It makes creating of haircuts much easier with much finer level of control and much less rendering time. S&amp;H also MentalRay- and RenderMan-compatible, so you can create super-photorealistic renderings using with no additional compositing.&lt;br /&gt;&lt;br /&gt;Joe Alter Shave and a Haircut 5&lt;br /&gt;&lt;br /&gt;Files Contains&lt;br /&gt;&lt;br /&gt;Shave for Maya Version 8.5 32Bit &amp; 64Bit&lt;br /&gt;Shave for Maya 2008 32Bit &amp; 64Bit&lt;br /&gt;Shave for Maya 2009 32Bit &amp; 64Bit&lt;br /&gt;&lt;br /&gt;keygen by xFORCE&lt;br /&gt;&lt;br /&gt;rapidshare link:&lt;br /&gt;http://rapidshare.com/files/258553360/Joe_Alters_Shave___Haircut_5_for_Maya_8.5_2008_2009_x32___x64.rar&lt;br /&gt;&lt;br /&gt;deposit files:&lt;br /&gt;http://depositfiles.com/en/files/adipqt62f&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_-OjhajrDygo/StDk4y8GJXI/AAAAAAAAAjw/VjfFoyJ8ci0/s1600-h/f_1dmff0227him_331990f.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 200px; height: 400px;" src="http://4.bp.blogspot.com/_-OjhajrDygo/StDk4y8GJXI/AAAAAAAAAjw/VjfFoyJ8ci0/s400/f_1dmff0227him_331990f.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5391060418360124786" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8395312390153233067-4233802680555323604?l=faizanthebigf.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://faizanthebigf.blogspot.com/feeds/4233802680555323604/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8395312390153233067&amp;postID=4233802680555323604' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/4233802680555323604'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/4233802680555323604'/><link rel='alternate' type='text/html' href='http://faizanthebigf.blogspot.com/2009/10/joe-alter-shave-and-haircut-5.html' title='Shave Or Hair Cut for Maya 2009, 8.5'/><author><name>faizanthebigf</name><uri>http://www.blogger.com/profile/02902596232157696813</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://bp2.blogger.com/_-OjhajrDygo/SHezQxDGTwI/AAAAAAAAATw/4V0da1ioWqw/S220/my+photo+for+ofkut2.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_-OjhajrDygo/StDjuOtxDHI/AAAAAAAAAjo/Dlofh4AQRm8/s72-c/4665674354565.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8395312390153233067.post-70879876968013822</id><published>2009-10-01T03:25:00.000-07:00</published><updated>2009-10-10T23:34:34.792-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Auto Rigging'/><category scheme='http://www.blogger.com/atom/ns#' term='Mel scripts'/><title type='text'>Auto Rigging MEL scripts</title><content type='html'>&lt;strong&gt;Complete Back Spline Ik with clusters :-&lt;/strong&gt; &lt;br /&gt;&lt;em&gt;"just select root joint and exicute this  powerfull script in ur script editor and ur job is done" -&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;select -r Back4.rotatePivot ;&lt;br /&gt;select -add Hip.rotatePivot ;&lt;br /&gt;ikHandle -sol ikSplineSolver;&lt;br /&gt;// ikHandle3 effector13 curve1 // &lt;br /&gt;// Warning: Some items cannot be moved in the 3D view. // &lt;br /&gt;select -r curve1 ;&lt;br /&gt;select -r curve1.cv[3] ;&lt;br /&gt;newCluster " -relative -envelope 1";&lt;br /&gt;// cluster1 cluster1Handle // &lt;br /&gt;select -r curve1 ;&lt;br /&gt;select -r curve1.cv[2] ;&lt;br /&gt;newCluster " -relative -envelope 1";&lt;br /&gt;// cluster2 cluster2Handle // &lt;br /&gt;select -r curve1 ;&lt;br /&gt;select -r curve1.cv[1] ;&lt;br /&gt;newCluster " -relative -envelope 1";&lt;br /&gt;// cluster3 cluster3Handle // &lt;br /&gt;select -r curve1 ;&lt;br /&gt;select -r curve1.cv[0] ;&lt;br /&gt;newCluster " -relative -envelope 1";&lt;br /&gt;// cluster4 cluster4Handle // &lt;br /&gt;setAttr "cluster4HandleShape.originZ" -4.187;&lt;br /&gt;select -r cluster3Handle ;&lt;br /&gt;setAttr "cluster3HandleShape.originZ" -4.187;&lt;br /&gt;select -r cluster2Handle ;&lt;br /&gt;setAttr "cluster2HandleShape.originZ" -4.187;&lt;br /&gt;select -r cluster1Handle ;&lt;br /&gt;setAttr "cluster1HandleShape.originZ" -4.187;&lt;br /&gt;select -r cluster2Handle ;&lt;br /&gt;move 0.000917507 13.652237 -0.0972372 cluster2Handle.scalePivot cluster2Handle.rotatePivot ;&lt;br /&gt;select -r cluster3Handle ;&lt;br /&gt;move 0.00152475 10.433951 -0.0972372 cluster3Handle.scalePivot cluster3Handle.rotatePivot ;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;                                                                                              &lt;br /&gt;                                                                                                                      Faizan Siddiqui.....................&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Complete Foot ctrl with Ik handles and Foot roll :-&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;NOTE-&lt;br /&gt;&lt;span style="font-style:italic;"&gt;After creating all joints, first start making ctrls and ik from left leg so first use this script then use hand ctrls and back ctrls script because in this script Ik handle1 is set to Left_Hip joint.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;"Naming Should be proper. Orientations of the joints should be proper, after making joint from default settings re-orient the joints by going to Skleton - Orient joint to xyz and second axis world orientation to +z. After making all joints from Left_Hip to Left_Toe and Left RL Base, Toe, Ball, Ankle Joints. Then make a curve "ctrl" for foot roll - Freeze transform - Del History, give name Left_Foot_Ctrl. select Left_Hip joint then shift select RL_Base joint and shift select Left_Foot_Ctrl curve then simply exicute this script in the script editor.&lt;br /&gt;enjoy!!!. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;For Left Leg&lt;/span&gt; :-&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;addAttr -ln "FootRoll"  -at double  -min -10 -max 10 -dv 0 |Left_Foot_Ctrl;&lt;br /&gt;setAttr -e-keyable true |Left_Foot_Ctrl.FootRoll;&lt;br /&gt;select -d Left_Foot_Ctrl ;&lt;br /&gt;select -r Left_Hip.rotatePivot ;&lt;br /&gt;select -add Left_Ankle.rotatePivot ;&lt;br /&gt;ikHandle;&lt;br /&gt;// ikHandle1 effector1 // &lt;br /&gt;select -d ikHandle1 ;&lt;br /&gt;select -r Left_Ankle.rotatePivot ;&lt;br /&gt;select -add Left_Ball.rotatePivot ;&lt;br /&gt;ikHandle;&lt;br /&gt;// ikHandle2 effector2 // &lt;br /&gt;select -d ikHandle2 ;&lt;br /&gt;select -r Left_Ball.rotatePivot ;&lt;br /&gt;select -add Left_Toe.rotatePivot ;&lt;br /&gt;ikHandle;&lt;br /&gt;// ikHandle3 effector3 // &lt;br /&gt;select -r ikHandle1 ;&lt;br /&gt;rename "ikHandle1" "Left Ankle Ik Handle";&lt;br /&gt;// Warning: Some characters in the new name were converted to '_'. // &lt;br /&gt;// Left_Ankle_Ik_Handle // &lt;br /&gt;select -r ikHandle2 ;&lt;br /&gt;rename "ikHandle2" "Left Ball Ik Handle";&lt;br /&gt;// Warning: Some characters in the new name were converted to '_'. // &lt;br /&gt;// Left_Ball_Ik_Handle // &lt;br /&gt;select -r ikHandle3 ;&lt;br /&gt;rename "ikHandle3" "Left Toe Ik Handle";&lt;br /&gt;// Warning: Some characters in the new name were converted to '_'. // &lt;br /&gt;// Left_Toe_Ik_Handle // &lt;br /&gt;select -r Left_Ankle_Ik_Handle ;&lt;br /&gt;select -tgl Left_Rl_Ankle ;&lt;br /&gt;parent;&lt;br /&gt;// Left_Ankle_Ik_Handle // &lt;br /&gt;select -r Left_Ball_Ik_Handle ;&lt;br /&gt;select -tgl Left_Rl_Ball ;&lt;br /&gt;parent;&lt;br /&gt;// Left_Ball_Ik_Handle // &lt;br /&gt;select -r Left_Toe_Ik_Handle ;&lt;br /&gt;select -tgl Left_Rl_Toe ;&lt;br /&gt;parent;&lt;br /&gt;// Left_Toe_Ik_Handle // &lt;br /&gt;select -r Left_Rl_Base ;&lt;br /&gt;select -tgl Left_Foot_Ctrl ;&lt;br /&gt;parent;&lt;br /&gt;// Left_Rl_Base // &lt;br /&gt;select -r Left_Foot_Ctrl ;&lt;br /&gt;select -r Left_Rl_Base ;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Foot_Ctrl.FootRoll Left_Rl_Base.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Left_Foot_Ctrl.FootRoll" -10;&lt;br /&gt;setAttr "Left_Rl_Base.rotateZ" 22;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Foot_Ctrl.FootRoll Left_Rl_Base.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Left_Foot_Ctrl.FootRoll" 0;&lt;br /&gt;select -r Left_Rl_Ankle ;&lt;br /&gt;select -tgl Left_Rl_Ball ;&lt;br /&gt;select -tgl Left_Rl_Toe ;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Foot_Ctrl.FootRoll Left_Rl_Ankle.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Foot_Ctrl.FootRoll Left_Rl_Ball.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Foot_Ctrl.FootRoll Left_Rl_Toe.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Left_Foot_Ctrl.FootRoll" 5;&lt;br /&gt;setAttr "Left_Rl_Toe.rotateZ" 12;&lt;br /&gt;setAttr "Left_Rl_Ball.rotateZ" 25;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Foot_Ctrl.FootRoll Left_Rl_Ankle.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Foot_Ctrl.FootRoll Left_Rl_Ball.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Foot_Ctrl.FootRoll Left_Rl_Toe.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Left_Foot_Ctrl.FootRoll" 10;&lt;br /&gt;setAttr "Left_Rl_Toe.rotateZ" 30;&lt;br /&gt;setAttr "Left_Rl_Ball.rotateZ" -7;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Foot_Ctrl.FootRoll Left_Rl_Ankle.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Foot_Ctrl.FootRoll Left_Rl_Ball.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Foot_Ctrl.FootRoll Left_Rl_Toe.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Left_Foot_Ctrl.FootRoll" 0;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;For Right Leg&lt;/span&gt; :-&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;addAttr -ln "FootRoll"  -at double  -min -10 -max 10 -dv 0 |Right_Foot_Ctrl;&lt;br /&gt;setAttr -e-keyable true |Right_Foot_Ctrl.FootRoll;&lt;br /&gt;select -d Right_Foot_Ctrl ;&lt;br /&gt;select -r Right_Hip.rotatePivot ;&lt;br /&gt;select -add Right_Ankle.rotatePivot ;&lt;br /&gt;ikHandle;&lt;br /&gt;// ikHandle1 effector4 // &lt;br /&gt;select -d ikHandle1 ;&lt;br /&gt;select -r Right_Ankle.rotatePivot ;&lt;br /&gt;select -add Right_Ball.rotatePivot ;&lt;br /&gt;ikHandle;&lt;br /&gt;// ikHandle2 effector5 // &lt;br /&gt;select -d ikHandle2 ;&lt;br /&gt;select -r Right_Ball.rotatePivot ;&lt;br /&gt;select -add Right_Toe.rotatePivot ;&lt;br /&gt;ikHandle;&lt;br /&gt;// ikHandle3 effector6 // &lt;br /&gt;select -r ikHandle1 ;&lt;br /&gt;rename "ikHandle1" "Right Ankle Ik Handle";&lt;br /&gt;// Warning: Some characters in the new name were converted to '_'. // &lt;br /&gt;// Right_Ankle_Ik_Handle // &lt;br /&gt;select -r ikHandle2 ;&lt;br /&gt;rename "ikHandle2" "Right Ball Ik Handle";&lt;br /&gt;// Warning: Some characters in the new name were converted to '_'. // &lt;br /&gt;// Right_Ball_Ik_Handle // &lt;br /&gt;select -r ikHandle3 ;&lt;br /&gt;rename "ikHandle3" "Right Toe Ik Handle";&lt;br /&gt;// Warning: Some characters in the new name were converted to '_'. // &lt;br /&gt;// Right_Toe_Ik_Handle // &lt;br /&gt;select -r Right_Ankle_Ik_Handle ;&lt;br /&gt;select -tgl Right_Rl_Ankle ;&lt;br /&gt;parent;&lt;br /&gt;// Right_Ankle_Ik_Handle // &lt;br /&gt;select -r Right_Ball_Ik_Handle ;&lt;br /&gt;select -tgl Right_Rl_Ball ;&lt;br /&gt;parent;&lt;br /&gt;// Right_Ball_Ik_Handle // &lt;br /&gt;select -r Right_Toe_Ik_Handle ;&lt;br /&gt;select -tgl Right_Rl_Toe ;&lt;br /&gt;parent;&lt;br /&gt;// Right_Toe_Ik_Handle // &lt;br /&gt;select -r Right_Rl_Base ;&lt;br /&gt;select -tgl Right_Foot_Ctrl ;&lt;br /&gt;parent;&lt;br /&gt;// Right_Rl_Base // &lt;br /&gt;select -r Right_Foot_Ctrl ;&lt;br /&gt;select -r Right_Rl_Base ;&lt;br /&gt;setDrivenKeyframe -currentDriver Right_Foot_Ctrl.FootRoll Right_Rl_Base.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Right_Foot_Ctrl.FootRoll" -10;&lt;br /&gt;setAttr "Right_Rl_Base.rotateZ" 22;&lt;br /&gt;setDrivenKeyframe -currentDriver Right_Foot_Ctrl.FootRoll Right_Rl_Base.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Right_Foot_Ctrl.FootRoll" 5;&lt;br /&gt;select -r Right_Rl_Ankle ;&lt;br /&gt;select -tgl Right_Rl_Ball ;&lt;br /&gt;select -tgl Right_Rl_Toe ;&lt;br /&gt;setAttr "Right_Foot_Ctrl.FootRoll" 0;&lt;br /&gt;setDrivenKeyframe -currentDriver Right_Foot_Ctrl.FootRoll Right_Rl_Ankle.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Right_Foot_Ctrl.FootRoll Right_Rl_Ball.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Right_Foot_Ctrl.FootRoll Right_Rl_Toe.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Right_Foot_Ctrl.FootRoll" 5;&lt;br /&gt;setAttr "Right_Rl_Toe.rotateZ" 12;&lt;br /&gt;setAttr "Right_Rl_Ball.rotateZ" 25;&lt;br /&gt;setDrivenKeyframe -currentDriver Right_Foot_Ctrl.FootRoll Right_Rl_Ankle.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Right_Foot_Ctrl.FootRoll Right_Rl_Ball.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Right_Foot_Ctrl.FootRoll Right_Rl_Toe.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Right_Foot_Ctrl.FootRoll" 10;&lt;br /&gt;setAttr "Right_Rl_Toe.rotateZ" 30;&lt;br /&gt;setAttr "Right_Rl_Ball.rotateZ" -7;&lt;br /&gt;setDrivenKeyframe -currentDriver Right_Foot_Ctrl.FootRoll Right_Rl_Ankle.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Right_Foot_Ctrl.FootRoll Right_Rl_Ball.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Right_Foot_Ctrl.FootRoll Right_Rl_Toe.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Right_Foot_Ctrl.FootRoll" 0;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;                                                                                                 Faizan Siddiqui......................&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Hand ctrl set driven mel scripts&lt;/span&gt;-&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;*Before starting, orientation of the joints are very important, after creating joints go to  orient joint option in skeleton folder and reset settings, set the second axis world orientation to +Z and apply, check all the parent joints have no values in Y,Z axis in the channel ctrl accept the root joint. X axis should be pointed to its parent joint and y to the forward. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;FIST&lt;/span&gt; :-&lt;br /&gt;&lt;br /&gt;NOTE-  Hand controler object should be named as - Left_Hand_Driven_Ctrl  because script is based on this name so if u will give different name, it will not work.     Thanks...........&lt;br /&gt;&lt;br /&gt;Left Index- (select Index fingure root joint and exicute this script and ur job is done).        &lt;br /&gt;&lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" 0;&lt;br /&gt;rotate -r -eu 0 0 0 ;&lt;br /&gt;rotate -r -eu 0 0 0 ;&lt;br /&gt;setAttr "Left_Index.rotateY" 0;&lt;br /&gt;setAttr "Left_Index3.rotateY" 0;&lt;br /&gt;setAttr "Left_Index2.rotateY" 0;&lt;br /&gt;setAttr "Left_Index1.rotateY" 0;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index.rotateY;&lt;br /&gt;// Result: 1 //&lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" -10;&lt;br /&gt;rotate -r -eu 0 8.214349 0 ;&lt;br /&gt;setAttr "Left_Index.rotateY" 8;&lt;br /&gt;setAttr "Left_Index3.rotateY" 8;&lt;br /&gt;setAttr "Left_Index2.rotateY" 8;&lt;br /&gt;setAttr "Left_Index1.rotateY" 8;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" 10;&lt;br /&gt;rotate -r -eu 0 -80.495894 0 ;&lt;br /&gt;rotate -r -eu 0 -3.484017 0 ;&lt;br /&gt;setAttr "Left_Index.rotateY" -84;&lt;br /&gt;setAttr "Left_Index3.rotateY" -84;&lt;br /&gt;setAttr "Left_Index2.rotateY" -84;&lt;br /&gt;setAttr "Left_Index1.rotateY" -84;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Index.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Left Middle- (select middle fingure root joint and exicute this script and ur job is done).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" 0;&lt;br /&gt;rotate -r -eu 0 0 0 ;&lt;br /&gt;rotate -r -eu 0 0 0 ;&lt;br /&gt;setAttr "Left_Middle.rotateY" 0;&lt;br /&gt;setAttr "Left_Middle3.rotateY" 0;&lt;br /&gt;setAttr "Left_Middle2.rotateY" 0;&lt;br /&gt;setAttr "Left_Middle1.rotateY" 0;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle.rotateY;&lt;br /&gt;// Result: 1 //&lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" -10;&lt;br /&gt;rotate -r -eu 0 8.214349 0 ;&lt;br /&gt;setAttr "Left_Middle.rotateY" 8;&lt;br /&gt;setAttr "Left_Middle3.rotateY" 8;&lt;br /&gt;setAttr "Left_Middle2.rotateY" 8;&lt;br /&gt;setAttr "Left_Middle1.rotateY" 8;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" 10;&lt;br /&gt;rotate -r -eu 0 -80.495894 0 ;&lt;br /&gt;rotate -r -eu 0 -3.484017 0 ;&lt;br /&gt;setAttr "Left_Middle.rotateY" -84;&lt;br /&gt;setAttr "Left_Middle3.rotateY" -84;&lt;br /&gt;setAttr "Left_Middle2.rotateY" -84;&lt;br /&gt;setAttr "Left_Middle1.rotateY" -84;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Middle.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Left Ring- (select ring fingure root joint and exicute this script and ur job is done).&lt;br /&gt;&lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" 0;&lt;br /&gt;rotate -r -eu 0 0 0 ;&lt;br /&gt;rotate -r -eu 0 0 0 ;&lt;br /&gt;setAttr "Left_Ring.rotateY" 0;&lt;br /&gt;setAttr "Left_Ring3.rotateY" 0;&lt;br /&gt;setAttr "Left_Ring2.rotateY" 0;&lt;br /&gt;setAttr "Left_Ring1.rotateY" 0;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring.rotateY;&lt;br /&gt;// Result: 1 //&lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" -10;&lt;br /&gt;rotate -r -eu 0 8.214349 0 ;&lt;br /&gt;setAttr "Left_Ring.rotateY" 8;&lt;br /&gt;setAttr "Left_Ring3.rotateY" 8;&lt;br /&gt;setAttr "Left_Ring2.rotateY" 8;&lt;br /&gt;setAttr "Left_Ring1.rotateY" 8;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" 10;&lt;br /&gt;rotate -r -eu 0 -80.495894 0 ;&lt;br /&gt;rotate -r -eu 0 -3.484017 0 ;&lt;br /&gt;setAttr "Left_Ring.rotateY" -84;&lt;br /&gt;setAttr "Left_Ring3.rotateY" -84;&lt;br /&gt;setAttr "Left_Ring2.rotateY" -84;&lt;br /&gt;setAttr "Left_Ring1.rotateY" -84;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Ring.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Left Pinky- (select pinky fingure root joint and exicute this script and ur job is done).&lt;br /&gt;&lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" 0;&lt;br /&gt;rotate -r -eu 0 0 0 ;&lt;br /&gt;rotate -r -eu 0 0 0 ;&lt;br /&gt;setAttr "Left_Pinky.rotateY" 0;&lt;br /&gt;setAttr "Left_Pinky3.rotateY" 0;&lt;br /&gt;setAttr "Left_Pinky2.rotateY" 0;&lt;br /&gt;setAttr "Left_Pinky1.rotateY" 0;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky.rotateY;&lt;br /&gt;// Result: 1 //&lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" -10;&lt;br /&gt;rotate -r -eu 0 8.214349 0 ;&lt;br /&gt;setAttr "Left_Pinky.rotateY" 8;&lt;br /&gt;setAttr "Left_Pinky3.rotateY" 8;&lt;br /&gt;setAttr "Left_Pinky2.rotateY" 8;&lt;br /&gt;setAttr "Left_Pinky1.rotateY" 8;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" 10;&lt;br /&gt;rotate -r -eu 0 -80.495894 0 ;&lt;br /&gt;rotate -r -eu 0 -3.484017 0 ;&lt;br /&gt;setAttr "Left_Pinky.rotateY" -84;&lt;br /&gt;setAttr "Left_Pinky3.rotateY" -84;&lt;br /&gt;setAttr "Left_Pinky2.rotateY" -84;&lt;br /&gt;setAttr "Left_Pinky1.rotateY" -84;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Pinky.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Left Thumb- (select thumb fingure root joint and exicute this script and ur job is done).&lt;br /&gt;&lt;br /&gt;select -r Left_Thumb3 ;&lt;br /&gt;select -tgl Left_Thumb2 ;&lt;br /&gt;select -tgl Left_Thumb1 ;&lt;br /&gt;select -tgl Left_Thumb ;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb3.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb3.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb3.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb1.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb1.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb1.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" -10;&lt;br /&gt;setAttr "Left_Thumb.rotateY" 11;&lt;br /&gt;setAttr "Left_Thumb1.rotateY" 1;&lt;br /&gt;setAttr "Left_Thumb1.rotateZ" 12;&lt;br /&gt;setAttr "Left_Thumb2.rotateY" 10;&lt;br /&gt;setAttr "Left_Thumb2.rotateZ" 22;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb3.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb3.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb3.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb1.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb1.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb1.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Fist" 10;&lt;br /&gt;setAttr "Left_Thumb.rotateY" -63;&lt;br /&gt;setAttr "Left_Thumb.rotateY" -26;&lt;br /&gt;setAttr "Left_Thumb1.rotateY" -16;&lt;br /&gt;setAttr "Left_Thumb2.rotateY" -37;&lt;br /&gt;setAttr "Left_Thumb2.rotateZ" -28;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb3.rotateX;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb3.rotateZ;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateX;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb2.rotateZ;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb1.rotateX;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb1.rotateZ;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb.rotateX;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Fist Left_Thumb.rotateZ;&lt;br /&gt;// Result: 1 // &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;                                  &lt;br /&gt;&lt;span style="font-weight:bold;"&gt;INDIVIDUAL FINGURE CURLS&lt;/span&gt; :-&lt;br /&gt;&lt;br /&gt;Index_Curl - (select Index fingure root joint and exicute this script and ur job is done).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;select -r Left_Index3 ;&lt;br /&gt;select -tgl Left_Index2 ;&lt;br /&gt;select -tgl Left_Index1 ;&lt;br /&gt;select -tgl Left_Index ;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Index_Curl" -10;&lt;br /&gt;setAttr "Left_Index.rotateY" 8;&lt;br /&gt;setAttr "Left_Index3.rotateY" 8;&lt;br /&gt;setAttr "Left_Index2.rotateY" 8;&lt;br /&gt;setAttr "Left_Index1.rotateY" 8;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Index_Curl" 10;&lt;br /&gt;setAttr "Left_Index.rotateY" -84;&lt;br /&gt;setAttr "Left_Index3.rotateY" -84;&lt;br /&gt;setAttr "Left_Index2.rotateY" -84;&lt;br /&gt;setAttr "Left_Index1.rotateY" -84;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Index_Curl Left_Index.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Middle_Curl - (select Middle fingure root joint and exicute this script and ur job is done).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;select -r Left_Middle3 ;&lt;br /&gt;select -tgl Left_Middle2 ;&lt;br /&gt;select -tgl Left_Middle1 ;&lt;br /&gt;select -tgl Left_Middle ;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Middle_Curl" -10;&lt;br /&gt;setAttr "Left_Middle.rotateY" 8;&lt;br /&gt;setAttr "Left_Middle3.rotateY" 8;&lt;br /&gt;setAttr "Left_Middle2.rotateY" 8;&lt;br /&gt;setAttr "Left_Middle1.rotateY" 8;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Middle_Curl" 10;&lt;br /&gt;setAttr "Left_Middle.rotateY" -84;&lt;br /&gt;setAttr "Left_Middle3.rotateY" -84;&lt;br /&gt;setAttr "Left_Middle2.rotateY" -84;&lt;br /&gt;setAttr "Left_Middle1.rotateY" -84;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Middle_Curl Left_Middle.rotateY;&lt;br /&gt;// Result: 1 //&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Ring_Curl - (select Ring fingure root joint and exicute this script and ur job is done).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;select -r Left_Ring3 ;&lt;br /&gt;select -tgl Left_Ring2 ;&lt;br /&gt;select -tgl Left_Ring1 ;&lt;br /&gt;select -tgl Left_Ring ;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Ring_Curl" -10;&lt;br /&gt;setAttr "Left_Ring.rotateY" 8;&lt;br /&gt;setAttr "Left_Ring3.rotateY" 8;&lt;br /&gt;setAttr "Left_Ring2.rotateY" 8;&lt;br /&gt;setAttr "Left_Ring1.rotateY" 8;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Ring_Curl" 10;&lt;br /&gt;setAttr "Left_Ring.rotateY" -84;&lt;br /&gt;setAttr "Left_Ring3.rotateY" -84;&lt;br /&gt;setAttr "Left_Ring2.rotateY" -84;&lt;br /&gt;setAttr "Left_Ring1.rotateY" -84;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Ring_Curl Left_Ring.rotateY;&lt;br /&gt;// Result: 1 //&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Pinky_Curl - (select pinky fingure root joint and exicute this script and ur job is done).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;select -r Left_Pinky3 ;&lt;br /&gt;select -tgl Left_Pinky2 ;&lt;br /&gt;select -tgl Left_Pinky1 ;&lt;br /&gt;select -tgl Left_Pinky ;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Pinky_Curl" -10;&lt;br /&gt;setAttr "Left_Pinky.rotateY" 8;&lt;br /&gt;setAttr "Left_Pinky3.rotateY" 8;&lt;br /&gt;setAttr "Left_Pinky2.rotateY" 8;&lt;br /&gt;setAttr "Left_Pinky1.rotateY" 8;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Pinky_Curl" 10;&lt;br /&gt;setAttr "Left_Pinky.rotateY" -84;&lt;br /&gt;setAttr "Left_Pinky3.rotateY" -84;&lt;br /&gt;setAttr "Left_Pinky2.rotateY" -84;&lt;br /&gt;setAttr "Left_Pinky1.rotateY" -84;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky3.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky2.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky1.rotateY;&lt;br /&gt;// Result: 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Pinky_Curl Left_Pinky.rotateY;&lt;br /&gt;// Result: 1 //&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Thumb_Curl - (select thumb fingure root joint and exicute this script and ur job is done).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;select -r Left_Thumb3 ;&lt;br /&gt;select -tgl Left_Thumb2 ;&lt;br /&gt;select -tgl Left_Thumb1 ;&lt;br /&gt;select -tgl Left_Thumb ;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb3.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb3.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb3.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb2.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb2.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb2.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb1.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb1.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb1.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Thumb_Curl" 10;&lt;br /&gt;setAttr "Left_Thumb.rotateY" -19;&lt;br /&gt;setAttr "Left_Thumb.rotateZ" -12;&lt;br /&gt;setAttr "Left_Thumb1.rotateY" -6;&lt;br /&gt;setAttr "Left_Thumb1.rotateZ" -15;&lt;br /&gt;setAttr "Left_Thumb2.rotateY" 0;&lt;br /&gt;setAttr "Left_Thumb2.rotateZ" -19;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb3.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb3.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb3.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb2.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb2.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb2.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb1.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb1.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb1.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Thumb_Curl" -10;&lt;br /&gt;setAttr "Left_Thumb.rotateY" 9;&lt;br /&gt;setAttr "Left_Thumb1.rotateZ" 13;&lt;br /&gt;setAttr "Left_Thumb1.rotateY" 2;&lt;br /&gt;setAttr "Left_Thumb2.rotateY" 6;&lt;br /&gt;setAttr "Left_Thumb2.rotateZ" 21;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb3.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb3.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb3.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb2.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb2.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb2.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb1.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb1.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb1.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb.rotateX;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb.rotateY;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Thumb_Curl Left_Thumb.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Spread&lt;/span&gt; - (select pinky,ring,middle,index fingure's root joint and shift select thumb 2, thumb 1 and thumb  in descending order, leave thumb 3 joint because we dont need to rotate that joint, ok then exicute this script in script editor and ur job is done).  Effect of the rotation is depend on your joint placement or you can edit this script as per your need and demand.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;select -r Left_Pinky ;&lt;br /&gt;select -tgl Left_Ring ;&lt;br /&gt;select -tgl Left_Middle ;&lt;br /&gt;select -tgl Left_Index ;&lt;br /&gt;select -tgl Left_Thumb2 ;&lt;br /&gt;select -tgl Left_Thumb1 ;&lt;br /&gt;select -tgl Left_Thumb ;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Pinky.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Ring.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Middle.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Index.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Thumb2.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Thumb1.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Thumb.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Spread" -2;&lt;br /&gt;setAttr "Left_Index.rotateZ" 10;&lt;br /&gt;setAttr "Left_Ring.rotateZ" -9;&lt;br /&gt;setAttr "Left_Pinky.rotateZ" -12;&lt;br /&gt;setAttr "Left_Thumb1.rotateZ" 8;&lt;br /&gt;setAttr "Left_Thumb2.rotateZ" 27;&lt;br /&gt;setAttr "Left_Thumb2.rotateZ" 24;&lt;br /&gt;setAttr "Left_Thumb2.rotateZ" 20;&lt;br /&gt;setAttr "Left_Thumb2.rotateZ" 18;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Pinky.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Ring.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Middle.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Index.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Thumb2.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Thumb1.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Thumb.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setAttr "Left_Hand_Driven_Ctrl.Spread" 10;&lt;br /&gt;setAttr "Left_Index.rotateZ" -4;&lt;br /&gt;setAttr "Left_Ring.rotateZ" 4;&lt;br /&gt;setAttr "Left_Pinky.rotateZ" 4;&lt;br /&gt;setAttr "Left_Thumb1.rotateZ" -21;&lt;br /&gt;setAttr "Left_Thumb2.rotateZ" 31;&lt;br /&gt;setAttr "Left_Thumb1.rotateZ" -10;&lt;br /&gt;// Undo: setAttr "Left_Thumb1.rotateZ" -10;&lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Pinky.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Ring.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Middle.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Index.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Thumb2.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Thumb1.rotateZ;&lt;br /&gt;// 1 // &lt;br /&gt;setDrivenKeyframe -currentDriver Left_Hand_Driven_Ctrl.Spread Left_Thumb.rotateZ;&lt;br /&gt;// 1 //&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;POINTS TO BE REMEMBERED&lt;br /&gt;&lt;br /&gt;1.  Naming of the Joints are so important, be carefull that &lt;br /&gt;     your joint's name should match the name of these scripts.&lt;br /&gt;&lt;br /&gt;2.  Use these scripts for only Left Hand fingures, and if you want&lt;br /&gt;     to use these scripts on Right hand fingures then simply copy &lt;br /&gt;     script - go to the script editor - create new tab - mel - paste&lt;br /&gt;     script - press ctrl A to select all - go to edit - press search and replace&lt;br /&gt;     and find with Left, replace with Right, and your script is ready for&lt;br /&gt;     Right hand ctrl.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;                                                                                                               Faizan Siddiqui................&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8395312390153233067-70879876968013822?l=faizanthebigf.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://faizanthebigf.blogspot.com/feeds/70879876968013822/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8395312390153233067&amp;postID=70879876968013822' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/70879876968013822'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/70879876968013822'/><link rel='alternate' type='text/html' href='http://faizanthebigf.blogspot.com/2009/10/auto-rig-back-spline-ik-with-clusters.html' title='Auto Rigging MEL scripts'/><author><name>faizanthebigf</name><uri>http://www.blogger.com/profile/02902596232157696813</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://bp2.blogger.com/_-OjhajrDygo/SHezQxDGTwI/AAAAAAAAATw/4V0da1ioWqw/S220/my+photo+for+ofkut2.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8395312390153233067.post-5622389469243050157</id><published>2008-10-18T08:37:00.000-07:00</published><updated>2008-10-18T08:47:36.753-07:00</updated><title type='text'>MINIMUM HARDWARE CONFUGURATION TO RUN MAYA AND 3D MAX</title><content type='html'>&lt;span style="font-weight:bold;"&gt;Autodesk® Maya® 2009 Hardware Qualification&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Readme First Last updated: 29 September 2008.&lt;br /&gt;About this Document&lt;br /&gt;The information contained in this document applies to all hardware qualification executed on the Autodesk Maya 2009 software product release and should be acknowledged by all users prior consulting the qualification charts.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;General Disclaimers&lt;br /&gt;In order to determine whether your system is qualified to run Maya and mental ray for Maya, you must have a qualified processor, operating system, graphics card, and graphics driver. See the following sections. You must also make sure you system meets the minimum systems requirement for Maya. The configurations shown are subject to change, and additional qualified configurations may be added after qualification testing has been carried out. It may be possible to successfully use Maya with a non-qualified or partially qualified configuration, but support and maintenance programs will be subject to the Autodesk Support services guidelines. Autodesk qualification team doesn't have the bandwidth to qualify all combinations of workstations/laptops and graphics cards on all operating systems. The graphics drivers specified in this document are the drivers that were used for the qualification process. While it may be possible to use Maya successfully on earlier or later drivers, Autodesk cannot guarantee their performance or behavior. Due to the many operating system and architecture differences between the supported platforms, the results of some operations will differ on different platforms. This is most noticeable with operations which iterate to reach their results -- leading to cumulatively large difference -- e.g., dynamics, some rendering. You may not be able to "mix and match" renderings on different platforms. Standard pen pressure sensitivity with Wacom tablets is supported. However, Wacom mice which are used with tablets have significant limitations and cannot be fully integrated with standard navigation in Maya. We recommend using a standard mouse with Maya, and limiting pen usage to Maya's Paint Effects and Sculpting tools. Autodesk is working with Wacom to achieve full support for Wacom products. When texture images are stored on systems remote from the rendering process; depending on network speed, specifications and load it is possible that the renderer may be unable to access a texture file on demand and may 'drop' individual textures on a frame by frame basis. To reduce this occurrence, store textures on a system local to the rendering process.&lt;br /&gt;Important Notes&lt;br /&gt;(1) There are many cards based on GeForce GPU chipsets. NVIDIA and Autodesk do not recommend these cards for use with Maya as you may experience various refresh, display and stability problems and inadequate performance. We suggest you choose from NVIDIA's workstation cards instead, such as the Quadro families which are much better suited to high-end 3D packages such as Maya. Nvidia GeForce VS Quadro White Paper [PDF]&lt;br /&gt;(2) For the same reasons as the ones listed in note (1), ATI and Autodesk do not recommend the use of ATI Radeon GPU chipsets cards.&lt;br /&gt;(3) Video Cards without Hardware Overlay Planes: Using video cards without Hardware Overlay planes (or Hardware Overlay planes turned off) can result in poorperformance for certain operations within Maya including (but not restricted to) use of tools based on Artisan or Paint Textures technology. There will also be visual differences compared with Hardware overlays that may result in difficulty seeing or manipulating aspects of the scene or Maya interface. Examples of Graphics cards without Hardware overlays include (but are not restricted to): ATI Radeon Family, NVIDIA GeForce Family.&lt;br /&gt;(4) For a productive user experience with Maya, it is recommended to use a card which has a minimum of 256MB of video memory.&lt;br /&gt;(5) Autodesk recommends the use of "Span Mode" for Dual Monitor configurations using NVIDIA cards.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Make sure you look at our latest additions to this document, which are: NVIDIA® and ATI™ graphics cards results and caveats.&lt;br /&gt;Graphics Cards &amp; Drivers&lt;br /&gt;The following table lists the graphics cards and driver versions for the Maya 2009 software product release.&lt;br /&gt;Table Legend&lt;br /&gt;Qualified&lt;br /&gt;.&lt;br /&gt;Qualified with caveats. Refer to Caveats &amp; Limitations&lt;br /&gt;Qualification planned. Results coming shortly&lt;br /&gt;Qualification failed due to serious problems&lt;br /&gt;.&lt;br /&gt;Un-tested. No qualification planned – not applicable / not available&lt;br /&gt;Graphics Card &amp; Driver Qualifications for Autodesk Maya 2009 for Windows Windows XP SP2 Windows Vista Business SP1&lt;br /&gt;Graphics Card&lt;br /&gt;Driver&lt;br /&gt;32-bit OS&lt;br /&gt;64-bit OS&lt;br /&gt;32-bit OS&lt;br /&gt;64-bit OS NVIDIA&lt;br /&gt;Quadro® FX 4700x2&lt;br /&gt;v.175.51 Quadro FX 1700&lt;br /&gt;v.169.96 Quadro FX 3700&lt;br /&gt;v.169.96 Quadro FX 4600&lt;br /&gt;v.169.96 Quadro FX 5600&lt;br /&gt;v.169. 96 Quadro FX 1500&lt;br /&gt;v.169. 96 Quadro FX 3500&lt;br /&gt;v.169. 96 Quadro FX 4500&lt;br /&gt;v.169. 96 Quadro FX 4500x2&lt;br /&gt;v.175.51 Quadro FX 5500&lt;br /&gt;v.169.96 GeForce® GPUs&lt;br /&gt;—&lt;br /&gt;. See Note 1 in Readme First ATI&lt;br /&gt;FirePro™ 3D v3700&lt;br /&gt;— FireGL™ v7700&lt;br /&gt;v.8.502&lt;br /&gt;.&lt;br /&gt;.&lt;br /&gt;.Notes on Operating Systems&lt;br /&gt;1. Maya 2009 has not been qualified on Microsoft Windows XP Service Pack 3.&lt;br /&gt;2. Windows XP Professional Service Pack 2 (SP2). After installation of Service Pack 2, Maya or its component programs may not launch successfully. If this occurs, you may either unblock the program via the Windows Firewall Security Alert dialogue, or add it as an Exception in the Exceptions Tab in the Windows Firewall dialogue box. For more information, please see the Microsoft Update at: http://support.microsoft.com/default.aspx?kbid=842242&amp;product=windowsxpsp2.&lt;br /&gt;3. Autodesk is aware of a problem whereby the system can pause or temporary hang when some of Maya’s toolbar menus are being triggered. Should you encounter this problem, please send a message to me.3d.qualification@autodesk.com.&lt;br /&gt;4. We do not recommend saving data directly from Maya to NFS or Novell Netware or other remote mounted file systems. We have received several reports of data corruption when saving in this method although we have been unable to reproduce this. We strongly recommend that you save the files locally and then copy the data to the mounted storage system.&lt;br /&gt;5. If the Maya tear-off pull-down menus don't display properly on Windows XP with UI schemes, set UI preference to Windows Classic Style. Start &gt; Settings &gt; Control Panel &gt; Display &gt; Windows Classic.&lt;br /&gt;6. It is strongly suggested to select the global presets: “Autodesk Maya” in the global settings under Manage 3D settings in the NVIDIA Control Panel.&lt;br /&gt;7. When installing the ATI FireGL drivers, an Audio driver for HDMI audio output is installed by default, this may cause your current sound configuration to no longer function properly. To avoid this problem, you can either avoid installing the HDMI driver or disable the sound driver in the Device Manager.&lt;br /&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8395312390153233067-5622389469243050157?l=faizanthebigf.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://faizanthebigf.blogspot.com/feeds/5622389469243050157/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8395312390153233067&amp;postID=5622389469243050157' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/5622389469243050157'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/5622389469243050157'/><link rel='alternate' type='text/html' href='http://faizanthebigf.blogspot.com/2008/10/minimum-hardware-confuguration-to-run.html' title='MINIMUM HARDWARE CONFUGURATION TO RUN MAYA AND 3D MAX'/><author><name>faizanthebigf</name><uri>http://www.blogger.com/profile/02902596232157696813</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://bp2.blogger.com/_-OjhajrDygo/SHezQxDGTwI/AAAAAAAAATw/4V0da1ioWqw/S220/my+photo+for+ofkut2.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8395312390153233067.post-8172556789481506744</id><published>2008-08-15T11:58:00.000-07:00</published><updated>2008-08-26T12:38:25.462-07:00</updated><title type='text'>faizanthebigf</title><content type='html'>&lt;a href="http://www.new.facebook.com/people/Mohammad_Faizan_Siddiqui/1108639206" title="Mohammad Faizan Siddiqui's Facebook profile" target=_TOP&gt;&lt;img src="http://badge.facebook.com/badge/1108639206.91.1333080233.png" border=0 alt="Mohammad Faizan Siddiqui's Facebook profile"&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8395312390153233067-8172556789481506744?l=faizanthebigf.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://faizanthebigf.blogspot.com/feeds/8172556789481506744/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8395312390153233067&amp;postID=8172556789481506744' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/8172556789481506744'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/8172556789481506744'/><link rel='alternate' type='text/html' href='http://faizanthebigf.blogspot.com/2008/08/faizanthebigf.html' title='faizanthebigf'/><author><name>faizanthebigf</name><uri>http://www.blogger.com/profile/02902596232157696813</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://bp2.blogger.com/_-OjhajrDygo/SHezQxDGTwI/AAAAAAAAATw/4V0da1ioWqw/S220/my+photo+for+ofkut2.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8395312390153233067.post-7971022334568417112</id><published>2008-08-13T09:32:00.000-07:00</published><updated>2008-08-13T10:22:44.508-07:00</updated><title type='text'></title><content type='html'>&lt;span style="font-weight: bold;"&gt;Basics of sketching Human body&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=draw-humans-proportion"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=draw-humans-proportion"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=draw-humans-proportion" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/74180_draw-humans-proportion.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;How to Measure Proportion for Drawing People&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;&lt;br /&gt;Before starting Animation On computer It is Important that u must know the basics of drawing and sketching, so here are some vedios for you to learn human sketching&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=tips-drawing-human-form"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=tips-drawing-human-form"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=tips-drawing-human-form" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/1376_tips-drawing-human-form.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;Free Online Art Lessons for Beginners : Proportions for Drawing the Hands &amp; Feet: Free Online Art Lessons for Beginners&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Pencils used in sketching and shading&lt;/span&gt;&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=pencils-drawing-human-form"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=pencils-drawing-human-form"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=pencils-drawing-human-form" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/1388_pencils-drawing-human-form.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;Free Online Art Lessons for Beginners : Types of Pencils Used for Drawing: Free Online Art Lessons for Beginners&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8395312390153233067-7971022334568417112?l=faizanthebigf.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://faizanthebigf.blogspot.com/feeds/7971022334568417112/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8395312390153233067&amp;postID=7971022334568417112' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/7971022334568417112'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/7971022334568417112'/><link rel='alternate' type='text/html' href='http://faizanthebigf.blogspot.com/2008/08/basics-of-sketching-human-body-how-to.html' title=''/><author><name>faizanthebigf</name><uri>http://www.blogger.com/profile/02902596232157696813</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://bp2.blogger.com/_-OjhajrDygo/SHezQxDGTwI/AAAAAAAAATw/4V0da1ioWqw/S220/my+photo+for+ofkut2.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8395312390153233067.post-3811466249328786297</id><published>2008-07-22T00:02:00.000-07:00</published><updated>2008-07-22T02:30:24.622-07:00</updated><title type='text'>3D computer graphics software</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_-OjhajrDygo/SIWHXe3LbxI/AAAAAAAAAU8/QDW7rPJGja8/s1600-h/ben10.jpg"&gt;&lt;img style="cursor: pointer;" src="http://bp3.blogger.com/_-OjhajrDygo/SIWHXe3LbxI/AAAAAAAAAU8/QDW7rPJGja8/s400/ben10.jpg" alt="" id="BLOGGER_PHOTO_ID_5225731780124569362" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p style="font-family: arial;"&gt;A comprehensive comparison of significant 3D packages can be found at &lt;a href="http://wiki.cgsociety.org/index.php/Comparison_of_3d_tools" class="external text" title="http://wiki.cgsociety.org/index.php/Comparison_of_3d_tools" rel="nofollow"&gt;CG Society Wiki&lt;/a&gt; and &lt;a href="http://www.tdt3d.be/articles_viewer.php?art_id=99" class="external text" title="http://www.tdt3d.be/articles_viewer.php?art_id=99" rel="nofollow"&gt;TDT3D 3D applications 2007 comparisons table.&lt;/a&gt;.&lt;/p&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/3ds_Max" title="3ds Max"&gt;3ds Max&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/wiki/Autodesk" title="Autodesk"&gt;Autodesk&lt;/a&gt;), originally called 3D Studio MAX. 3ds Max is used in many industries that utilize 3D graphics. It is used in the video game industry for developing models and creating cinema cut-scenes. It is used in architectural visualizations because it is highly compatible with &lt;a href="http://en.wikipedia.org/wiki/AutoCAD" title="AutoCAD"&gt;AutoCAD&lt;/a&gt;--also developed by &lt;a href="http://en.wikipedia.org/wiki/Autodesk" title="Autodesk"&gt;Autodesk&lt;/a&gt;. Additionally 3ds Max is used in film production, one contemporary film being &lt;a href="http://en.wikipedia.org/wiki/Kaena:_The_Prophecy" title="Kaena: The Prophecy"&gt;Kaena: The Prophecy&lt;/a&gt;&lt;sup id="cite_ref-0" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-0" title=""&gt;[1]&lt;/a&gt;&lt;/sup&gt;. With its price of around $3500 USD, it is one of the more expensive products in the market for this type of work. 3ds Max is available for &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt;. 3DS Max is currently at version "2009" (v11).&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/AC3D" title="AC3D"&gt;AC3D&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/w/index.php?title=Inivis&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Inivis (page does not exist)"&gt;Inivis&lt;/a&gt;) is another 3D modeling application that began in the 90's on the Amiga platform. While it is used in a number of industries, MathWorks actively recommends it in many of their aerospace related articles&lt;sup id="cite_ref-1" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-1" title=""&gt;[2]&lt;/a&gt;&lt;/sup&gt; due to price and compatibility. Additionally it is the first commercial 3D modeler to integrate full support for exporting models to the metaverse platform Second Life. AC3D is priced in the range of $79 USD and is available for &lt;a href="http://en.wikipedia.org/wiki/Mac_OS_X" title="Mac OS X"&gt;Mac OS X&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Linux" title="Linux"&gt;Linux&lt;/a&gt;. While AC3D does not feature its own renderer, it can generate output files for both &lt;a href="http://en.wikipedia.org/wiki/RenderMan" title="RenderMan"&gt;RenderMan&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/POV-Ray" title="POV-Ray"&gt;POV-Ray&lt;/a&gt; among others.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Blender_%28software%29" title="Blender (software)"&gt;Blender&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/wiki/Blender_Foundation" title="Blender Foundation"&gt;Blender Foundation&lt;/a&gt;) is a free, open-source, 3D studio for animation, modeling, rendering, and texturing offering a feature set comparable to high end and mid range 3D animation suites such as &lt;a href="http://en.wikipedia.org/wiki/Maya_%28software%29" title="Maya (software)"&gt;Maya&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/3ds_Max" title="3ds Max"&gt;3ds Max&lt;/a&gt;, or &lt;a href="http://en.wikipedia.org/wiki/Cinema_4D" title="Cinema 4D"&gt;Cinema 4D&lt;/a&gt;. It includes features such as multi-resolution sculpting; retopology painting. Additionally it supports 3D view texture painting; stack based modifier system; flexible particle system with particle based hair; cloth/soft body dynamics, rigid body dynamics and fluid simulation; node based texturing and node based compositing; an integrated non linear video editor; and integrated game engine. Blender is developed under the &lt;a href="http://en.wikipedia.org/wiki/GNU_General_Public_License" title="GNU General Public License"&gt;GPL&lt;/a&gt; and is available on all major platforms including Windows, OS X, Linux, BSD, Sun and Irix.. It is currently the only 3D animation suite that is supported both on super computers as well as handheld computers such as the Pocket PC (Pocket Blender).&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Cinema_4D" title="Cinema 4D"&gt;Cinema 4D&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/w/index.php?title=MAXON&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="MAXON (page does not exist)"&gt;MAXON&lt;/a&gt;) is a slightly lighter package than the others in its basic configuration. The software is claimed to be artist-friendly, and is designed with the less-technical user in mind. It has a lower initial entry cost due to a modular a-la-carte design for purchasing additional functions as users need them. For example, a module called BodyPaint allows artists to draw textures directly onto the surface of models. Originally developed for the &lt;a href="http://en.wikipedia.org/wiki/Commodore_Amiga" class="mw-redirect" title="Commodore Amiga"&gt;Commodore Amiga&lt;/a&gt;, it is also available for &lt;a href="http://en.wikipedia.org/wiki/Mac_OS_X" title="Mac OS X"&gt;Mac OS X&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Linux" title="Linux"&gt;Linux&lt;/a&gt;. Cinema 4D is currently at version 10.5&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Electric_Image_Animation_System" title="Electric Image Animation System"&gt;Electric Image Animation System&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/w/index.php?title=EI_Technology_Group&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="EI Technology Group (page does not exist)"&gt;EI Technology Group&lt;/a&gt;) is a 3D animation and rendering package available on both &lt;a href="http://en.wikipedia.org/wiki/Mac_OS_X" title="Mac OS X"&gt;Mac OS X&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt;. Mostly known for its rendering quality and rendering speed it does not include a built-in modeler. EIAS features the ability to handle very large polygon counts. Recently, the blockbuster film "Pirates of the Caribbean: The Curse of the Black Pearl"&lt;sup id="cite_ref-2" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-2" title=""&gt;[3]&lt;/a&gt;&lt;/sup&gt; and the Television hit "Lost"&lt;sup id="cite_ref-3" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-3" title=""&gt;[4]&lt;/a&gt;&lt;/sup&gt; utilized the software.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Form-Z" title="Form-Z"&gt;form-Z&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/w/index.php?title=Autodessys%2C_Inc.&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Autodessys, Inc. (page does not exist)"&gt;autodessys, Inc.&lt;/a&gt;) is a general purpose solid/surface 3D modeler. Its primary usage is modeling, and it also features rendering and animation support. form-Z claims users involved in architecture, interior design, illustration, product design, and set design. Its default renderer uses the LightWorks rendering engine for raytracing and radiosity. form-Z also supports Plugins and Scripts and has rendering support via Next Limit's Maxwell Renderer. It has Import/Export capabilities and was first released in 1991. It is currently available for both &lt;a href="http://en.wikipedia.org/wiki/Mac_OS_X" title="Mac OS X"&gt;Mac OS X&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt;. The price for this software ranges from $1495-$2390USD based on output quality.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Houdini_%28software%29" title="Houdini (software)"&gt;Houdini&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/w/index.php?title=Side_Effects_Software&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Side Effects Software (page does not exist)"&gt;Side Effects Software&lt;/a&gt;) is used for visual effects, and character animation as well as used in &lt;a href="http://en.wikipedia.org/wiki/Disney" class="mw-redirect" title="Disney"&gt;Disney&lt;/a&gt;'s &lt;a href="http://en.wikipedia.org/wiki/The_Wild" title="The Wild"&gt;The Wild&lt;/a&gt;&lt;sup id="cite_ref-4" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-4" title=""&gt;[5]&lt;/a&gt;&lt;/sup&gt;. Houdini uses a nonstandard interface that it refers to as a "NODE system". Commercial licenses of Houdini include unlimited copies of Side Effects Software's hybrid micropolygon-raytracer renderer, Mantra, but Houdini also has built-in support for commercial renderers like Pixar's RenderMan and mental ray. There are two versions of Houdini, Houdini Escape ($1,995 USD) and Houdini Master ($7,995 USD). For non-commercial users, Side Effects Software offers the free Houdini Apprentice personal learning edition, which places a small watermark on images, and Houdini Apprentice HD, a $99 USD package that does not watermark renders. Houdini is currently at version 9.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/LightWave" class="mw-redirect" title="LightWave"&gt;LightWave 3D&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/wiki/NewTek" title="NewTek"&gt;NewTek&lt;/a&gt;), first developed for the &lt;a href="http://en.wikipedia.org/wiki/Commodore_Amiga" class="mw-redirect" title="Commodore Amiga"&gt;Amiga&lt;/a&gt;, was originally bundled as part of the &lt;a href="http://en.wikipedia.org/wiki/Video_Toaster" title="Video Toaster"&gt;Video Toaster&lt;/a&gt; package and entered the market as a low cost way for TV production companies to create quality CG for their programming. It first gained public attention with its use in the TV series "&lt;a href="http://en.wikipedia.org/wiki/Babylon_5" title="Babylon 5"&gt;Babylon 5&lt;/a&gt;"&lt;sup id="cite_ref-5" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-5" title=""&gt;[6]&lt;/a&gt;&lt;/sup&gt;. Contemporary use in TV and movie production can be seen with the 2004 recreated &lt;a href="http://en.wikipedia.org/wiki/Battlestar_Galactica_%28re-imagining%29" class="mw-redirect" title="Battlestar Galactica (re-imagining)"&gt;Battlestar Galactica&lt;/a&gt; series&lt;sup id="cite_ref-6" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-6" title=""&gt;[7]&lt;/a&gt;&lt;/sup&gt;, &lt;a href="http://en.wikipedia.org/wiki/CSI:_Crime_Scene_Investigation" title="CSI: Crime Scene Investigation"&gt;CSI: Crime Scene Investigation&lt;/a&gt;&lt;sup id="cite_ref-7" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-7" title=""&gt;[8]&lt;/a&gt;&lt;/sup&gt; and the film &lt;a href="http://en.wikipedia.org/wiki/300_%28film%29" title="300 (film)"&gt;300 (film)&lt;/a&gt;&lt;sup id="cite_ref-8" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-8" title=""&gt;[9]&lt;/a&gt;&lt;/sup&gt;. It is priced at $795 USD and is available for both &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Mac_OS_X" title="Mac OS X"&gt;Mac OS X&lt;/a&gt;. Lightwave's current version is Version 9.3.1&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/w/index.php?title=LightWorkDesign&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="LightWorkDesign (page does not exist)"&gt;LightWorks&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/w/index.php?title=LightWorkDesign&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="LightWorkDesign (page does not exist)"&gt;LightWorkDesign&lt;/a&gt;) develops the LightWorks and LightWorks SE high quality 3D rendering toolkit predominantly used in Mechanical, Configuration and Architectural CAD applications. LightWorks has traditionally used &lt;a href="http://en.wikipedia.org/wiki/Ray_tracing" class="mw-redirect" title="Ray tracing"&gt;ray tracing&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Radiosity" title="Radiosity"&gt;radiosity&lt;/a&gt; algorithms, but more recently has incorporated &lt;a href="http://en.wikipedia.org/w/index.php?title=Final_gather&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Final gather (page does not exist)"&gt;Final gather&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Global_illumination" title="Global illumination"&gt;Global illumination&lt;/a&gt; algorithms. LightWorks is currently available for both &lt;a href="http://en.wikipedia.org/wiki/Mac_OS_X" title="Mac OS X"&gt;Mac OS X&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt; on 32 and 64bit.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Massive_software" class="mw-redirect" title="Massive software"&gt;Massive&lt;/a&gt;&lt;/b&gt; is a 3D animation system for generating crowd-related visual effects, targeted for use in film and television. Originally developed for controlling the large-scale CGI battles in the Lord of the Rings&lt;sup id="cite_ref-9" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-9" title=""&gt;[10]&lt;/a&gt;&lt;/sup&gt;, Massive Software has become an industry standard for digital crowd control in high end animation. Recently, the software has been utilized for blockbuster feature films including &lt;i&gt;Happy Feet&lt;/i&gt;, &lt;i&gt;King Kong&lt;/i&gt;, and &lt;i&gt;I, Robot&lt;/i&gt;. It is available for various Unix and Linux platforms as well as &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt;.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Maya_%28software%29" title="Maya (software)"&gt;Maya&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/wiki/Autodesk" title="Autodesk"&gt;Autodesk&lt;/a&gt;) is currently used in the film and television industry. Maya has a high learning curve but has developed over the years into an application platform in and of itself through extendability via its &lt;a href="http://en.wikipedia.org/wiki/Maya_Embedded_Language" title="Maya Embedded Language"&gt;MEL&lt;/a&gt; programming language. A common alternative to using the default built in rendering system named &lt;a href="http://en.wikipedia.org/wiki/Mental_ray" title="Mental ray"&gt;mental ray&lt;/a&gt; is &lt;a href="http://en.wikipedia.org/wiki/Pixar" title="Pixar"&gt;Pixar's&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Renderman" class="mw-redirect" title="Renderman"&gt;Renderman&lt;/a&gt;. In 2005, &lt;a href="http://en.wikipedia.org/wiki/Autodesk" title="Autodesk"&gt;Autodesk&lt;/a&gt; (makers of &lt;a href="http://en.wikipedia.org/wiki/AutoCAD" title="AutoCAD"&gt;AutoCAD&lt;/a&gt;), acquired &lt;a href="http://en.wikipedia.org/wiki/Alias_Systems_Corporation" title="Alias Systems Corporation"&gt;Alias&lt;/a&gt;--the original creator of &lt;a href="http://en.wikipedia.org/wiki/Maya_%28software%29" title="Maya (software)"&gt;Maya&lt;/a&gt;&lt;sup id="cite_ref-10" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-10" title=""&gt;[11]&lt;/a&gt;&lt;/sup&gt;. Maya comes in two versions: Maya Complete ($1999 USD) and Maya Unlimited ($6999 USD). There is also Maya Personal Learning Edition, which is for non-commercial use and puts watermarks on any rendered images. The current version of Maya is "2008" (v9)&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Modo_%28software%29" title="Modo (software)"&gt;Modo&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/wiki/Luxology" title="Luxology"&gt;Luxology&lt;/a&gt;) is a subdivision modeling, texturing and rendering tool. Recently, version 301 added animation capabilities for camera motion and morphs / blendshapes. It is priced in the area of 895$ USD and is available for both &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Mac_OS_X" title="Mac OS X"&gt;Mac OS X&lt;/a&gt;. Modo's current version is 302.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Silo_%28software%29" title="Silo (software)"&gt;Silo&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/w/index.php?title=Nevercenter&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Nevercenter (page does not exist)"&gt;Nevercenter&lt;/a&gt;) is a subdivision-surface modeler available for &lt;a href="http://en.wikipedia.org/wiki/Mac_OS_X" title="Mac OS X"&gt;Mac OS X&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt;, with a &lt;a href="http://en.wikipedia.org/wiki/Linux" title="Linux"&gt;Linux&lt;/a&gt; version in development. Silo does not include a renderer and is priced in the area of $109 USD. Silo is the bundled in modeler for the &lt;a href="http://en.wikipedia.org/wiki/Electric_Image_Animation_System" title="Electric Image Animation System"&gt;Electric Image Animation System&lt;/a&gt; suite.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/SketchUp" title="SketchUp"&gt;SketchUp&lt;/a&gt; Pro&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/wiki/Google" title="Google"&gt;Google&lt;/a&gt;) is a 3D modeling package that features a sketch-based modeling approach. It has a pro version which supports 2-D and 3-D model export functions among other features, which is currently priced at $495 USD. It also has a free version that is integrated with Google Earth and limits export to Google's "3D Warehouse", where users can share their content.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Softimage_XSI" title="Softimage XSI"&gt;Softimage|XSI&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/wiki/Avid_Technology" title="Avid Technology"&gt;Avid&lt;/a&gt;) is feature-similar to Maya and is sold as a completive alternative. Prior to its acquisition by Avid, Softimage originally promoted the program (under the name Softimage 3D) for use in the video game industry and secured its promotion as part of the Nintendo N64 SDK&lt;sup id="cite_ref-11" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-11" title=""&gt;[12]&lt;/a&gt;&lt;/sup&gt;. The newer Softimage XSI has additional features and integrates with &lt;i&gt;mental ray&lt;/i&gt; rendering. XSI's current version is version 6.5.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/SolidThinking" title="SolidThinking"&gt;solidThinking&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/w/index.php?title=SolidThinking_Ltd&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="SolidThinking Ltd (page does not exist)"&gt;solidThinking Ltd&lt;/a&gt;) is a 3D solid/surface modeling and rendering software which features a Construction Tree method of development. This is explained as the history of the model construction process allowes real-time updates when modifications are made to points, curves, parameters or entire objects. solidThinking is available in four versions: MODELER, MODELER XL, DESIGN, and VANTAGE.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/SolidWorks" title="SolidWorks"&gt;SolidWorks&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/wiki/SolidWorks_Corporation" class="mw-redirect" title="SolidWorks Corporation"&gt;SolidWorks Corporation&lt;/a&gt;) is a series of packages used mainly for virtual testing of a product. It includes modeling, assembly, drawing, sheetmetal, weldments, and freeform surfacing. It also has support for custom programming/scripting in &lt;a href="http://en.wikipedia.org/wiki/Visual_Basic" title="Visual Basic"&gt;Visual Basic&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/C_%28programming_language%29" title="C (programming language)"&gt;C&lt;/a&gt;. The licenses/packages are SolidWorks, SolidWorks Office, SolidWorks Office Professional, SolidWorks Office Premium, SolidWorks Student Design Kit, SolidWorks Education Edition, and SolidWorks Student Edition.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/TrueSpace" title="TrueSpace"&gt;trueSpace&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/w/index.php?title=Caligari_Corporation&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Caligari Corporation (page does not exist)"&gt;Caligari Corporation&lt;/a&gt;) is another 3D program available for &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt;, although the company Caligari first found its start on the Amiga platform. trueSpace features modeling, animation, 3D-painting, and rendering capabilities. It is priced in the range of $199 USD for Version 5.2 through $595 USD for Version 7. The current version is 7.5&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/w/index.php?title=ViewBuildUSA&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="ViewBuildUSA (page does not exist)"&gt;ViewBuildUSA&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/w/index.php?title=VEC3D&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="VEC3D (page does not exist)"&gt;VEC3D&lt;/a&gt;) is a 3D software package built on a gaming platform used primarily for modeling architecture.&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Vue_6" class="mw-redirect" title="Vue 6"&gt;Vue 6&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/w/index.php?title=E-on_Software&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="E-on Software (page does not exist)"&gt;E-on Software&lt;/a&gt;) Vue 6 is a tool for creating, animating and rendering natural 3D environments. It was most recently used to create the background jungle environments in the 2nd and 3rd &lt;a href="http://en.wikipedia.org/wiki/Pirates_of_the_Caribbean" title="Pirates of the Caribbean"&gt;Pirates of the Caribbean&lt;/a&gt; films&lt;sup id="cite_ref-12" class="reference"&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics_software#cite_note-12" title=""&gt;[13]&lt;/a&gt;&lt;/sup&gt;. The current version is v6.5&lt;/li&gt;&lt;/ul&gt; &lt;ul style="font-family: arial;"&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/ZBrush" title="ZBrush"&gt;ZBrush&lt;/a&gt;&lt;/b&gt; (&lt;a href="http://en.wikipedia.org/wiki/Pixologic" class="mw-redirect" title="Pixologic"&gt;Pixologic&lt;/a&gt;) is a digital sculpting tool that combines 3D/2.5D modeling, texturing and painting tool available for &lt;a href="http://en.wikipedia.org/wiki/Mac_OS_X" title="Mac OS X"&gt;Mac OS X&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Microsoft_Windows" title="Microsoft Windows"&gt;Windows&lt;/a&gt;. It is priced at $489 USD.The current version of Zbrush is 3.1.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-family: arial;"&gt;3D MODELLING&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;p&gt;In &lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics" title="3D computer graphics"&gt;3D computer graphics&lt;/a&gt;, &lt;b&gt;3D modeling&lt;/b&gt; is the process of developing a &lt;a href="http://en.wikipedia.org/wiki/Mathematics" title="Mathematics"&gt;mathematical&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Wire_frame_model" title="Wire frame model"&gt;wireframe&lt;/a&gt; representation of any &lt;a href="http://en.wikipedia.org/wiki/Three-dimensional_space" title="Three-dimensional space"&gt;three-dimensional&lt;/a&gt; object (either inanimate or living) via &lt;a href="http://en.wikipedia.org/wiki/3d_computer_graphics_software" class="mw-redirect" title="3d computer graphics software"&gt;specialized software&lt;/a&gt;. The product is called a &lt;b&gt;3D model&lt;/b&gt;. It can be displayed as a two-dimensional image through a process called &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/3D_rendering" title="3D rendering"&gt;3D rendering&lt;/a&gt;&lt;/i&gt; or used in a &lt;a href="http://en.wikipedia.org/wiki/Computer" title="Computer"&gt;computer&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Simulation" title="Simulation"&gt;simulation&lt;/a&gt; of physical phenomena. The model can also be physically created using &lt;a href="http://en.wikipedia.org/wiki/3D_Printing" class="mw-redirect" title="3D Printing"&gt;3D Printing&lt;/a&gt; devices.&lt;/p&gt; &lt;p&gt;Models may be created automatically or manually. The manual modeling process of preparing geometric data for 3D computer graphics is similar to &lt;a href="http://en.wikipedia.org/wiki/Plastic_arts" title="Plastic arts"&gt;plastic arts&lt;/a&gt; such as &lt;a href="http://en.wikipedia.org/wiki/Sculpting" class="mw-redirect" title="Sculpting"&gt;sculpting&lt;/a&gt;.&lt;/p&gt;&lt;br /&gt;&lt;h2&gt;&lt;span class="mw-headline"&gt;Models&lt;/span&gt;&lt;/h2&gt; &lt;p&gt;3D models represent a 3D object using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. Being a collection of data (&lt;a href="http://en.wikipedia.org/wiki/Point_%28geometry%29" title="Point (geometry)"&gt;points&lt;/a&gt; and other information), 3D models can be created by hand, &lt;a href="http://en.wikipedia.org/wiki/Algorithm" title="Algorithm"&gt;algorithmically&lt;/a&gt; (&lt;a href="http://en.wikipedia.org/wiki/Procedural_modeling" title="Procedural modeling"&gt;procedural modeling&lt;/a&gt;), or &lt;a href="http://en.wikipedia.org/wiki/3D_scanner" title="3D scanner"&gt;scanned&lt;/a&gt;.&lt;/p&gt; &lt;p&gt;3D models are widely used anywhere &lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics" title="3D computer graphics"&gt;3D graphics&lt;/a&gt; are used. Actually, their use predates the widespread use of 3D graphics on &lt;a href="http://en.wikipedia.org/wiki/Personal_computer" title="Personal computer"&gt;personal computers&lt;/a&gt;. Many &lt;a href="http://en.wikipedia.org/wiki/Computer_game" class="mw-redirect" title="Computer game"&gt;computer games&lt;/a&gt; used pre-rendered images of 3D models as &lt;a href="http://en.wikipedia.org/wiki/Sprite_%28computer_graphics%29" title="Sprite (computer graphics)"&gt;sprites&lt;/a&gt; before computers could render them in real-time.&lt;/p&gt; &lt;p&gt;Today, 3D models are used in a wide variety of fields. The medical industry uses detailed models of organs. The movie industry uses them as characters and objects for animated and real-life &lt;a href="http://en.wikipedia.org/wiki/Film" title="Film"&gt;motion pictures&lt;/a&gt;. The &lt;a href="http://en.wikipedia.org/wiki/Video_game_industry" title="Video game industry"&gt;video game industry&lt;/a&gt; uses them as assets for &lt;a href="http://en.wikipedia.org/wiki/Video_game" title="Video game"&gt;computer and video games&lt;/a&gt;. The science sector uses them as highly detailed models of chemical compounds. The architecture industry uses them to demonstrate proposed buildings and landscapes. The engineering community uses them as designs of new devices, vehicles and structures as well as a host of other uses. In recent decades the &lt;a href="http://en.wikipedia.org/wiki/Earth_science" title="Earth science"&gt;earth science&lt;/a&gt; community has started to construct 3D geological models as a standard practice.&lt;/p&gt;&lt;h3&gt;&lt;span class="mw-headline"&gt;Representation&lt;/span&gt;&lt;/h3&gt; &lt;div class="thumb tright"&gt; &lt;div class="thumbinner" style="width: 182px;"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:Utah_teapot_simple_2.png" class="image" title="A modern render of the iconic Utah teapot model developed by Martin Newell (1975). The Utah teapot is one of the most common models used in 3D graphics education."&gt;&lt;img alt="A modern render of the iconic Utah teapot model developed by Martin Newell (1975). The Utah teapot is one of the most common models used in 3D graphics education." src="http://upload.wikimedia.org/wikipedia/commons/thumb/5/5f/Utah_teapot_simple_2.png/180px-Utah_teapot_simple_2.png" class="thumbimage" border="0" height="119" width="180" /&gt;&lt;/a&gt; &lt;div class="thumbcaption"&gt; &lt;div class="magnify"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:Utah_teapot_simple_2.png" class="internal" title="Enlarge"&gt;&lt;img src="http://en.wikipedia.org/skins-1.5/common/images/magnify-clip.png" alt="" height="11" width="15" /&gt;&lt;/a&gt;&lt;/div&gt; A modern render of the iconic &lt;a href="http://en.wikipedia.org/wiki/Utah_teapot" title="Utah teapot"&gt;Utah teapot&lt;/a&gt; model developed by &lt;a href="http://en.wikipedia.org/wiki/Martin_Newell" title="Martin Newell"&gt;Martin Newell&lt;/a&gt; (1975). The Utah teapot is one of the most common models used in 3D graphics education.&lt;/div&gt; &lt;/div&gt; &lt;/div&gt; &lt;p&gt;Almost all 3D models can be divided into two categories.&lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;b&gt;Solid&lt;/b&gt; - These models define the volume of the object they represent (like a rock). These are more realistic, but more difficult to build. Solid models are mostly used for nonvisual simulations such as medical and engineering simulations, and for specialized visual applications such as &lt;a href="http://en.wikipedia.org/wiki/Ray_tracing" class="mw-redirect" title="Ray tracing"&gt;ray tracing&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Constructive_solid_geometry" title="Constructive solid geometry"&gt;constructive solid geometry&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt; &lt;ul&gt;&lt;li&gt;&lt;b&gt;Shell&lt;/b&gt; - these models represent the surface, not the volume (like an eggshell). These are easier to work with than solid models. Almost all visual models used in games and film are shell models.&lt;/li&gt;&lt;/ul&gt; &lt;p&gt;Because the appearance of an object depends largely on the exterior of the object, &lt;a href="http://en.wikipedia.org/wiki/Boundary_representation" title="Boundary representation"&gt;boundary representations&lt;/a&gt; are common in computer graphics. Two dimensional &lt;a href="http://en.wikipedia.org/wiki/Surface" title="Surface"&gt;surfaces&lt;/a&gt; are a good analogy for the objects used in graphics, though quite often these objects are non-&lt;a href="http://en.wikipedia.org/wiki/Manifold" title="Manifold"&gt;manifold&lt;/a&gt;. Since surfaces are not finite, a discrete digital approximation is required: &lt;a href="http://en.wikipedia.org/wiki/Polygon_mesh" title="Polygon mesh"&gt;polygonal meshes&lt;/a&gt; (and to a lesser extent &lt;a href="http://en.wikipedia.org/wiki/Subdivision_surfaces" class="mw-redirect" title="Subdivision surfaces"&gt;subdivision surfaces&lt;/a&gt;) are by far the most common representation, although &lt;a href="http://en.wikipedia.org/wiki/Volume_rendering" title="Volume rendering"&gt;point-based&lt;/a&gt; representations have been gaining some popularity in recent years. &lt;a href="http://en.wikipedia.org/wiki/Level_set" title="Level set"&gt;Level sets&lt;/a&gt; are a useful representation for deforming surfaces which undergo many topological changes such as &lt;a href="http://en.wikipedia.org/wiki/Fluids" class="mw-redirect" title="Fluids"&gt;fluids&lt;/a&gt;.&lt;/p&gt; &lt;p&gt;The process of transforming representations of objects, such as the middle point coordinate of a &lt;a href="http://en.wikipedia.org/wiki/Sphere" title="Sphere"&gt;sphere&lt;/a&gt; and a point on its &lt;a href="http://en.wikipedia.org/wiki/Circumference" title="Circumference"&gt;circumference&lt;/a&gt; into a polygon representation of a sphere, is called &lt;a href="http://en.wikipedia.org/wiki/Tessellation" title="Tessellation"&gt;tessellation&lt;/a&gt;. This step is used in polygon-based rendering, where objects are broken down from abstract representations ("primitives") such as spheres, &lt;a href="http://en.wikipedia.org/wiki/Cone_%28geometry%29" title="Cone (geometry)"&gt;cones&lt;/a&gt; etc, to so-called &lt;i&gt;meshes&lt;/i&gt;, which are nets of interconnected triangles. Meshes of triangles (instead of e.g. &lt;a href="http://en.wikipedia.org/wiki/Square_%28geometry%29" title="Square (geometry)"&gt;squares&lt;/a&gt;) are popular as they have proven to be easy to render using &lt;a href="http://en.wikipedia.org/wiki/Scanline_rendering" title="Scanline rendering"&gt;scanline rendering&lt;/a&gt;. Polygon representations are not used in all rendering techniques, and in these cases the tessellation step is not included in the transition from abstract representation to rendered scene.&lt;/p&gt; &lt;p&gt;&lt;a name="Modeling_processes" id="Modeling_processes"&gt;&lt;/a&gt;&lt;/p&gt; &lt;h2&gt;&lt;span class="editsection"&gt;&lt;/span&gt; &lt;span class="mw-headline"&gt;Modeling processes&lt;/span&gt;&lt;/h2&gt; &lt;div class="thumb tright"&gt; &lt;div class="thumbinner" style="width: 182px;"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:Modeler83.png" class="image" title="A 3D model of a Mangalore from the film The Fifth Element in the 3D modeler LightWave, shown in various manners and from different perspectives"&gt;&lt;img alt="A 3D model of a Mangalore from the film The Fifth Element in the 3D modeler LightWave, shown in various manners and from different perspectives" src="http://upload.wikimedia.org/wikipedia/en/thumb/d/d1/Modeler83.png/180px-Modeler83.png" class="thumbimage" border="0" height="144" width="180" /&gt;&lt;/a&gt; &lt;div class="thumbcaption"&gt; &lt;div class="magnify"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:Modeler83.png" class="internal" title="Enlarge"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt; A 3D model of a Mangalore from th film &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/The_Fifth_Element" title="The Fifth Element"&gt;The Fifth Element&lt;/a&gt;&lt;/i&gt; in the &lt;a href="http://en.wikipedia.org/wiki/3D_modeler" class="mw-redirect" title="3D modeler"&gt;3D modeler&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/LightWave" class="mw-redirect" title="LightWave"&gt;LightWave&lt;/a&gt;, shown in various manners and from different perspectives&lt;/div&gt; &lt;/div&gt; &lt;/div&gt; &lt;p&gt;There are three popular ways to represent a model:&lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Polygonal_modeling" title="Polygonal modeling"&gt;Polygonal modeling&lt;/a&gt; - Points in 3D space, called vertices, are connected in a linear fashion to form a polygonal mesh. Used for example by 3DS Max. The vast majority of 3D models today are built as textured polygonal models, because they are the most flexible and quickest for the computer to handle. However, polygons cannot be bent. Curved surfaces are approximated by using many small flat surfaces.&lt;/li&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Nonuniform_rational_B-spline" title="Nonuniform rational B-spline"&gt;NURBS&lt;/a&gt; modeling - NURBS Surfaces are defined by Spline curves, which are influenced by weighted control points. The curve follows (but does not necessarily interpolate) the points. Increasing the weight for a point will pull the curve closer to that point. NURBS are truly smooth surfaces, not approximations using small flat surfaces, and so are particularly suitable for organic modelling. Maya is the most well-known commercial software that uses NURBS natively.&lt;/li&gt;&lt;li&gt;Splines&amp;amp;Patches modeling - Like NURBS, Splines and Patches depend on curved lines to define the visible surface. Patches fall somewhere between NURBS and polygons in terms of flexibility and ease of use.&lt;/li&gt;&lt;/ul&gt; &lt;p&gt;The modeling stage consists of shaping individual objects that are later used in the scene. There are a number of modeling techniques, including:&lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Constructive_solid_geometry" title="Constructive solid geometry"&gt;constructive solid geometry&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Implicit_surface" class="mw-redirect" title="Implicit surface"&gt;implicit surfaces&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Subdivision_surface" title="Subdivision surface"&gt;subdivision surfaces&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt; &lt;p&gt;Modeling can be performed by means of a dedicated program (e.g., &lt;a href="http://en.wikipedia.org/wiki/Maya_%28software%29" title="Maya (software)"&gt;Maya&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/3DS_Max" class="mw-redirect" title="3DS Max"&gt;3DS Max&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Blender_%28software%29" title="Blender (software)"&gt;Blender&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Lightwave" class="mw-redirect" title="Lightwave"&gt;Lightwave&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Modo_%28software%29" title="Modo (software)"&gt;Modo&lt;/a&gt;) or an application component (Shaper, Lofter in 3DS Max) or some scene description language (as in &lt;a href="http://en.wikipedia.org/wiki/POV-Ray" title="POV-Ray"&gt;POV-Ray&lt;/a&gt;). In some cases, there is no strict distinction between these phases; in such cases modelling is just part of the scene creation process (this is the case, for example, with Caligari &lt;a href="http://en.wikipedia.org/wiki/TrueSpace" title="TrueSpace"&gt;trueSpace&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/w/index.php?title=Realsoft_3D&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Realsoft 3D (page does not exist)"&gt;Realsoft 3D&lt;/a&gt;).&lt;/p&gt; &lt;p&gt;Complex materials such as blowing sand, clouds, and liquid sprays are modeled with &lt;a href="http://en.wikipedia.org/wiki/Particle_system" title="Particle system"&gt;particle systems&lt;/a&gt;, and are a mass of 3D &lt;a href="http://en.wikipedia.org/wiki/Coordinate" class="mw-redirect" title="Coordinate"&gt;coordinates&lt;/a&gt; which have either &lt;a href="http://en.wikipedia.org/wiki/Point_%28geometry%29" title="Point (geometry)"&gt;points&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Polygon" title="Polygon"&gt;polygons&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Texture_splat" class="mw-redirect" title="Texture splat"&gt;texture splats&lt;/a&gt;, or &lt;a href="http://en.wikipedia.org/wiki/Sprite_%28computer_graphics%29" title="Sprite (computer graphics)"&gt;sprites&lt;/a&gt; assign to them.&lt;/p&gt;&lt;br /&gt;&lt;p style="font-weight: bold;"&gt;Scene setup&lt;/p&gt;&lt;span class="mw-headline"&gt;&lt;/span&gt; &lt;p&gt;Scene setup involves arranging virtual objects, lights, &lt;a href="http://en.wikipedia.org/wiki/Virtual_camera" title="Virtual camera"&gt;cameras&lt;/a&gt; and other entities on a scene which will later be used to produce a still image or an animation.&lt;/p&gt; &lt;p&gt;Lighting is an important aspect of scene setup. As is the case in real-world scene arrangement, lighting is a significant contributing factor to the resulting aesthetic and visual quality of the finished work. As such, it can be a difficult art to master. Lighting effects can contribute greatly to the mood and emotional response effected by a scene, a fact which is well-known to photographers and theatrical lighting technicians.&lt;/p&gt; &lt;p&gt;It is usually desirable to add color to a model's surface in a user controlled way prior to rendering. Most &lt;a href="http://en.wikipedia.org/wiki/3D_modeler" class="mw-redirect" title="3D modeler"&gt;3D modeling software&lt;/a&gt; allows the user to color the model's &lt;a href="http://en.wikipedia.org/wiki/Vertex_%28geometry%29" title="Vertex (geometry)"&gt;vertices&lt;/a&gt;, and that color is then &lt;a href="http://en.wikipedia.org/wiki/Interpolated" class="mw-redirect" title="Interpolated"&gt;interpolated&lt;/a&gt; across the model's surface during rendering. This is often how models are colored by the modeling software while the model is being created. The most common method of adding color information to a 3D model is by applying a 2D &lt;a href="http://en.wikipedia.org/wiki/Texture_mapping" title="Texture mapping"&gt;texture&lt;/a&gt; image to the model's surface through a process called &lt;a href="http://en.wikipedia.org/wiki/Texture_mapping" title="Texture mapping"&gt;texture mapping&lt;/a&gt;. Texture images are no different than any other &lt;a href="http://en.wikipedia.org/wiki/Digital_image" title="Digital image"&gt;digital image&lt;/a&gt;, but during the texture mapping process, special pieces of information (called texture coordinates or &lt;a href="http://en.wikipedia.org/wiki/UV_coordinates" class="mw-redirect" title="UV coordinates"&gt;UV coordinates&lt;/a&gt;) are added to the model that indicate which parts of the texture image map to which parts of the 3D model's surface. Textures allow 3D models to look significantly more detailed and realistic than they would otherwise.&lt;/p&gt; &lt;p&gt;Other effects, beyond texturing and lighting, can be done to 3D models to add to their realism. For example, the surface &lt;a href="http://en.wikipedia.org/wiki/Surface_normal" title="Surface normal"&gt;normals&lt;/a&gt; can be tweaked to affect how they are lit, certain surfaces can have &lt;a href="http://en.wikipedia.org/wiki/Bump_mapping" title="Bump mapping"&gt;bump mapping&lt;/a&gt; applied and any other number of &lt;a href="http://en.wikipedia.org/wiki/3D_computer_graphics" title="3D computer graphics"&gt;3D rendering&lt;/a&gt; tricks can be applied.&lt;/p&gt; &lt;p&gt;3D models are often &lt;a href="http://en.wikipedia.org/wiki/Animation" title="Animation"&gt;animated&lt;/a&gt; for some uses. They can sometimes be animated from within the 3D modeler that created them or else &lt;a href="http://en.wiktionary.org/wiki/export" class="extiw" title="wikt:export"&gt;exported&lt;/a&gt; to another program. If used for &lt;a href="http://en.wikipedia.org/wiki/Computer_animation" title="Computer animation"&gt;animation&lt;/a&gt;, this phase usually makes use of a technique called "&lt;a href="http://en.wikipedia.org/wiki/Keyframing" class="mw-redirect" title="Keyframing"&gt;keyframing&lt;/a&gt;", which facilitates creation of complicated movement in the scene. With the aid of keyframing, one needs only to choose where an object stops or changes its direction of movement, rotation, or scale, between which states in every frame are &lt;a href="http://en.wikipedia.org/wiki/Interpolation" title="Interpolation"&gt;interpolated&lt;/a&gt;. These moments of change are known as keyframes. Often extra data is added to the model to make it easier to animate. For example, some 3D models of humans and animals have entire bone systems so they will look realistic when they move and can be manipulated via joints and bones, in a process known as &lt;a href="http://en.wikipedia.org/wiki/Skeletal_animation" title="Skeletal animation"&gt;skeletal animation&lt;/a&gt;.&lt;/p&gt;&lt;h2&gt;&lt;span class="mw-headline"&gt;3D model market&lt;/span&gt;&lt;/h2&gt; &lt;p&gt;There is a large and thriving market for 3D models (as well as 3D-related content, such as textures, scripts, etc.), either as individual models or large collections. Online marketplaces for 3D content allow individual artists to sell content that they have created. Often, the artists' goal is to get additional value out of assets they have previously created for projects. By doing so, artists can earn more money out of their old content, and companies can save money by buying pre-made models instead of paying an employee to create one from scratch. These marketplaces typically split the sale between themselves and the artist that created the asset, often in a roughly 50-50 split. In most cases, the artist retains ownership of the 3d model; the customer only buys the right to use and present the model.&lt;/p&gt; &lt;p&gt;Collections of hundreds to thousands of 3D models on CD, often royalty free, are for sale. These models include different types of people, animals, objects, plants, rocks, tools, furniture, buildings, landscapes, historical objects, cartoon characters, monsters, science fiction objects, medieval fantasy objects, etc. A person who buys such a CD can import these posable ready-made models into their computer animation program.&lt;/p&gt;&lt;br /&gt;&lt;h1 class="firstHeading"&gt;Computer facial animation&lt;/h1&gt;&lt;p&gt;&lt;b&gt;Computer facial animation&lt;/b&gt; is primarily an area of &lt;a href="http://en.wikipedia.org/wiki/Computer_graphics" title="Computer graphics"&gt;computer graphics&lt;/a&gt; that encapsulates models and techniques for generating and animating images of the human &lt;a href="http://en.wikipedia.org/wiki/Head" title="Head"&gt;head&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Face" title="Face"&gt;face&lt;/a&gt;. Due to its subject and output type, it is also related to many other scientific and artistic fields from &lt;a href="http://en.wikipedia.org/wiki/Psychology" title="Psychology"&gt;psychology&lt;/a&gt; to traditional &lt;a href="http://en.wikipedia.org/wiki/Animation" title="Animation"&gt;animation&lt;/a&gt;. The importance of &lt;a href="http://en.wikipedia.org/wiki/Face" title="Face"&gt;human faces&lt;/a&gt; in &lt;a href="http://en.wikipedia.org/wiki/Communication" title="Communication"&gt;verbal and non-verbal communication&lt;/a&gt; and advances in &lt;a href="http://en.wikipedia.org/wiki/Graphics_processing_unit" title="Graphics processing unit"&gt;computer graphics hardware&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Software" class="mw-redirect" title="Software"&gt;software&lt;/a&gt; have caused considerable scientific, technological, and artistic interests in computer facial animation.&lt;/p&gt; &lt;p&gt;Although development of &lt;a href="http://en.wikipedia.org/wiki/Computer_graphics" title="Computer graphics"&gt;computer graphics&lt;/a&gt; methods for facial animation started in the early 1970s, major achievements in this field are more recent and happened since the late 1980s.&lt;/p&gt; &lt;p&gt;Computer facial animation includes a variety of techniques from &lt;a href="http://en.wikipedia.org/wiki/Morphing" title="Morphing"&gt;morphing&lt;/a&gt; to three-dimensional &lt;a href="http://en.wikipedia.org/wiki/Computer_model" class="mw-redirect" title="Computer model"&gt;modeling&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Rendering" class="mw-redirect" title="Rendering"&gt;rendering&lt;/a&gt;. It has become well-known and popular through animated feature &lt;a href="http://en.wikipedia.org/wiki/Film" title="Film"&gt;films&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Computer_games" class="mw-redirect" title="Computer games"&gt;computer games&lt;/a&gt; but its applications include many more areas such as &lt;a href="http://en.wikipedia.org/wiki/Communication" title="Communication"&gt;communication&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Education" title="Education"&gt;education&lt;/a&gt;, scientific &lt;a href="http://en.wikipedia.org/wiki/Simulation" title="Simulation"&gt;simulation&lt;/a&gt;, and &lt;a href="http://en.wikipedia.org/wiki/Software_agent" title="Software agent"&gt;agent&lt;/a&gt;-based systems (for example online customer service representatives).&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class="thumb tright"&gt; &lt;div class="thumbinner" style="width: 182px;"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:ComputerFacialAnimation_Samples.jpg" class="image" title="Cartoonish and realistic talking heads."&gt;&lt;img alt="Cartoonish and realistic talking heads." src="http://upload.wikimedia.org/wikipedia/en/thumb/1/1f/ComputerFacialAnimation_Samples.jpg/180px-ComputerFacialAnimation_Samples.jpg" class="thumbimage" border="0" height="207" width="180" /&gt;&lt;/a&gt; &lt;div class="thumbcaption"&gt; &lt;div style="font-style: italic;" class="magnify"&gt;&lt;a href="http://en.wikipedia.org/wiki/Image:ComputerFacialAnimation_Samples.jpg" class="internal" title="Enlarge"&gt;&lt;img src="http://en.wikipedia.org/skins-1.5/common/images/magnify-clip.png" alt="" height="11" width="15" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span style="font-style: italic;"&gt; Cartoonish and realistic talking heads.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt; &lt;/div&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8395312390153233067-3811466249328786297?l=faizanthebigf.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://faizanthebigf.blogspot.com/feeds/3811466249328786297/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8395312390153233067&amp;postID=3811466249328786297' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/3811466249328786297'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/3811466249328786297'/><link rel='alternate' type='text/html' href='http://faizanthebigf.blogspot.com/2008/07/3d-computer-graphics-software.html' title='3D computer graphics software'/><author><name>faizanthebigf</name><uri>http://www.blogger.com/profile/02902596232157696813</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://bp2.blogger.com/_-OjhajrDygo/SHezQxDGTwI/AAAAAAAAATw/4V0da1ioWqw/S220/my+photo+for+ofkut2.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp3.blogger.com/_-OjhajrDygo/SIWHXe3LbxI/AAAAAAAAAU8/QDW7rPJGja8/s72-c/ben10.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8395312390153233067.post-3429363902934967169</id><published>2008-07-11T12:45:00.000-07:00</published><updated>2008-07-11T12:53:24.970-07:00</updated><title type='text'></title><content type='html'>&lt;span style="font-size:130%;"&gt;&lt;a style="font-weight: bold; font-family: courier new;" href="http://www.orkut.com/Profile.aspx?uid=17338433822483381625"&gt;MY ORKUT PROFILE&lt;/a&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8395312390153233067-3429363902934967169?l=faizanthebigf.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://faizanthebigf.blogspot.com/feeds/3429363902934967169/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8395312390153233067&amp;postID=3429363902934967169' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/3429363902934967169'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/3429363902934967169'/><link rel='alternate' type='text/html' href='http://faizanthebigf.blogspot.com/2008/07/my-orkut-profile.html' title=''/><author><name>faizanthebigf</name><uri>http://www.blogger.com/profile/02902596232157696813</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://bp2.blogger.com/_-OjhajrDygo/SHezQxDGTwI/AAAAAAAAATw/4V0da1ioWqw/S220/my+photo+for+ofkut2.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-8395312390153233067.post-9072740274579226202</id><published>2008-07-11T11:46:00.000-07:00</published><updated>2008-08-13T11:44:29.141-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='My Creations'/><title type='text'></title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_-OjhajrDygo/SHe_G2l-niI/AAAAAAAAAT8/SRzAgHL6A10/s1600-h/jwm_shahid_kareena9_1024x768.jpg"&gt;&lt;img style="cursor: pointer; width: 423px; height: 240px;" src="http://bp2.blogger.com/_-OjhajrDygo/SHe_G2l-niI/AAAAAAAAAT8/SRzAgHL6A10/s320/jwm_shahid_kareena9_1024x768.jpg" alt="" id="BLOGGER_PHOTO_ID_5221852417414307362" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;object width="320" height="266" class="BLOG_video_class" id="BLOG_video-1e200186118b1709" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"&gt;&lt;param name="movie" value="http://www.youtube.com/get_player"&gt;&lt;param name="bgcolor" value="#FFFFFF"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="flashvars" value="flvurl=http://v18.nonxt7.googlevideo.com/videoplayback?id%3D1e200186118b1709%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1331104026%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D7494BB30683BB020FF76ED6046E35B0673BD4E71.7599A4639B7965F7B13269AB72BB6E730D8A6F16%26key%3Dck1&amp;amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D1e200186118b1709%26offsetms%3D5000%26itag%3Dw160%26sigh%3Dgzv5mKyGhzSboNvQcAPg5P3yzHY&amp;amp;autoplay=0&amp;amp;ps=blogger"&gt;&lt;embed src="http://www.youtube.com/get_player" type="application/x-shockwave-flash"width="320" height="266" bgcolor="#FFFFFF"flashvars="flvurl=http://v18.nonxt7.googlevideo.com/videoplayback?id%3D1e200186118b1709%26itag%3D5%26app%3Dblogger%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1331104026%26sparams%3Did,itag,ip,ipbits,expire%26signature%3D7494BB30683BB020FF76ED6046E35B0673BD4E71.7599A4639B7965F7B13269AB72BB6E730D8A6F16%26key%3Dck1&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D1e200186118b1709%26offsetms%3D5000%26itag%3Dw160%26sigh%3Dgzv5mKyGhzSboNvQcAPg5P3yzHY&amp;autoplay=0&amp;ps=blogger"allowFullScreen="true" /&gt;&lt;/object&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;&lt;br /&gt;I have edited this vedio using Adobe premier pro&lt;/span&gt; &lt;span style="font-weight: bold; font-style: italic;"&gt;&lt;br /&gt;Hope u guys will like it, Plz dont forget to comment&lt;br /&gt;&lt;/span&gt; &lt;span style="font-weight: bold; font-style: italic;"&gt;coz that will help me in future.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;INTRODUCTION TO MAYA&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=autodesk-maya-basic-animation"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=autodesk-maya-basic-animation"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=autodesk-maya-basic-animation" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/41037_autodesk-maya-basic-animation.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;The Basics : Basic Animation: Autodesk Maya Tutorial&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=autodesk-maya-faces"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=autodesk-maya-faces"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=autodesk-maya-faces" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/41027_autodesk-maya-faces.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;The Basics : Faces: Autodesk Maya Tutorial&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=autodesk-maya-image-maps"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=autodesk-maya-image-maps"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=autodesk-maya-image-maps" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/41033_autodesk-maya-image-maps.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;The Basics : Image Maps: Autodesk Maya Tutorial&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=autodesk-maya-image-maps"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=autodesk-maya-image-maps"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=autodesk-maya-image-maps" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/41033_autodesk-maya-image-maps.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;The Basics : Image Maps: Autodesk Maya Tutorial&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=autodesk-maya-meaterials"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=autodesk-maya-meaterials"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=autodesk-maya-meaterials" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/41032_autodesk-maya-meaterials.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;The Basics : Materials: Autodesk Maya Tutorial&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=maya-animation-movement-one"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=maya-animation-movement-one"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=maya-animation-movement-one" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/74621_maya-animation-movement-one.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;How to Add Movement in Autodesk Maya: Part 1&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=maya-animation-movement-two"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=maya-animation-movement-two"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=maya-animation-movement-two" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/74622_maya-animation-movement-two.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;How to Add Movement in Autodesk Maya: Part 2&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=maya-animation-movement-three"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=maya-animation-movement-three"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=maya-animation-movement-three" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/74623_maya-animation-movement-three.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;How to Add Movement in Autodesk Maya: Part 3&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="width:491px;background-image:url(http://cdn-www.expertvillage.com/im/extbg.gif);background-repeat:repeat-x;overflow:hidden;" &gt;&lt;object id="__EVPlayerDivObj" width="491" height="424" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000"&gt;&lt;param name="movie" value="http://www.expertvillage.com/player.swf?flv=maya-animation-keyframe-four"&gt;&lt;param name="src" value="http://www.expertvillage.com/player.swf?flv=maya-animation-keyframe-four"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="bgcolor" value="000000"&gt;&lt;param name="allownetworking" value="all"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;embed src="http://www.expertvillage.com/player.swf?flv=maya-animation-keyframe-four" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="491" height="424"&gt;&lt;/embed&gt;&lt;/object&gt; &lt;a href="http://www.expertvillage.com/video/74630_maya-animation-keyframe-four.htm" target="_blank" style="color:#003399;font-size:12px;font-family:Sans-Serif;display:inline;padding:4px;"&gt;How to Use Key Frame for Movement: Part 4&lt;/a&gt; -- powered by ExpertVillage.com&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8395312390153233067-9072740274579226202?l=faizanthebigf.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='enclosure' type='video/mp4' href='http://www.blogger.com/video-play.mp4?contentId=1e200186118b1709&amp;type=video%2Fmp4' length='0'/><link rel='replies' type='application/atom+xml' href='http://faizanthebigf.blogspot.com/feeds/9072740274579226202/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=8395312390153233067&amp;postID=9072740274579226202' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/9072740274579226202'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8395312390153233067/posts/default/9072740274579226202'/><link rel='alternate' type='text/html' href='http://faizanthebigf.blogspot.com/2008/07/blog-post.html' title=''/><author><name>faizanthebigf</name><uri>http://www.blogger.com/profile/02902596232157696813</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='24' height='32' src='http://bp2.blogger.com/_-OjhajrDygo/SHezQxDGTwI/AAAAAAAAATw/4V0da1ioWqw/S220/my+photo+for+ofkut2.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp2.blogger.com/_-OjhajrDygo/SHe_G2l-niI/AAAAAAAAAT8/SRzAgHL6A10/s72-c/jwm_shahid_kareena9_1024x768.jpg' height='72' width='72'/><thr:total>1</thr:total></entry></feed>
