Tyson is a freak ina positive way. He, already as a teenager, withot any significant hardware, made us regular cgi artists feel incopetent way back when he single handedly done challenge projects on a level of proffessional studio in a insane short timespan. But he did all sorts of scripts already in that period too. I remember his wings/feathers rigging script, building parametric creator, and above all, he was alwas opened for discussion on a work based topics. Simply a fantastic guy! Let's not forget, his Tyflow is basically still free to use (and was completelly free up until last year), compared to thinking particles and other plugins, who knew their advantages, and asked pretty penny for it.
Well deserved video, this man is a hero. Seems like physics development has been forgot by Autodesk (as well as Blender). Only thanks to some addons like Tyflow (for autodesk) or Rbdlab (for Blender), the physics development is arriving so far.
Autodesk basically hasn't done dick to update or improve Character Studio, CAT, ClothFx, Shave and Haircut for decades. Every year they add a few inconsequential improvements like Super Chamfer to justify the subscription and then call it a day.
For the sake of justice. Particle Flow was also made by one person, Oleg Bayborodin. Autodesk bought PFlow, hired Oleg, and then fired him. Since the rights were transferred to Autodesk, Oleg could no longer work on PFlow, which remained at the level of about 2006.
As long as Autodesk don't buy Tyflow and just let it rot like they have done with so many other tools I will keep using 3ds max. Tyson do more to 3ds Max than the entire Autodesk team is able to do...Particles, modifiers, Terain, vdb, typreview, etc etc...Autodesk should be embarrassed.
I first saw Tyson Ibele's work roughly 8 years ago - anyone who has seen his 3d animation work would know how amazingly talented he is. He's been developing Tyflow for many years now, this is the first external video of it that I've noticed.
The only remark that should be here is that the Pflow interface definitely couldn't pose any difficulties in terms of the learning curve. Clean and simplistic, with everything in a single field (thanks, thinking particles and houdini with multiple graphs for similar things and a feeling of chaos as an initial impression), it might not be the prettiest, but definitely easy to understand and learn. That's why the TyFlow interface has effectively polished that concept, and thanks Tyson for not going for the complexity for the sake of the complexity. The only thing from Pflow which TyFlow is still lacking to this day are the math node operators, which are quite more handy than you might think.
This video talked about a million meaningless things that everyone knew / could've guessed, and somehow magically missed the first word in the title "HOW" that everyone clicked for.
I remember seeing that Sparrow animation in 2005 on CGtalk and that Tyson was only 18 years at the time, he made the whole thing in just ONE day. You realized that kid was very intelligent wiht high potential. TyFlow is very impressive, but sadly he's been stuck with it for many years now and hasn't really update his website(is Zombox shelved?).
Blender is capable of doing particles very nicely, but you'll need to be fluent in node editor construction and python/C++ scripting if you really want to get the most out of it (this applies for all 3D software as far as adding further capabilities than what comes in them by default) those parts of these programs are the true engine that makes them be favored for one thing or another. Lately, I've been using Ai to help me write scripts from scratch based on what I want to accomplish. Just gotta do some trial and error testing and figure out how to best instruct an AI on the outcome you wish to achieve. Then, when it works as desired it can explain to you in simple terms why and how things work line by line if you need clarification as to what it's doing. Which can be fairly straight forward and time saving when compared to the never ending research/hunt for useful tutorials or internet sources that cover precisely what you're after.
Holy shit! I've been following Tyson's career from CGTalk to Make to Zombox and a couple mobile games... I assumed he got married, had some kids and started taking it easy... I had no idea Ty-flow was Tyson flow. XD
best 500$ i've spent . so much better than PFlow . and I mostly use it for modeling and parametric designs too .. not even hard simulations ..super fast .. max is relevant in my workflow only because of this .
No, that was Oleg Bayborodin, who created it then sold additional boxes for PFlow - eventually they got merged into Max, and they said there was supposed to be some multi-year agreement to develop it, but nothing happened
Autodesk Autodesk… I remember by the time they bought Alias. Next day suddenly the mesh smooth modifier became faster lol. Autodesk to me looks like a select shop. Specially max. If you remove all plugins you can’t do much professionally.
3ds Max isnt dependent on plugins to be a workhorse, but plugins help a lot. Unlike some other softwares *cough* Blender *cough* it doesnt take Max all the plugins to be a workhorse.
@@hound_of_justice well. Blender is free so this will always be an excuse to question why Autodesk left their softwares to get so outdated. I use max and Maya and blender, the reason why I jumped to Maya is just because it could do things out of the box, without relying on thousands of plugins on max. So I have this impression until now, that max relies a lot on plugins to achieve profession level. But Maya is little by little going the same way. And I don’t know what happens to bifrost team and their roadmap. Looks like guys want to work but Autodesk doesn’t.
@@pontosinterligados People do use 3ds Max without buying plugins as well but in many cases you will customize and script stuff or...buy scripts. I personally use 3ds Max for artistic purposes and for game development and out of the box i could do pretty much everything effectively in it without buying add ons, except for sculpting. I do buy plugins tho if they make my workflow more efficient and use other softwares for tasks where they shine the most, for example ZBrush for sculpting and Maya for animation and rigging.
Autodesk has a history of keeping tools outdated, CAT is another example such pretty tool for character animation went into dust no updates, Character studio no update still 90's biped solution with euughhh... I guess Autodesk hai few teams to work on all 1000s software they sale. I don't see other reason to keep their key software's in such ignorance
I'm never going to work for a big studio - I'm a freelancer who works mostly alone. I recently started learning Blender, and it has been the best decision I have ever made in my 3D world/work. Being untied from Autodesk has made me much happier, I'm serious, it's only now that I'm playing/using Blender that I realise how bad/sad/unhappy it made me being associated with such a sh*t company.
Tyson Ibele and his TyFlow is absolute game changer! Hi change not only 3ds max position , but whole its community! God bless you Tyson!
I bet Autodesk is gonna buy it to destroy once again!
Tyson is a freak ina positive way. He, already as a teenager, withot any significant hardware, made us regular cgi artists feel incopetent way back when he single handedly done challenge projects on a level of proffessional studio in a insane short timespan. But he did all sorts of scripts already in that period too. I remember his wings/feathers rigging script, building parametric creator, and above all, he was alwas opened for discussion on a work based topics. Simply a fantastic guy! Let's not forget, his Tyflow is basically still free to use (and was completelly free up until last year), compared to thinking particles and other plugins, who knew their advantages, and asked pretty penny for it.
Well deserved video, this man is a hero.
Seems like physics development has been forgot by Autodesk (as well as Blender).
Only thanks to some addons like Tyflow (for autodesk) or Rbdlab (for Blender), the physics development is arriving so far.
This guy is the king if redundancy, he says the same stuff like 10 times after moving on
This video really felt like it was based on a Groundhog Day type of script where everything just starts all over again, and again, and again.
Autodesk basically hasn't done dick to update or improve Character Studio, CAT, ClothFx, Shave and Haircut for decades. Every year they add a few inconsequential improvements like Super Chamfer to justify the subscription and then call it a day.
B-L-E-N-D-E-R is perfect to work among maya or houdini or anything basically!
there’s very little incentive to develop max when they already have maya… i can’t believe max used to be the “budget” option lol
More like call it a year 🤣
For the sake of justice. Particle Flow was also made by one person, Oleg Bayborodin. Autodesk bought PFlow, hired Oleg, and then fired him. Since the rights were transferred to Autodesk, Oleg could no longer work on PFlow, which remained at the level of about 2006.
I've always been amazed by Tyflow, thanks for sharing !
Tyson is a genius
As long as Autodesk don't buy Tyflow and just let it rot like they have done with so many other tools I will keep using 3ds max. Tyson do more to 3ds Max than the entire Autodesk team is able to do...Particles, modifiers, Terain, vdb, typreview, etc etc...Autodesk should be embarrassed.
lol this sounds borderline pathological
هذه اول مرة اشعر بها انني لست نادم عندما تعلمت العمل على 3D MAX
Imagine 3dsmax would bedeveloped with awesome developer like tyson. There is still bug in 3dsmax i had 10 years ago.
30 years ago
32@@rami84000
He is known as a god in the 3d community especially 3dsmax.
I first saw Tyson Ibele's work roughly 8 years ago - anyone who has seen his 3d animation work would know how amazingly talented he is. He's been developing Tyflow for many years now, this is the first external video of it that I've noticed.
I always enjoy your vids. Your voice is calming and you cover things in CG news just enough to give me info I need.
the script of this video is just like the answers i write for 7 mark question when i just know a 3 mark answer
Keep it up bro!
You are superb!
Love your videos!
The only remark that should be here is that the Pflow interface definitely couldn't pose any difficulties in terms of the learning curve.
Clean and simplistic, with everything in a single field (thanks, thinking particles and houdini with multiple graphs for similar things and a feeling of chaos as an initial impression), it might not be the prettiest, but definitely easy to understand and learn.
That's why the TyFlow interface has effectively polished that concept, and thanks Tyson for not going for the complexity for the sake of the complexity.
The only thing from Pflow which TyFlow is still lacking to this day are the math node operators, which are quite more handy than you might think.
You explained it very well!
MAX special effects personnel should really thank Tyson!
This video talked about a million meaningless things that everyone knew / could've guessed, and somehow magically missed the first word in the title "HOW" that everyone clicked for.
I remember seeing that Sparrow animation in 2005 on CGtalk and that Tyson was only 18 years at the time, he made the whole thing in just ONE day. You realized that kid was very intelligent wiht high potential. TyFlow is very impressive, but sadly he's been stuck with it for many years now and hasn't really update his website(is Zombox shelved?).
Great topic and great information. Can you next talk about Phoenix fd and the leaving of its core developer?
Why isn't there any plugin like x-particles or tyflow for blender?
Nobody has considered working on it
Blender is capable of doing particles very nicely, but you'll need to be fluent in node editor construction and python/C++ scripting if you really want to get the most out of it (this applies for all 3D software as far as adding further capabilities than what comes in them by default) those parts of these programs are the true engine that makes them be favored for one thing or another.
Lately, I've been using Ai to help me write scripts from scratch based on what I want to accomplish. Just gotta do some trial and error testing and figure out how to best instruct an AI on the outcome you wish to achieve. Then, when it works as desired it can explain to you in simple terms why and how things work line by line if you need clarification as to what it's doing. Which can be fairly straight forward and time saving when compared to the never ending research/hunt for useful tutorials or internet sources that cover precisely what you're after.
Yes, you need all sorts of plugins to keep the corpus alive
Holy shit! I've been following Tyson's career from CGTalk to Make to Zombox and a couple mobile games... I assumed he got married, had some kids and started taking it easy... I had no idea Ty-flow was Tyson flow. XD
Indeed... TyFlow was the only dynamics engine we used at MAKE for years before the commercial release :)
best 500$ i've spent . so much better than PFlow . and I mostly use it for modeling and parametric designs too .. not even hard simulations ..super fast .. max is relevant in my workflow only because of this .
Do a video about Insydium X-Particles! Thanks! =D
and for Maya, lack of plugins... alot plugins are just for 3dx max
3:50 So i am not the only one that uses Hyrule map as their wallpaper 🤣🤣🤣
The biggest difference is that TyFlow is multithreaded and particle flow is not (i know there are many other differences, but that is the biggest one)
TYflow for motion graphics is good but for production PFLOW +Thinking Particles + Krakatoa + Fumefx
Waay too hectical editing to be watchable for me. And what's with all the flipbooks?
It's all built in Houdini since 10 years
There is also thinking particles for 3ds max much more expensive and not user friendly
Hmm.. I thought that Tyson was also the creator of Particle Flow
No, that was Oleg Bayborodin, who created it then sold additional boxes for PFlow - eventually they got merged into Max, and they said there was supposed to be some multi-year agreement to develop it, but nothing happened
Rayfire hasn't been updated since 2021. Isn't it dead?
Autodesk Autodesk… I remember by the time they bought Alias. Next day suddenly the mesh smooth modifier became faster lol. Autodesk to me looks like a select shop. Specially max. If you remove all plugins you can’t do much professionally.
3ds Max isnt dependent on plugins to be a workhorse, but plugins help a lot. Unlike some other softwares *cough* Blender *cough* it doesnt take Max all the plugins to be a workhorse.
@@hound_of_justice well. Blender is free so this will always be an excuse to question why Autodesk left their softwares to get so outdated. I use max and Maya and blender, the reason why I jumped to Maya is just because it could do things out of the box, without relying on thousands of plugins on max. So I have this impression until now, that max relies a lot on plugins to achieve profession level. But Maya is little by little going the same way. And I don’t know what happens to bifrost team and their roadmap. Looks like guys want to work but Autodesk doesn’t.
@@pontosinterligados People do use 3ds Max without buying plugins as well but in many cases you will customize and script stuff or...buy scripts.
I personally use 3ds Max for artistic purposes and for game development and out of the box i could do pretty much everything effectively in it without buying add ons, except for sculpting. I do buy plugins tho if they make my workflow more efficient and use other softwares for tasks where they shine the most, for example ZBrush for sculpting and Maya for animation and rigging.
You should study marketing policy.
video starts 6:10
Isnt 3dsmax nothing without plugins and now just dying a slow death?
Seeing the current landscape
It's used a lot, just for Architectural work, and digital mattes/environments rather than animation
Autodesk has a history of keeping tools outdated, CAT is another example such pretty tool for character animation went into dust no updates, Character studio no update still 90's biped solution with euughhh... I guess Autodesk hai few teams to work on all 1000s software they sale. I don't see other reason to keep their key software's in such ignorance
You are fighting Autodesk a lot and this does not make sense...
hahahaaaa
Shame on Autodesk
Autodesk its just a big pool of shit
I'm never going to work for a big studio - I'm a freelancer who works mostly alone. I recently started learning Blender, and it has been the best decision I have ever made in my 3D world/work. Being untied from Autodesk has made me much happier, I'm serious, it's only now that I'm playing/using Blender that I realise how bad/sad/unhappy it made me being associated with such a sh*t company.