AREA Blogs Feedhttp://area.autodesk.com/AREA is an Autodesk online community for 2D and 3D artists -- with free tutorials and downloads, movie and image galleries, professional industry artist interviews and job posting boards. AREA members also have access to Product-specific discussion forums, and blogs by Autodesk Media & Entertainment Software Product Developers.Sun, 19 May 2013 11:18:08 UTCError message starting 3DS Max 2014: Autodesk Exchange Store Error Messages, 3ds Max failed to find any &quot;RuntimeRequirements” nodes under “ApplicationPackage&amp;quot&quot;MaxStation<p><strong>You encounter below errors when starting 3DS Max 2014:</strong></p> <p><span>Autodesk Exchange Store Error Messages</span></p> <p><span style="line-height: 1.5em;">3ds Max failed to find any &ldquo;RuntimeRequirements&rdquo; nodes under &ldquo;ApplicationPackage&rdquo; node in</span></p> <p><span style="line-height: 1.5em;"></span><span style="line-height: 1.5em;">&ldquo;C:\ProgramData\Autodesk\ApplicationPlugins\Autodesk DrawingTabs.bundle\PackageContents.xml&rdquo;.&nbsp;</span></p> <p>Please check its format.&nbsp;</p> <p><span style="line-height: 1.5em;">3ds Max failed to find any &ldquo;RuntimeRequirements&rdquo; nodes under &ldquo;ApplicationPackage&rdquo; node in</span></p> <p><span style="line-height: 1.5em;">&ldquo;C:\ProgramData\Autodesk\ApplicationPlugins\UDSG-LayerOrder.bundle\PackageContents.xml&rdquo;.</span></p> <p>Please check its format.&nbsp;</p> <p></p> <p>Otherwise, the software seems to function after the error message window is closed.</p> <p></p> <p><strong>If you want to turn off these messages, put the following entry in 3dsmax.ini.</strong></p> <p>[ExchangeStore]</p> <p>ShowExchangeStoreMessageDialog=0</p>Fri, 17 May 2013 14:50:01 UTChttp://area.autodesk.com/blogs/maxstation/v4_exchange_store_error_messageMaya Bonus Tools Resource Page (Update - 3DsImport plugin available)STLR<p style="text-align: center;"><strong><span style="font-size: large;"><img style="border: 3px solid black;" src="/userdata/blogs/stevenr/Misc/BT_Banner2014_1024x.jpg" height="140" width="1083" /></span></strong></p> <p style="text-align: center;"><strong><span style="font-size: large;"><br /></span></strong></p> <p style="text-align: center;"><strong><span style="font-size: large;">&nbsp;- Welcome to the Maya BonusTools Resource Page -<br /></span></strong></p> <p><span style="font-size: larger;"><br /></span></p> <p><span style="font-size: larger;">Here you will find links to installers, useful information, tutorials, demonstrations and updates related to Maya BonusTools.&nbsp; This page will be continually updated with new information, so bookmark it and check back later for more updates.</span></p> <hr /> <p><span style="font-size: larger;"><br /></span></p> <p style="text-align: center;"><strong><span style="font-size: large;">- BonusTools 2014 Installation -<br /></span></strong></p> <p><br /><span style="font-size: larger;">The 2014 version of BonusTools is now available for download.&nbsp; Going forward we will be posting the installers on the new Autodesk Maya Apps Exchange -&gt;&nbsp; <a target="_blank" href="http://apps.exchange.autodesk.com/MAYA/Detail/Index?id=appstore.exchange.autodesk.com%3aautodeskmayabonustools2014%3aen"><strong>BonusTools 2014 Installers.</strong>&nbsp; </a>The Exchange is a portal hosted by Autodesk where you can get access to plugins that extend the functionality of various Autodesk products.&nbsp; There are now both <strong><a target="_blank" href="http://apps.exchange.autodesk.com/MAYA/Home/Index">Maya </a></strong>and <strong><a target="_blank" href="http://apps.exchange.autodesk.com/3DSMAX/Home/Index">Max </a></strong>centric pages on the Exchange.</span><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';"></span><strong> </strong></p> <p><strong>NOTE:&nbsp;</strong> We have fixed the legacy issue with the BonusTools python scripts path.&nbsp; You no longer need to set this up manually.&nbsp; It is now done automatically, so all python based Bonus Tools should work imediately after installation.<span style="font-size: larger;"></span></p> <hr /> <p style="text-align: center;"><strong><span style="font-size: large;"><br /></span></strong></p> <p style="text-align: center;"><strong><span style="font-size: large;">- BonusTools 2014 Update -<br /></span></strong></p> <p><br />We've had a few requests for the 3dsImport plugin which was not included in the 2014 version of BonusTools.&nbsp; The compiled windows plugin has now been uploaded separately -&gt; <strong><a target="_blank" title="3dsImport Plugin" href="/userdata/blogs/stevenr/Downloads/3dsImport.zip">3dsImport Plugin.&nbsp; </a></strong>Unzip the file and put the 3dsImport.mll file in the plugins folder where BonusTools 2014 is installed.&nbsp; See documentation for more details on installation location.</p> <hr /> <p><span style="font-size: larger;"><br /></span></p> <p style="text-align: center;"><span style="font-size: larger;"><strong><span style="font-size: large;">- Legacy BonusTools Installers -</span></strong></span></p> <p><span style="font-size: larger;"><br /></span></p> <p><span style="font-size: larger;">BonusTools installers for older versions of Maya can still be found on the Area -&gt; <strong><a target="_self" href="/downloads/plugins?word=Bonus&amp;where=1&amp;software=&amp;script=&amp;os=">Legacy Maya BonusTools Installers</a></strong>&nbsp; (</span><span style="font-size: larger;">Keep in mind that older versions will not contain all of the current toolset)</span></p> <p></p> <p><strong>NOTE:&nbsp;</strong> In older versions of BonusTools python based tools will not work after the initial installation (e.g. Flatten Components.)&nbsp; Python scripts required an additional setup step for versions prior to 2014. See the BonusTools help docs for instructions on how to setup your Python search path. You only need to do this once and it should work from then on.</p> <p><strong></strong>Fixes for the DrawSplit and DrawReduce tool are available for BonsuTools 2013.&nbsp; This update addresses an issue that was preventing the tools from being listed in the menu for MacOS as well as an issue with the default options for the tools.&nbsp; Put the contents of this zip file in the scripts folder of the BonusTools installation -&gt; &nbsp;&nbsp; <strong><a href="/userdata/blogs/stevenr/Downloads/BonusTools_2013_update1.zip">BonusTools 2013 Update1.&nbsp; </a></strong>These fixes are already integrated into the 2014 version.</p> <hr /> <p><strong><span style="font-size: large;"><br /></span></strong></p> <p style="text-align: center;"><strong><span style="font-size: large;">- BonusTools Tips, Tricks and Tutorials -<br /></span></strong></p> <p style="text-align: center;"></p> <p><span style="font-size: large;">What's New in -</span><span style="font-size: large;">&gt;</span><strong><span style="font-size: large;">&nbsp; <a target="_blank" href="/blogs/stevenr/maya-bonustools-2014-isare-ready--isare-you">BonusTools 2014?</a><br /></span></strong></p> <p><br /><a href="/blogs/stevenr/bonustools_2012_paint_geometry_tool" target="_blank"><span style="color: #ff0000;"></span></a></p> <p><strong><span style="font-size: large;">Modify</span></strong></p> <ul> <li><a href="/blogs/stevenr/bonustools_2012_paint_geometry_tool" target="_blank">Paint Geometry&nbsp;Tool<span style="color: #ff0000;"></span></a></li> </ul> <p><strong><span style="font-size: large;">Create</span></strong></p> <ul> <li><a href="/blogs/cory/locking_curve_intersections" target="_blank">Snap and Lock Curve Points</a></li> <li><a target="_blank" href="/blogs/stevenr/bonustools_2012_the_scene_annotation_tool">Scene Annotation</a></li> </ul> <p><strong><span style="font-size: large;">Windows</span></strong></p> <ul> <li><a href="http://the-area.com/tutorials/how_to_use_attribute_collection_2_02_to_build_a_custom_ui" target="_blank">Attribute Collection</a></li> <li><a target="_blank" href="/blogs/stevenr/bonustools-2013---attribute-editor-customization">Attribute Editor Template Builder</a></li> <li><a href="/blogs/stevenr/layouttools2011_for_maya2011_update" target="_blank">LayoutTools</a></li> <li><a target="_blank" href="/blogs/stevenr/maya_2012_namespace_and_prefix_tips_and_tricks">Pattern&nbsp;Rename<span style="color: #ff0000;"></span></a></li> </ul> <p><strong><span style="font-size: large;">Modeling</span></strong></p> <ul> <li><a href="/blogs/cory/select_every_n_edges" target="_blank">Select Every N Edges</a></li> <li><a href="/blogs/stevenr/symmetrical_modeling_tips_and_tricks" target="_blank">Mirror Instance / Combine Merge</a></li> <li><a href="/blogs/stevenr/bonustools_2012_extrude_and_preserve_uvs" target="_blank">Extrude and&nbsp;Preserve&nbsp;UVs</a></li> <li><a target="_blank" href="/blogs/stevenr/maya-bonustools-2013-is-ready--are-you#44292">Slide Components</a></li> <li><a target="_blank" href="/blogs/stevenr/maya-bonustools-2013-is-ready--are-you#44292">Flatten Components</a></li> <li><a target="_blank" href="/blogs/stevenr/maya-bonustools-2013-is-ready--are-you#44292">Poly Edit Tools</a></li> <li><a target="_blank" href="/blogs/stevenr/maya-bonustools-2013---drawsplitdrawreduce">Draw Split / Draw Reduce<br /></a></li> <li><a target="_blank" href="/blogs/cory/normal_checker">Normal Checker</a></li> </ul> <p><strong><span style="font-size: large;">UV Editing</span></strong></p> <ul> <li><a href="/blogs/stevenr/unwrap_uvs_tool_update_an_interactive_tool_for_automatically_unwrapping_uvs">Auto&nbsp;Unwrap UVs</a></li> <li><a target="_blank" href="/blogs/stevenr/bonustools-2013---uv-tools">Auto Map Multiple Meshes</a></li> <li><a target="_blank" href="/blogs/stevenr/bonustools-2013---uv-tools">Align UV Shells</a></li> <li><a target="_blank" href="/blogs/stevenr/bonustools-2013---uv-tools">Clamp UVs</a></li> <li><a target="_blank" href="/blogs/stevenr/bonustools-2013---uv-tools">Flip / Rotate UVs</a></li> <li><a target="_blank" href="/blogs/stevenr/bonustools-2013---uv-tools">UV Editor Display<br /></a></li> </ul> <p><strong><span style="font-size: large;">Animation</span></strong></p> <ul> <li><a target="_blank" href="/blogs/stevenr/maya-bonustools-2013---animation-editing-tools">Mirror Animation</a></li> <li><a target="_blank" href="/blogs/stevenr/maya-bonustools-2013---animation-editing-tools">Reverse Animation</a></li> <li><a href="/blogs/stevenr/bonustools_2012_the_new_time_warp_animation_tool" target="_blank">Time Warp Animation</a></li> <li><a target="_blank" href="/blogs/stevenr/maya-bonustools-2013---pose-blendshape-editor">Pose BlendShape Editor</a></li> <li><a target="_blank" href="/blogs/stevenr/maya-bonustools-2013---make-joints-dynamic">Make Joints Dynamic<br /></a></li> </ul> <p><strong><span style="font-size: large;">Rendering</span></strong></p> <ul> <li><span style="text-decoration: line-through;"><a href="/blogs/stevenr/test" target="_blank">Change Texture Paths / Organize Files</a></span> (retired)</li> <li><a href="/blogs/cory/fur_blender" target="_blank">Fur Blender</a></li> </ul> <p>&nbsp;</p>Fri, 17 May 2013 13:32:22 UTChttp://area.autodesk.com/blogs/stevenr/bonustoolsWe&#039;re updating the Autodesk Area to serve you betterCory Mogk<p>We have a large community here on the Area and are excited to be making it better. You've given us a bunch of feedback and we're working on the following updates to the forums:</p> <ul> <li>Ability to track threads and reply to post by email</li> <li>Improved search</li> <li>Improved ability to manage your posts</li> <li>Easier access from mobile phones</li> <li>Kudos: Kudos is a new content rating system that lets you vote for the messages you think are the most useful or important</li> <li>Accepted solutions: Accepted Solutions is a way for you to choose the reply that best answers a question that you&rsquo;ve posted</li> </ul> <p>WIth this change, <a href="/forum/autodesk-3d-general/area-announcements/area-forums-are-moving-to-a-new-forum-platform">we're asking everyone to make sure they've logged</a> in to the Area since January 5, 2013. If you don't login, you may lose some of your history.</p> <p>Do you have more feedback to share on how we could improve the Area? If so, <a href="/feedback">please let us know</a>.</p>Fri, 17 May 2013 11:01:03 UTChttp://area.autodesk.com/blogs/cory/we039re-updating-the-autodesk-area-to-serve-you-betterInteresting post by Master Zap on the mental ray thread priority in 3ds Max 2014MaxStation<p>In previous releases when rendering with mental ray your machine tended to get maxed out by the mental ray render threads, which meant you couldn't do much whilst rendering.</p> <p>In 2014 the default priorities are set lower in order to make the system more responsive, on top of that there is a configration file which lets you tweak this: the file is called mentalray_cpu.ini and you can find it in the <span style="line-height: 1.5em;">plugcfg_ln folder of your 3ds Max 2014 configuration. So if you preferred the old behaviour set the priorities to 0 (normal), that might make sense on a render farm to make sure no other application steals time from the render threads</span></p> <p>For all the details please see:&nbsp;<a href="http://mentalraytips.blogspot.ch/2013/05/get-balance-right-mental-ray-thread.html">Get the balance right: mental ray thread</a>&nbsp;on <a href="http://mentalraytips.blogspot.ch/">zap's mental ray tips</a>&nbsp;blog.</p>Mon, 13 May 2013 09:05:04 UTChttp://area.autodesk.com/blogs/maxstation/n193-interesting-post-by-master-zap-on-the-mental-ray-thread-priority-in-3ds-max-2014The Vanity: Uncompromising creativity on a deadlineBill Ennis<p></p> <p><img style="vertical-align: top;" src="/userdata/blogs/bill/Image_courtesy_of_The_Vanity.png" width="640" height="361" /></p> <p></p> <p>We recently visited <a href="http://thevanity.tv/" target="_blank">The Vanity</a>, a Toronto-based post production company and Flame customer specializing in TV commercials. We talked with Naveen Srivastava and Sean Cochrane, Flame artists, co-owners and partners, about how they meet tight deadlines without compromising creativity.&nbsp;</p> <p>During our visit, we got a behind-the-scenes look at how Autodesk Flame, as well as Flare and Maya, help The Vanity win highly sought after commercial projects for notable brands in automotive, sports drinks, the fashion, and fast food industries &ndash; and how they take on each new project with the goal of making it their best work.&nbsp;</p> <p>On <a href="http://thevanity.tv/about.html" target="_blank">The Vanity website</a> they describe themselves as a &ldquo;collective of visual effects and motion design artists&hellip;.who work alongside imaginative people to create extraordinary visual effects and motion graphics&rdquo;. See how Flame supports their high standards in creativity while providing the performance they need.</p> <p>[video]http://youtu.be/CijeTfeehG0[/video]</p>Wed, 08 May 2013 16:54:59 UTChttp://area.autodesk.com/blogs/bill/the-vanity-uncompromising-creativity-on-a-deadlineMatt Estela now confirmed as guest speaker for Autodesk&#039;s Media &amp; Entertainment Events in Melbourne | Sydney 2013Con_Nicholas<p><strong>Matt Estela</strong> is a lighting lead at <a href="http://www.animallogic.com"><strong>Animal Logic</strong></a>, Australia's premier film, animation and visual effects studio.</p> <p>He has been working in 3D animation since 2001, starting in broadcast design before moving to freelance commercial work in London for several years. Currently a lighting lead on The Lego Movie due for release in 2014, Matt's recent film credits include <strong>The Great Gatsby</strong> and Happy Feet 2, on both of which he was a Lighting Lead. Having used Autodesk Maya since v2, Matt's experience with the software has seen him gain a comprehensive knowledge of almost every module, including modelling, rigging, FX, tracking, and of course, lighting and rendering.</p> <p>So&nbsp;come hear from Matt and&nbsp;join us for an event that will highlight the tools that Award Winners use on a daily basis and that the rest of us use too... <a href="/blogs/con/melsydevents">more details</a></p> <p>MELBOURNE 3 JUNE &nbsp; <a href="http://autodesk-ecs-melb-estw.eventbrite.com.au/">REGISTER NOW</a></p> <p>SYDNEY 4 JUNE &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<a href="http://autodesk-ecs-syd.eventbrite.com.au/">REGISTER NOW</a></p>Wed, 08 May 2013 03:51:23 UTChttp://area.autodesk.com/blogs/con/matt-estela-now-confirmed-as-guest-speaker-for-autodesk039s-media-amp-entertainment-events-in-melbourne--sydney-20133ds Max and Stage AutomationChristopher Diggins<p>Stage automation is a growing industry that plays an important role in live entertainment events from music shows to Cirque du Soleil. What may come as a surprise is that thanks to a plug-in from Stage Technologies 3ds Max is playing an increasingly important role in designing, simulating, and visualizing automation for live events.</p> <p><a href="http://www.stagetech.com/press/sculptor-animation-toolkit">Stage Technologies</a> is an Australian company specializing in live event automation, they sell a number products for managing and controlling numerous types of live event automations. Among their products is a 3ds Max plug-in called <a href="http://www.stagetech.com/sculptor-toolkit">Sculptor Animation Toolkit</a>. Sculptor toolkit turns 3ds Max into a tool for designing and preview automation and to receive feedback on what movements are impossible or dangerous. Once ready Sculptor Toolkit data can be sent directly from 3ds Max to the <a href="http://www.stagetech.com/echameleon">eChameleon automation software</a>.</p> <p>As an example Sculptor Toolkit can be used to define a trolley that travels along a track, add a revolving ring hanging from it, then add some winches below the revolving ring as linear axes; these winches might then act as pickups in a larger bridled system. Flight paths, either drawn or sourced from recorded joystick data can be imported and supplementary feedback is provided to the operator when refining these paths, ensuring the flown move will run safely.</p> <p>The following video shows Sculptor Toolkit in action.</p> <p>[video]http://www.youtube.com/watch?v=t3XW2Pq8LxQ[/video]</p> <p>3ds Max and the Sculptor Toolkit have been used together to design and visualize live event productions from <a href="http://www.stagetech.com/Radiohead-control">RadioHead</a> to the <a href="http://www.stagetech.com/Pan_American_Games">Pan-American games opening ceremony</a> to animating a giant robotic Gorilla for an upcoming musical about King Kong.</p> <p>[video]http://vimeo.com/57498670[/video]</p> <p>For more information on Sculptor Animation Toolkit see <a href="http://www.stagetech.com/press/sculptor-animation-toolkit">http://www.stagetech.com/press/sculptor-animation-toolkit</a>. <br /><br /></p>Mon, 06 May 2013 14:47:58 UTChttp://area.autodesk.com/blogs/chris/3ds-max-and-stage-automation3dsMax2014: Features and Improvements you might have missed.chrismmurray<p><span style="line-height: 1.5em;">So one of the myriad of things I get to work on at Autodesk is to take what marketing thinks is important and message that to the masses in ways we can all understand. Face time (at tradeshows etc...) given to anyone product is usually at a premium so not all the new features in any given release are given equal time. Some, unfortunately get no face time.&nbsp;</span></p> <p><br />In this post I want to discuss a little more in-depth about the 2014 release of 3dsMax and specifically the lesser known features and improvements that really didn't see <br /> the light of day. <br /> <br /> Here's a short list of what we will cover here. You can click on each one to jump right to that section. <br /> <br /><a href="#EOU">Ease of use </a><br /><a href="#Rel">Reliability</a><br /><a href="#data">Data Exchange </a><br /><a href="#anim">Character Animation (Not Populate) </a><br /><a href="#pflow">Pflow (not the standard New feature stuff) </a><br /><a href="#materials">Materials</a><br /><a href="#rendering">Rendering</a><br /><a href="#views">Viewport Performance (specifics) </a><br /><a href="#file">File Handling </a><br /><a href="#NFV">Already released New Feature Videos </a><br /><a href="#SAT">Small Annoying Things </a></p> <h2><br /> <a name="EOU" id="EaseOfUse"></a>Ease of Use</h2> <p><strong>Reorganized Main Menu:</strong> The main 3ds Max menu bar has been reorganized to be easier to use, and to make frequently-used commands easier to access. Icons have also been added. This includes the addition of the new Enhanced Default UI. Found here:</p> <p><img src="http://content.screencast.com/users/CMurray/folders/Jing/media/08900018-6895-4128-9f59-b42826c18ce9/2013-05-06_1039.png" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p></p> <p><strong>Mouse and Viewport Default Settings</strong>: Some mouse and viewport default settings have been changed to make 3ds Max easier to use; and in particular, to make it easier to select sub-objects. In particular:</p> <ul type="circle"> <li><span style="line-height: 1.5em;">Visual Style &amp; Appearance panel (or the Rendering Method panel for legacy viewports)</span></li> <li><span style="line-height: 1.5em;">Selection Brackets is now off by default.</span></li> <li><span style="line-height: 1.5em;">Display Selected With Edged Faces is now on by default.</span></li> </ul> <p>&nbsp;</p> <p><img src="http://content.screencast.com/users/CMurray/folders/Jing/media/5b4851e5-5872-4f80-a757-7f125fcfe107/2013-05-01_1422.png" alt="Grab" style="display: block; margin-left: auto; margin-right: auto;" /><br /> <br /> <br /> <strong>Background panel (In Viewport Configuration)</strong></p> <ul> <li><span style="line-height: 1.5em;">Aspect Ratio Match Rendering Output is now the default choice.</span></li> </ul> <p><strong>Mouse panel</strong></p> <ul> <li><span style="line-height: 1.5em;">AutoFocus Viewport is now on by default.&nbsp;</span></li> <li><span style="line-height: 1.5em;">Zoom About Mouse Point (Orthographic) and Zoom About Mouse Point (Perspective) are both on by default.&nbsp;</span></li> </ul> <p></p> <p><img src="http://content.screencast.com/users/CMurray/folders/Jing/media/72d39ff6-093d-495b-9f2b-f4e12604dc20/2013-05-01_1514.png" alt="Grab" style="line-height: 1.5em; display: block; margin-left: auto; margin-right: auto;" /></p> <p><strong><br /></strong></p> <p><strong>Cycling the Active Viewport</strong></p> <p><span style="line-height: 1.5em;">You can now use (the Windows logo key) + Shift to cycle the active viewport.&nbsp;</span></p> <ul> <li><span style="line-height: 1.5em;">When all viewports are visible, pressing +Shift changes which viewport is active.&nbsp;</span></li> <li><span style="line-height: 1.5em;">When one viewport has been maximized, pressing +Shift displays the available viewports. Repeatedly pressing +Shift changes the viewport focus: When you release the keys, the viewport you chose becomes the maximized view.&nbsp;</span></li> </ul> <p>http://screencast.com/t/ceos89XU [FLASH REQUIRED TO VIEW]<br /><br /><br /><object id="scPlayer" width="601" height="384" type="application/x-shockwave-flash" data="http://content.screencast.com/users/CMurray/folders/Jing/media/af8081a5-843a-4b40-819f-fc8dbfa48f31/jingswfplayer.swf">Unable to display content. Adobe Flash is required. </object></p> <p></p> <p><strong>Interruptible Auto Backup </strong></p> <p>While 3ds Max is saving an auto backup file, it displays a message to that effect in the prompt line. If the scene is large and you don't want to take the time to save it at&nbsp;<span style="line-height: 1.5em;">this point in time, you can stop the save by pressing the Esc key. (If the scene is not large, the prompt appears for only an instant.)</span></p> <p><span style="line-height: 1.5em;"><br /></span></p> <p><img src="http://content.screencast.com/users/CMurray/folders/Jing/media/3e569081-dad3-4ae5-98bd-ca7b83ec132c/2013-05-01_1553.png" alt="grab" style="display: block; margin-left: auto; margin-right: auto;" /><br /> <br /> <br /> <strong>Changes to the Isolate Tool</strong></p> <p>The Isolate Tool is now on the Scene menu (in the Enhanced Menus), which has an option to Isolate Unselected as well as Isolate Selected objects. Also, Isolate no longer zooms viewports by default. To zoom as well as isolate, choose Scene Isolate Zoom Extents On Isolate before you isolate an object or selection. <br /><br /></p> <p>[As seen in the Enhanced Default Menu]</p> <p><img src="http://content.screencast.com/users/CMurray/folders/Jing/media/74f34d36-b7a5-4bd0-97fa-d1f8550814e6/2013-05-01_1628.png" alt="grab" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p>&nbsp;</p> <h2><br /> <br /> <br /> <a name="Rel" id="Rel"></a>Reliability/Stability</h2> <p></p> <p><strong> Mesh Inspection</strong> <br /> The new <span style="text-decoration: underline;"><strong><em>Mesh Inspector</em></strong></span><strong> </strong>checks Editable Mesh and Editable Poly objects for errors in texture channels and topology. This reduces the number of fatal errors that 3ds Max will&nbsp;<span style="line-height: 1.5em;">encounter.&nbsp;</span></p> <p>You can find options for Mesh Inspector behavior on the Customize menu of the <strong>Enhanced Default UI</strong>. <br /><br /></p> <p><img src="http://content.screencast.com/users/CMurray/folders/Jing/media/23c5e44e-bf87-4e15-ad23-8800af1e802e/2013-05-02_0920.png" alt="mesh inspector" style="display: block; margin-left: auto; margin-right: auto;" /><br /> <br /> <br /> <strong>mental ray Renderer </strong></p> <p><br /> If the mental ray renderer encounters a fatal error, 3ds Max continues to run, although to create a mental ray rendering again you need to restart 3ds Max. <em>So what's the&nbsp;</em><span style="line-height: 1.5em;"><em>point?</em> The point is that it gives you the chance to save your work and bring 3dsMax down gently as opposed to a lock up that causes you to lose work and potentially corrupt a&nbsp;</span><span style="line-height: 1.5em;">file with a hard reset. File this one under the Lessor of Two Evils.</span></p> <h2><br /> <br /> <a name="data" id="data"></a>DATA Exchange</h2> <p><br /> <br /> <strong>File Link Manager </strong></p> <p><span style="line-height: 1.5em;">When you link to a Revit or FBX file that contains a Daylight system, the File Link Manager now prompts you to add an exposure control to the scene. See File Link Settings:&nbsp;</span><span style="line-height: 1.5em;">Revit and FBX Files Dialog.&nbsp;</span></p> <p><br /> <br /> <strong>VRML Import</strong> <br /> You can now import VRML files with the 64-bit version of 3ds Max as well as the 32-bit version. You no longer have to use the 32-bit version for VRML import. <br /> <br /> <br /> <strong>Send To</strong> <br /> The Send To feature no longer links to Autodesk Infrastructure modeler (AIM).</p> <h2><br /> <a name="anim" id="anim"></a>Animation and Characters</h2> <p><br /><strong style="line-height: 1.5em;">Hair and Fur</strong></p> <p><br /> A new Scruffle parameter has been added to give you more control over clumped hair. <br /><br /> <br /> <img src="http://content.screencast.com/users/CMurray/folders/Jing/media/83fa5352-e8ff-42ef-9668-b25179d0d17c/2013-05-02_1026.png" alt="Scruffle" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p><strong>Skin &amp; track view &amp; multi-object selection &amp; hidden object evaluation</strong></p> <p>Wow, thats a lot. How are these things related? They have all had significant performance improvements.</p> <ul> <li>Skin &amp; trackview curveditor have had big performance boosts</li> <li>Multi Object Selection: Previously there was a huge lag when selecting mutliple objects (by clicking with a mouse). The speed of selection has been improved.</li> <li>Hidden object evaluation: Previously, when playing back animation in the VP, any hidden animated objects were also evaluated in the VP slowing it down. Now this has been improved so playing back visible objects in the VP has better performance (frame per sec) than previous releases.&nbsp;</li> </ul> <p><strong>What about Populate?</strong></p> <p><strong></strong>There is a lot more to this feature that will be covered in a more in-depth blog post in the near feature. But for now, in addition to whats been shown in the New Feature Videos. What may not be obvious about the feature (which is a testament to good design) is the following.&nbsp;</p> <p></p> <ul> <li><span style="line-height: 1.5em;">Believable human motion that varies markedly in style and is free from typical crowd simulation artifacts, such as foot sliding, jerky collision avoidance and sudden unnatural body turning</span></li> <li><span style="line-height: 1.5em;">Advanced dynamic obstacle avoidance when characters cross intersections and &nbsp;when faster walkers pass around slower ones.</span></li> </ul> <div>Much more to come on this subject...</div> <h2><br /> <a name="pflow" id="pflow"></a>Particle Flow</h2> <p><br /><strong>Advanced Data Manipulation</strong> <br /> Create customized Particle Flow tools with the new Advanced Data Manipulation toolset called <span style="text-decoration: underline;"><em><strong>Data Operators</strong></em></span>. Motion graphics artists and visual effects specialists can now create their own event-<span style="line-height: 1.5em;">driven data operators and save results as presets, or as standard actions in the Particle View depot. With the new versatile, easy-to-use Particle Flow advanced visual editor,&nbsp;</span><span style="line-height: 1.5em;">artists can combine up to 27 different sub-operators to create a huge variety of Particle Flow toolsets purpose-built to meet the specialized requirements of individual&nbsp;</span><span style="line-height: 1.5em;">productions. (I will be covering this in depth in a future blog post)&nbsp;</span></p> <p></p> <p><img src="http://content.screencast.com/users/CMurray/folders/Jing/media/a970efaa-73c7-46a4-9fc9-34273e98b55f/2013-05-02_1420.png" alt="dataops" height="497" style="display: block; margin-left: auto; margin-right: auto;" /></p> <h2><br /> <a name="materials" id="materials"></a>Materials</h2> <p><br /> <br /> In the Material/Map Browser, when you right-click a material or map, you can now copy it to a newly created library. <br /> <br /><br /></p> <p><img src="http://content.screencast.com/users/CMurray/folders/Jing/media/6f0aa66e-238d-4e24-83ff-8146190095a0/2013-05-02_1227.png" alt="matlibcopy" style="display: block; margin-left: auto; margin-right: auto;" /><br /> <br /> <br /><br /></p> <p><strong>Normal Bump Map</strong> <br /> The Normal Bump map has been updated to fix a bug that caused normal bump mapping to appear differently in 3ds Max viewports than it did in other rendering engines. In&nbsp;<span style="line-height: 1.5em;">addition, the Preferences dialog General panel Normal Bump options now let you optimize the display of normal bump maps created by applications other than 3ds Max.&nbsp;</span></p> <p></p> <h2><br /> <a name="rendering" id="rendering"></a>Rendering</h2> <p><br /> <strong>NVIDIA&reg; mental ray&reg; Renderer</strong> <br /> The mental ray renderer has a new Unified Sampling mode that is easy to control and renders much more quickly than the multi-pass sampling used in previous versions of 3ds<span style="line-height: 1.5em;">Max.&nbsp;</span></p> <p></p> <p><strong>IBL - Image Based Lighting</strong></p> <p>New Skylight options let you accurately generate shadows with IBL images. More than one map can be used as well! <br /><br /></p> <p><img src="http://content.screencast.com/users/CMurray/folders/Jing/media/70495473-4a52-4bc3-943b-464c6d491ef1/2013-05-02_1328.png" alt="Skylight-IBL" height="400" width="600" style="display: block; margin-left: auto; margin-right: auto;" /></p> <p><strong>Other Stuff</strong></p> <ul> <li><span style="line-height: 1.5em;">The String Options rollout lets you enter options as you would in a mental ray MI file.&nbsp;</span></li> <li><span style="line-height: 1.5em;">If the mental ray renderer encounters a fatal error, 3ds Max continues to run, although to create a mental ray rendering again you need to restart 3ds Max. (as previously&nbsp;</span><span style="line-height: 1.5em;">mentioned)&nbsp;</span></li> </ul> <p><br /> <br /> <strong>NVIDIA&reg; iray&reg; Renderer</strong></p> <ul> <li><span style="line-height: 1.5em;">The iray renderer now supports a variety of maps it could not render in previous releases. These include </span><strong style="line-height: 1.5em;">Checker, Color Correction, Dent, Gradient, Gradient Ramp, Marble,&nbsp;</strong><span style="line-height: 1.5em;"><strong>Perlin Marble, Speckle, Substance, Tiles, Waves, Wood, and the mental ray Ocean shader</strong>.&nbsp;</span></li> <li><span style="line-height: 1.5em;">New solver method options let you turn on a sampler that improves the accuracy of indoor scenes, and a sampler that improves the quality of caustic lighting.&nbsp;</span></li> <li><span style="line-height: 1.5em;">The Displacement settings have been moved to a rollout of their own.&nbsp;</span></li> <li><span style="line-height: 1.5em;">When you use the Unlimited option, the Rendering Progress dialog now displays the number of iterations that have elapsed, and the progress bar shows an animated stripe rather&nbsp;</span><span style="line-height: 1.5em;">than an absolute percentage.&nbsp;</span></li> </ul> <h2><br /> <a name="views" id="views"></a>Viewports</h2> <p><br /> Nitrous viewports have been updated in a number of ways to improve performance speed:</p> <ul> <li><span style="line-height: 1.5em;">Improved particle flow playback performance&nbsp;</span></li> <li><span style="line-height: 1.5em;">Improved performance when the scene contains a large number of instanced objects&nbsp;</span></li> <li><span style="line-height: 1.5em;">Improved performance with AutoCAD files&nbsp;</span></li> <li><span style="line-height: 1.5em;">Improved playback performance for skinned objects&nbsp;</span></li> <li><span style="line-height: 1.5em;">Better texture management. You can actually set the size you want for in scene maps!&nbsp;</span></li> <li><span style="line-height: 1.5em;">Back-face culling in wireframe display&nbsp;</span></li> <li><span style="line-height: 1.5em;">Nitrous viewports now fully support adaptive degradation, including the Never Degrade object property. See Display Performance Panel (Nitrous Drivers).&nbsp;</span></li> </ul> <p><br /><img src="http://content.screencast.com/users/CMurray/folders/Jing/media/249209f6-b6c0-40c2-8da8-679c8def6e7b/2013-05-03_0927.png" alt="VPConfig" style="display: block; margin-left: auto; margin-right: auto;" /><br /><br /><strong>Support for Direct3D 11</strong></p> <ul> <li><span style="line-height: 1.5em;">For Windows 7 systems, Nitrous viewports can now use Direct3D 11.&nbsp;</span></li> <li><span style="line-height: 1.5em;">The Nitrous Direct3D 9 driver is still available for Windows XP users. And for Windows 7 systems that don't have graphics acceleration, a Nitrous software driver is also</span></li> <li><span style="line-height: 1.5em;">available. The Display Driver Selection dialog has been updated to reflect these changes.&nbsp;</span></li> </ul> <h2><br /> <br /> <a name="file" id="file"></a>File Handling</h2> <p><br /> <br /> <strong>Automatic Gamma Correction for Bitmaps</strong> <br /> When gamma correction is enabled, 3ds Max uses the gamma value saved with bitmap files it loads, and saves the gamma value with bitmap files it saves. If the file format does&nbsp;<span style="line-height: 1.5em;">not support a gamma value, uses a gamma value of 2.2 for 8-bit image formats, and 1.0 (no gamma correction) for floating-point and logarithmic image formats.</span><span style="line-height: 1.5em;">&nbsp;</span></p> <p><br /> <br /> <strong>Updates to the Log File</strong> <br /> The log file now includes column headings, and entries include the process and thread IDs of the 3dsmax.exe process that added them. (All 3dsmax.exe processes running at the&nbsp;<span style="line-height: 1.5em;">same time write to the same max.log file.)</span></p> <h2><a name="NFV" id="NFV"></a>Previously Released New Feature Videos</h2> <p>Here are the new feature videos of the highlighted features. These videos were released in early April, 2013.&nbsp;</p> <p></p> <p>Particle Flow/mParticles</p> <p>[video]http://youtu.be/mOnUizVvLh4[/video]</p> <p><span style="line-height: 1.5em;">Populate</span></p> <p><span style="line-height: 1.5em;">[video]http://youtu.be/yo0Z_naWsMM[/video]</span></p> <p>Viewport Pan and Zoom</p> <p>[video]http://youtu.be/gRFDEDc0Stk[/video]</p> <p>Perspective Match</p> <p>[video]http://youtu.be/rswNzZoVLh8[/video]</p> <p>Nitrous Viewport Improvements</p> <p>[video]http://youtu.be/6MqULSrZTIo[/video]</p> <p></p> <p></p> <p></p> <h2><a name="SAT" id="SAT"></a><strong>Small Annoying Things</strong></h2> <p>Here's the list of what specfic SAT's were addressed in this release. Some may already be mentioned above. This is just the list...</p> <ul> <li><span style="line-height: 1.5em;">Cycle Viewports With Hotkeys&nbsp;</span></li> <li><span style="line-height: 1.5em;">Escape Auto-Backup&nbsp;</span></li> <li><span style="line-height: 1.5em;">Isolate logic has been improved&nbsp;</span></li> <li><span style="line-height: 1.5em;">Unified Shortcuts with Edit Poly&nbsp;</span></li> <li><span style="line-height: 1.5em;">Missing Plugins Management&nbsp;</span></li> <li><span style="line-height: 1.5em;">Unwrap Performance&nbsp;</span></li> <li><span style="line-height: 1.5em;">Copy Material Libraries&nbsp;</span></li> <li><span style="line-height: 1.5em;">Caddies: Sliders Direction &amp; Option for Old Dialogs&nbsp;</span></li> <li><span style="line-height: 1.5em;">Max Scenes Thumbnails (Windows 7)</span></li> </ul> <p></p> <p>Be sure to follow me on twitter for future updates:&nbsp;</p> <p><a href="https://twitter.com/chrismmurray" class="twitter-follow-button" data-show-count="false">Follow @chrismmurray</a></p> <script type="text/javascript">// <![CDATA[ !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],p=/^http:/.test(d.location)?'http':'https';if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src=p+'://platform.twitter.com/widgets.js';fjs.parentNode.insertBefore(js,fjs);}}(document, 'script', 'twitter-wjs'); // ]]></script> <p></p> <p>&nbsp;Special Thanks to Louis Marcoux and Nicolas Holst for their contributions to this list.</p>Fri, 03 May 2013 13:31:35 UTChttp://area.autodesk.com/blogs/chrismurray/3dsmax2014-feature-and-improvements-you-might-have-missedHOT TIPS: Ordering ConnectFX with Grid SnappingUltimate_Smoker*<p>Hi All,</p> <p></p> <p>I hope that you are all well! &nbsp;</p> <p></p> <p>I have posted another hot tip video showing how to keep your ConnectFX node trees tidy. &nbsp;</p> <p></p> <p>There is no actual "tidy up" button however being able to use a grid and snap nodes into place can help keep things a bit more in order as your node trees grow in complexity.</p> <p></p> <p>Be aware that in some small cases this will cause minor issues with auto-linking since the nodes snap to the grid and not connections.</p> <p></p> <p>Since this video is about general operation, there is no need for downloadable media.</p> <p></p> <h2 style="text-align: center;"><strong>Ordering ConnectFX with Grid Snapping</strong><br />[video]http://www.youtube.com/watch?v=Dn1rMG6Tou4&amp;feature=share&amp;list=PLFA011CBC88150592[/video]<br />Recorded using Smoke 2013 SP2&nbsp;</h2> <p></p> <p>The videos are also available on the Smoke Learning Channel&nbsp;on&nbsp;<a href="http://www.youtube.com/smokehowtos" style="border-style: initial; border-color: initial; font-size: 14px; font: inherit; vertical-align: baseline; color: #5d9013; text-decoration: none; border-width: 0px; padding: 0px; margin: 0px;">YouTube</a>&nbsp;or as podcasts on&nbsp;<a href="http://itunes.apple.com/gb/podcast/smoke-learning-channel/id552051408?mt=2" title="itunes" target="_blank" style="border-style: initial; border-color: initial; font-size: 14px; font: inherit; vertical-align: baseline; color: #5d9013; text-decoration: none; border-width: 0px; padding: 0px; margin: 0px;">iTunes</a>.</p> <p></p> <p>Comments, requests and feedback always welcome.</p> <p></p> <p>Have a great week and see you soon!</p> <p></p> <p>Regards</p> <p>Grant</p>Fri, 03 May 2013 11:34:06 UTChttp://area.autodesk.com/blogs/discreetuk/hot-tips--ordering-connectfx-with-grid-snappingAutodesk Gameware User Summit 2013 Videosp1ut0nium<p>Sorry I haven't been able to post in a while. It gets so busy sometimes I can't keep up with it all! :) But, I didn't want you all to think I didn't care anymore, so here's a short post to say I'm still around. Not much to blog about today, but I did want to let everyone know that I have uploaded some great new videos provided to me by the guys in Seoul, Korea from the Autodesk Gameware User Summit held there recently. These videos cover alot of great details on Scaleform, Navigation, HumanIK, and Beast.&nbsp; So, be sure to check out the playlist I have created on the Gameware Youtube channel if you're interested. My favorites are the Navigation tutorials by Mustapha Bismi, and the Scaleform Best Practicies from Ankur Mohan so far. But they are all very good. Don't worry, all but one are fully in English. The last one is in Korean, but I hope to get a translation for captions eventually. Enjoy!</p> <p><a title="Autodesk Gameware User Summit 2013 - Seoul Korea" href="http://www.youtube.com/playlist?list=PLqJL-Yw7PIyNr5GGq_40Ta7VHaXJ8RbwK">The Playlist</a> &lt;---Click this guy! :)</p> <p>P.S.: If you haven't seen it yet, I did a "Meet the Experts" webinar on using Scaleform as a mobile game tool and runtime.</p> <p>You can check it out here: <a href="https://www.youtube.com/watch?v=F1J6jTIDo18&amp;list=PL_6ApchKwjN8RomN0cLQQT74i1a6sAzKi&amp;index=2">Autodesk Scaleform as a Platform Platform for Mobile Game Development</a></p>Thu, 02 May 2013 23:35:19 UTChttp://area.autodesk.com/blogs/matthew/autodesk-gameware-user-summit-2013-videosScene Files from my Maya 2014 Unfold PresentationDuncan Brinsmead<p></p> <p><img src="/userdata/blogs/duncan/headVeins.jpg" width="1365" height="776" /></p> <p><span style="line-height: 1.5em;">As promised here are the scene files along with a few source images I us</span>ed in my presentation on Maya 2014 at the unfold event:</p> <p><a href="/userdata/blogs/duncan/maya2014UnfoldDemo.zip">maya2014UnfoldDemo.zip</a></p> <p>Here is a link to the presentation.</p> <p><a href="http://www.youtube.com/watch?v=v0Gz54a6GTg" title="Exploring Maya 2014 with Duncan">http://www.youtube.com/watch?v=v0Gz54a6GTg</a></p> <p>These scenes demonstrate some new features in Maya 2014. You can load these scenes into earlier versions of Maya but for the most part they will not work properly as they rely on new features. I've provided just brief descriptions below, but you can get more info in the video. The listing below is in the order of presentation in the video. If you have any brief questions feel free to ask them here. For more involved questions I would recommend posting them in the Maya forum of CGTalk, which I regularily check. The comments section here is not really designed to handle complex questions.</p> <p>In many cases the paint effects elements are converted to meshes and displayed in viewport 2.0 with shadowing in and screenspace ambient occlusion. Note that the native paint effects draw and pfx line modifiers are not yet implemented in viewport 2.0. In a couple of examples I created stand-in geometry grouped with the line modifier nodes to manipulate them more easily inside viewport 2.0.</p> <p>Note that with some of the brushes using the occupy feature a very high branch depth is used( for example occupyLeafPattern.ma) When combined with occupyBranchTermination this can work well, but if one turns off the termination or modifies the occupation radius then a very large number of branches may result.</p> <p>I'll later provide the full scene for the wall smash examples complete with particles and dust in a following blog post, complete with a tutorial on how it was set up.</p> <p></p> <h2>Paint Effects Scenes</h2> <p><strong>footGrassCollide.ma<span class="Apple-tab-span" style="white-space: pre;"> </span></strong>-drag object to see collisions with grass (paintEffects: make collide)</p> <p><strong>chiaHead.ma<span class="Apple-tab-span" style="white-space: pre;"> </span></strong>-a tree that is attracted to a head using the following brush attributes:surfaceAttract, surfaceCollide, occupyAttraction</p> <p></p> <p><strong><img src="/userdata/blogs/duncan/roseOnWall.jpg" width="1432" height="920" /></strong></p> <p><strong>roseOnWall.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-select strokeRosesClimbing and pCube1 then do "Paint Effects: Make Collide" to attract the rose to the wall. The brush uses using surfaceAttract, surfaceCollide, and occupyAttraction.</p> <p><strong>lightningRing4.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-Move the objects to see sparks update. OccuyAttraction with a large attractRadiusOffset and branch termination cause the sparks to only occur when objects are close. All objects are collision objects for the lightning stroke. Surface attract and collide are also used.</p> <p><strong>flowerSpaceCompetition.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-Delphiniums grow into unoccupied regions of space and terminate in crowded areas by using a line modifier node with occupyAttraction</p> <p><img src="/userdata/blogs/duncan/occupyBranches.jpg" /></p> <p><strong>occupyVeinNetwork.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-Drag the line modifier (select and move group1) over the stroke to see the effect of occupy attract. (Note that this has proxy object to allow display of the line modifier in viewport2.0)</p> <p></p> <p><img src="/userdata/blogs/duncan/occupyLeafPattern.jpg" width="1440" height="922" /></p> <p><strong>occupyLeafPattern.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-A vascular branching pattern created by high occupy attraction on a volume line that is scaled flat. The brush has a splitMaxDepth of 20 which allows for a complex pattern. Branch termination on the modifier keeps the number of branches from becoming too high. One can make the branching 3D by increasing the y scale of the line modifier.</p> <p></p> <p><strong>occupyDNA3.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-uses a line modifier with occupy attract to do a rudimentary self collision avoidance on a DNA brush. Scale the modifier translateY to fill 3D space.</p> <p></p> <p><strong>occupyCoral.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-a line modifier with occupy attract creates more natural branching of a coral brush.</p> <p></p> <p><strong>lungTest.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-a line modifier with a fill object assigned(prism mesh) The occupy attract on the modifier then provides a region for a stroke to grow into.</p> <p></p> <p><strong>fillObject.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-a plant grows to fill a cone shaped object using a line modifier with a fill object.</p> <p></p> <p><strong>headVeinsVolume.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-veins grow to fill the inside of a head using a line modifier with occupy attract.</p> <p></p> <p><strong>flowerVaseCollideDemo.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-Select stokeTulipStreaked1 and nurbsToPoly1(the vase) and do "Paint Effects: Make Collide" to collide the flowers with the vase. The vase can then be scaled. The line modifier (group1) can be dragged over the flowers to keep them from clumping.</p> <p></p> <p><img src="/userdata/blogs/duncan/treehouse.jpg" width="1560" height="923" /></p> <p><strong>treeHouseDemo.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-A tree collides with a wall and a tree house. A line modifier with occupy attract is additionally used to grow the tree around the tree house. The tree house can be moved and the branches will update for the new position.</p> <p></p> <p></p> <h2>Hair Scenes</h2> <p><strong>hairHead2.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-A hair simulation with self colliding clumps. One can drag the scalp or the cube in interactive playback mode to interact with the hair.</p> <p><strong>coatDemo.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-A demo of hair on a cloth coat. One can drag the colliding cube during interactive playback to interact with the simulation.</p> <p></p> <p><img src="/userdata/blogs/duncan/koosh.jpg" width="1417" height="852" /></p> <p><strong>kooshSticky.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-A kooshball simulation using hair with stickiness on an nCloth sphere. Drag the cube during interactive playback to interact.</p> <p>snakePlayground.ma<span class="Apple-tab-span" style="white-space: pre;"> </span>-This scene has a bunch of snakes that are animated with nHair. You can drag the various objects around in interactive playback and interact with the snakes. The basic technique was to create a curve then animate it undulating by applying a Sine deformer and animating the offset on the deformer. These animated curves were made into hair using nHair:makeSelectedCurvesDynamic. Stretch/Compression/Bend/Twist resistance then has the dynamic curve attempt to follow the input curve( in previous versions nHair rest shape did not update per frame). &nbsp;A pfx brush was assigned to the hairSystem to control the tessellation and profile of the snakes and the result was converted to poly mesh.</p> <p></p> <h2>FLUIDS</h2> <p><strong>fluidObjectFillTest.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-This shows the object based fluid fill as well as emission on the start frame. You can edit the shape or position of the fill object then hit rewind to update the fluid. To do this effect do fluid: emitFromObject and on the emitter enable fillObject as well as startFrameOnly emission.</p> <p></p> <p></p> <h2>Nucleus Scenes</h2> <p><strong>componentConstraintStretchDemo.ma</strong> This is a simple nCloth sleeve with no stretch resistance. In the demo I add two component constraints one with singleEdge = 1 and one with it set to 2. Then one can play with things like restlength scale on the constraints.</p> <p><strong>pearlsMBlur.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-This is a pearl necklass done using the technique I describe in this CGTalk thread:&nbsp;<a href="http://forums.cgsociety.org/showthread.php?f=7&amp;t=1097583&amp;highlight=pearl">string of pearls</a>.</p> <p><strong>rigidEmitDemo.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-An emission of a particle instanced torus with a cluster of particles standing in for collisions and determining rotations</p> <p><strong>shellCasings.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-Bullet casing emitted using 2 particles for collision and rotations. The technique I describe in posts on this thread: <a href="http://forums.cgsociety.org/showthread.php?f=86&amp;t=1095414&amp;highlight=casings">Shell Casings</a></p> <p><strong>lotsOCasings.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-Same as the above but with more casings.</p> <p><strong>fourParticleRigid.ma</strong><span class="Apple-tab-span" style="white-space: pre;"> </span>-Same as the casings techinque but with 4 particles and the full instancer rotation determined by 3 of the particles.</p> <p></p> <p><img src="/userdata/blogs/duncan/wallSmash.jpg" width="1681" height="905" /></p> <p><strong>wallSmashDemo.ma<span class="Apple-tab-span" style="white-space: pre;"> </span></strong>-Run nSolver:interactivePlayback and drag the object (behind wall) through the wall to smash it. There is also a volumeAxis field you can drag onto the wall to "release" the bricks. This uses a single nCloth mesh with faces that are locked with an inputAttract map. The map values are dynamically set to release the bricks. I will have a more complete tutorial of the technique to follow, along with secondary debris.</p>Tue, 30 Apr 2013 17:49:11 UTChttp://area.autodesk.com/blogs/duncan/scene-files-from-my-maya-2014-unfold-presentationBackburner 2014 downloadMaxStation<p>During some installs the Backburner 2014 option may be missing, please use this link to download it: <a href="http://images.autodesk.com/adsk/files/backburner2014.0.0_1635.zip">Backburner 2014 Windows version for 3ds Max / 3ds Max Design 2014</a>&nbsp;(build 1635).</p>Tue, 30 Apr 2013 12:52:23 UTChttp://area.autodesk.com/blogs/maxstation/n192-backburner-2014-downloadTools for Award Winners (And the Rest of Us Too) | Autodesk Media &amp; Entertainment Events | Melbourne 3 June | Sydney 4 June |Con_Nicholas<p><strong><img src="/userdata/blogs/con/Tools_Header.png" /></strong></p> <p><strong>COMING SOON:&nbsp;</strong><strong>Tools for Award Winners (And the rest of us too)</strong></p> <p><strong></strong><strong>Autodesk Media &amp; Entertainment Events in Melbourne | Sydney 2013&nbsp;</strong></p> <p>During this session, you will hear from two award winning Australian visual effects customers, <strong>Animal Logic and&nbsp;</strong><strong>Fin Design</strong>, who will share their experiences in creating award winning high end effects for film and advertising using Autodesk creative software.&nbsp;</p> <p>Special Guest, <strong>Stig Gruman</strong>, &nbsp;Autodesk's VP for Worldwide Media &amp; Entertainment Sales will share his thoughts&nbsp;on the direction of industry and give an overview on where Autodesk is driving innovation for Media &amp; Entertainment.</p> <p>You'll get the latest updates on the Entertainment Creation Suite (Maya/3Ds Max) and Smoke for Mac from our experts <strong>David</strong>&nbsp;<strong>Zwierzchaczewski</strong>&nbsp;and <strong>Rob O'Neill</strong>. &nbsp;</p> <p>So join us for an event that will highlight the tools that <strong>Award Winners </strong>use on a daily basis and that the <strong>rest of us</strong> use too.</p> <p>Q &amp; A opportunities&nbsp;with our experts&nbsp;and&nbsp;networking drinks will be provided.</p> <p></p> <p><strong>MELBOURNE 3 JUNE</strong>&nbsp; &nbsp;<a href="http://autodesk-ecs-melb-estw.eventbrite.com.au" title="Melbourne">REGISTER NOW</a></p> <p><strong>SYDNEY 4 JUNE &nbsp;</strong>&nbsp; &nbsp; &nbsp; &nbsp;&nbsp;<a href="http://autodesk-ecs-syd.eventbrite.com.au" title="Sydney">REGISTER NOW</a></p> <p>________________________________________________________________________________________</p> <p><b><br /></b></p> <p><b>GUEST SPEAKERS</b></p> <p><b><img src="/userdata/blogs/con/Matt_Estela_websml.jpg" width="120" height="120" />&nbsp;&nbsp;</b><a href="http://www.animallogic.com"><img src="/userdata/blogs/con/Aminal_logo.jpg" width="120" height="120" /></a></p> <p><strong>Matt Estela is a lighting lead at <a href="http://www.animallogic.com">Animal Logic</a></strong></p> <p>Matt has been working in 3D animation since 2001, starting in broadcast design before moving to freelance commercial work in London for several years. Currently a lighting lead on The Lego Movie due for release in 2014, Matt's recent film credits include The Great Gatsby and Happy Feet 2, on both of which he was a Lighting Lead. Having used Autodesk Maya since v2, Matt's experience with the software has seen him gain a comprehensive knowledge of almost every module, including modelling, rigging, FX, tracking, and of course, lighting and rendering.</p> <p><strong>Animal Logic</strong></p> <p><strong></strong>Animal Logic one of world&rsquo;s leading design, visual effects and animation houses will talk about their work using Autodesk&rsquo;s Entertainment Creation Suite. &nbsp;Animal Logic produces award winning design, animation and visual effects for film, television and advertising industries. Since 1991, Animal Logic has worked with leading advertising agencies, TV commercial directors and feature film heavy-weights. Their films include Babe, The Matrix, Moulin Rouge!, Hero, 300, Happy Feet and more recently the hotly anticipated Baz Luhrmann epic, The Great Gatsby and the BBC&rsquo;s, Walking with Dinosaurs 3D, both due for release in 2014. &nbsp;Visit&nbsp;www.animallogic.com</p> <p><b><br /></b></p> <p><a href="http://www.findesign.com.au"><img src="/userdata/blogs/con/Fin_Logoedited.jpg" width="120" height="120" /></a></p> <p><strong>Fin Design + Effects</strong></p> <p><strong></strong><a href="http://www.findesign.com.au">Fin Design</a> is one of Australia's leading post production houses with expertise in 3D Animation, Compositing and Design. Fin Design will talk about their experience with Autodesk's Entertainment Creation Suite and Smoke for Mac. &nbsp;The creative team is&nbsp;an award winning close-knit team of VFX artists and designers and&nbsp;supported by experienced VFX Producers who manage a high quality of service for each and every project. &nbsp;Visit www.findesign.com.au</p> <p></p> <p><strong>AUTODESK SPEAKERS</strong></p> <p><img src="/userdata/blogs/con/Stig_3edited.jpg" alt="Stig" width="120" height="120" /></p> <p><strong>Stig Gruman,&nbsp;Vice President, Worldwide Media &amp; Entertainment Sales</strong></p> <p>Stig leads the worldwide M&amp;E Sales team seeking to meet and exceed the needs of customers in Film &amp; Television, Games, Advertising and Publishing &amp; Graphic Design with Autodesk&rsquo;s industry solution portfolio. &nbsp;Stig joined Autodesk in 1999 and previously held the position of Vice President of the Digital Entertainment Group. In this role, Stig lead the Digital Entertainment management team which significantly streamlined product offerings in the Media &amp; Entertainment Division. &nbsp;Prior to Autodesk, Stig spent six years&nbsp;in senior management roles in general management and finance&nbsp;at medical device leader Smith &amp; Nephew plc. Stig started his career at Ernst &amp; Young in their advisory &amp; assurance practice.</p> <p></p> <p><img src="/userdata/blogs/con/david_zedited.jpg" width="130" height="130" /></p> <p><strong>David Zwierzchaczewski, 3D Specialist Application Engineer, Media and Entertainment ANZ</strong></p> <p>David Zwierzchaczewski has been working in the Film/ TV and games industry for almost 15 years. Trained as a traditional 2D animator David quickly transitioned over to 3D where he moved up through the production ranks to direct several projects. Some of the recent project he has been involved in are Civilisation V, Dark Siders II, Saints Row the Third, L.A. Noire &nbsp;He is now the resident 3D specialist at Autodesk, where he is on the BETA development teams for Maya, 3DS Max, MudBox and Motion Builder.</p> <p></p> <p><img src="/userdata/blogs/con/rob.jpg" width="80" height="106" /></p> <p><strong>Rob O'Neill, VFX and Editing Specialist Autodesk Australia</strong></p> <p>With over 30 years experience in the industry using flatbeds, linear suites, Avid and the last 17 using Autodesk Flame and Smoke systems, Rob has seen the evolution of Editing and Finishing develop into a fine art. Rob began in television as a film editor later qualifying in graphic design. "Smoke is the ultimate creative tool for me. My skills as an editor and designer are seamlessly combined in Smoke giving me control over a spot like nothing else does."</p> <p>________________________________________________________________________________________</p> <p><strong>FREE ATTENDANCE</strong></p> <p>There's no cost to attend, but places will be limited per venue, so <strong>REGISTER NOW</strong>.&nbsp;</p> <p><strong>LOCATIONS</strong></p> <p><strong>MELBOURNE 3 JUNE</strong> &nbsp; &nbsp;<a href="http://autodesk-ecs-melb.eventbrite.com.au" title="ECS Melbourne" target="_blank">(REGISTER HERE)</a></p> <p><strong>SYDNEY 4 JUNE &nbsp;</strong> &nbsp; &nbsp; &nbsp; &nbsp;<a href="http://autodesk-ecs-syd.eventbrite.com.au" title="ECS Sydney" target="_blank">(REGISTER HERE)</a></p> <p>4:30PM - 7:30PM&nbsp;</p> <p>All sessions include drinks and refreshments</p> <p>________________________________________________________________________________________</p> <p>FOLLOW US ON TWITTER</p> <p><a href="https://twitter.com/Autodesk_ME_ANZ" title="ANZ twitter">@ Autodesk_ME_ANZ</a></p> <p><a target="_blank" href="https://twitter.com/" style="margin: 0px; padding: 0px; border: 0px; font: inherit; vertical-align: baseline; float: left; display: block; font-family: 'lucida grande', lucida, tahoma, helvetica, arial, sans-serif; line-height: 14px; text-align: left; background-color: #333333;"><br /></a></p>Mon, 29 Apr 2013 06:16:14 UTChttp://area.autodesk.com/blogs/con/melsydeventsMore Paint Training - Painting on Alpha Channels with SmokeUltimate_Smoker*<p></p> <p>Hi All,</p> <p></p> <p>I hope that you are all well!!!</p> <p></p> <p>I have returned from my two week stint visiting Las Vegas (NAB of course!) and visiting my team in Montreal. &nbsp;Great bunch of guys! &nbsp; And yes, there are alot of things brewing in the background in &nbsp;our Canadian office... An exciting year ahead... Thats all I can say.</p> <p></p> <p>As part of my return I have kicked back into gear to producing high-quality training for everyone and I did promise I will keep adding to paint and I will keep that going. &nbsp;So without any more delays, here are some new paint videos!</p> <p></p> <h1 style="text-align: center;">Painting on Alpha Channels!</h1> <p></p> <p>Two new videos showing the different workflows using Desktop Paint and ConnectFX Paint.</p> <p></p> <p>Painting on an alpha channel is actually pretty straight forward. &nbsp; There are a few little buttons and keyboard shortcuts that are worth knowing but I guess the key takeaway I got when making these videos was being aware of exactly what I was painting on when using the brush.</p> <p></p> <p>Standard comment, I do know there are a ton of other methods to solve issues like this but the focus was on paint. &nbsp;Smoke has so much to offer and my endless list of upcoming videos suggests that too.</p> <p></p> <p>Enjoy these videos and I hope you find them useful.</p> <p></p> <p></p> <h2 style="text-align: center;"><strong>Desktop Paint: Paint on Alpha</strong><br />[video]http://www.youtube.com/watch?v=tzgM6OUwQ70&amp;list=PLFA011CBC88150592&amp;index=2[/video]<br />Recorded using Smoke 2013 SP2</h2> <h2 style="text-align: center;"><strong><br /></strong></h2> <h2 style="text-align: center;"><strong><br /></strong></h2> <h2 style="text-align: center;"><strong><br /></strong></h2> <h2 style="text-align: center;"><strong>ConnectFX Paint: &nbsp;Paint on Alpha</strong></h2> <h2 style="text-align: center;">[video]http://www.youtube.com/watch?v=gkWeiSxPpLg&amp;list=PLFA011CBC88150592&amp;index=1[/video]<br />Recorded using Smoke 2013 SP2</h2> <h2 style="text-align: center;"><strong><br /></strong></h2> <h2 style="text-align: center;"></h2> <div></div> <p></p> <p>The videos are also available on the Smoke Learning Channel&nbsp;on&nbsp;<a href="http://www.youtube.com/smokehowtos" style="border-style: initial; border-color: initial; font-size: 14px; font: inherit; vertical-align: baseline; color: #5d9013; text-decoration: none; border-width: 0px; padding: 0px; margin: 0px;">YouTube</a>&nbsp;or as podcasts on&nbsp;<a href="http://itunes.apple.com/gb/podcast/smoke-learning-channel/id552051408?mt=2" title="itunes" target="_blank" style="border-style: initial; border-color: initial; font-size: 14px; font: inherit; vertical-align: baseline; color: #5d9013; text-decoration: none; border-width: 0px; padding: 0px; margin: 0px;">iTunes</a>.</p> <p></p> <p>Comments, requests and feedback always welcome.</p> <p></p> <p>Have a great week and see you soon!</p> <p></p> <p>Regards</p> <p>Grant</p>Fri, 26 Apr 2013 14:51:56 UTChttp://area.autodesk.com/blogs/discreetuk/more-paint-training---painting-on-alpha-channels-with-smokeThe Flame Award - Nominate your Favorite Flame Artists!Bill Ennis<p><a href="/flameaward" target="_blank"><img style="vertical-align: top;" src="/userdata/blogs/bill/flame_facebook_nominations_850x315.jpg" width="850" height="315" /></a></p> <p><strong>At NAB this year, we announced the Flame Award. It is our way of celebrating the achievements of all the amazing Flame artists who have been advancing VFX creation for over 20 years. The award will go to a Flame artist who has gone above and beyond in demonstrating a dedication to advancing visual effects creation through the skilled use of Flame &ndash; and we need your help in selecting the winner!</strong>&nbsp;</p> <p><a href="/flameaward" target="_blank">Nominations are open to the public until May 17, 2013.</a></p> <p>Once you&rsquo;ve nominated the candidates, you will have the opportunity to vote on your favorite Flame artists. Then, a special Flame advisory board comprised of independent visual effects and industry experts, along with representatives from Autodesk, will help name the winner.&nbsp;</p> <p>So if you know a Flame artist renowned for creativity, originality &amp; community involvement; a Flame artist who has advanced VFX creation and produced awe-inspiring work; a Flame artist who has a deep knowledge of Flame, nominate them now for the Flame Award!</p> <div><a href="/flameaward" target="_blank">http://area.autodesk.com/flameaward</a> &nbsp;&nbsp;</div>Fri, 26 Apr 2013 13:15:06 UTChttp://area.autodesk.com/blogs/bill/the-flame-award-nominate-your-favorite-flame-artistsMore Master Classes by Lyne Lepage on AREABill Ennis<p><img style="vertical-align: top;" src="/userdata/blogs/bill/Flame_Premium_Master_Classes.jpg" width="960" height="600" /></p> <p><span style="font-size: 14px; line-height: 1.5em;">As promised, more <a href="/masterclasses" target="_blank">Flame Premium Master Classes</a> are now available on AREA. Lyne Lepage, Visual Effects Artist and Colorist, joins us again to take you through a project from A-Z in Flame Premium.</span></p> <p class="MsoNormal"><span style="font-size: 14px; line-height: 1.5em;">With her latest installment titled <a href="/masterclasses" target="_blank"><em>Taking a Project from A to Z</em></a>, Lyne dives into the Flame Premium toolset to help bring you up to speed on the 20th Anniversary Edition toolset and workflow. In three master classes, she covers the three main tasks the you can accomplish with the software &ndash; editing, visual effects, and grading.</span></p> <p class="MsoNormal"><span style="font-size: 14px; line-height: 1.5em;">Find Lyne's latest master classes here and log in to watch: <a href="/masterclasses" target="_blank">http://area.autodesk.com/masterclasses&nbsp;</a></span></p>Thu, 25 Apr 2013 16:37:03 UTChttp://area.autodesk.com/blogs/bill/more-master-classes-by-lyne-lepage-on-areaCage Match! Is engineering an art or science?Cory Mogk<p>We're running a <a href="https://www.facebook.com/Autodeskedcommunity/app_240307746107533">Cage Match on the Autodesk Student Community</a> and last week the artists won with 56%. Our questions:</p> <p style="padding-left: 30px;">Which is more important for engineering excellence? Intuition or book smarts? Inspiration or innovation? What fuels you?</p> <p>It was a close one but art won with some interesting comments:</p> <ul> <li>The innovation need the arts creativity</li> <li>No Art - No World</li> <li>I definitely choose Art. Worlds where science prevails, fortunately are described only in Asimov's books</li> </ul> <p>This week's Cage Match is:</p> <p style="padding-left: 30px;">Could a machine make a better moral choice because it's devoid of emotion? Or does emotion govern human morality? Which is it going to be: the machine or its maker? Get out there and make a decision!</p>Wed, 24 Apr 2013 15:04:45 UTChttp://area.autodesk.com/blogs/cory/cage-match-is-engineering-an-art-or-scienceAutodesk, Pixar and The OpenSubdiv ProjectBellsey<p>Hi all</p> <p>You might of seen Lee's posts <a href="/blogs/lee/mampe-live-webinar-series-pixar-and-open-subdivs" target="_blank"><strong>here</strong> </a>about a webinar we hosted (for EMEA, by yours truly) yesterday with <strong>Pixar</strong>, discussing their <strong>OpenSubdiv</strong> technology.</p> <p>If any of you are thinking 'what is this OpenSubdiv stuff?', well it's&nbsp;<span style="line-height: 1.5em;">a set of open source libraries that implement high-performance subdivision surface (subdiv) evaluation on massively parallel CPU and GPU architectures. The code embodies decades of research and experience by Pixar. Autodesk has been working extensively with Pixar and yesterday we were very fortunate to be joined by&nbsp;</span><span style="line-height: 1.5em;">Dirk Van Gelder, Manuel Kraemer, Takahito Tejima, David G. Yu of Pixars GPU team, to show some of the tech and have a live Q&amp;A with the guys.</span></p> <p><span style="line-height: 1.5em;">Well if you missed yesterdays webinar's (which was awesome), then don't despair, because you can now see some of the examples and demos the guys showed. Check it out....</span></p> <p>[video]http://www.youtube.com/watch?v=xFZazwvYc5o&amp;feature=share&amp;list=FL5unOvOZVk3nUGPmp8gg8KA[/video]</p> <p><span style="line-height: 1.5em;">Big shout out to </span><a href="/blogs/shawn" target="_blank" style="line-height: 1.5em;"><strong>Shawn Hendriks</strong></a><span style="line-height: 1.5em;"> for putting the video together, not to mention a big thanks to guys at Pixar for doing the video and the webinar yesterday.</span></p> <p><span style="line-height: 1.5em;">If anyone wants to take a closer look at the OpenSubdiv project, then you can go the to the main site </span><a href="http://graphics.pixar.com/opensubdiv/" target="_blank" style="line-height: 1.5em;"><strong>here</strong></a><span style="line-height: 1.5em;">, and there's a GitHub as well </span><a href="https://github.com/PixarAnimationStudios/OpenSubdiv" target="_blank" style="line-height: 1.5em;"><strong>here</strong></a></p>Wed, 24 Apr 2013 13:31:02 UTChttp://area.autodesk.com/blogs/graham/autodesk-pixar-and-the-opensubdiv-projectSDK and MAXScript documentationMaxStation<p><span style="line-height: 1.5em;">Autodesk 3ds Max 2014 SDK Documentation:</span></p> <p></p> <ul> <li>Online:&nbsp;<a href="http://www.autodesk.com/3dsmax-sdkdoc-2014-enu" style="line-height: 1.5em;">http://www.autodesk.com/3dsmax-sdkdoc-2014-enu</a></li> <li>Download HTML:&nbsp;<a href="http://images.autodesk.com/adsk/files/max-2014-sdk-1-doc.zip">http://images.autodesk.com/adsk/files/max-2014-sdk-1-doc.zip</a></li> <li>Download CHM:&nbsp;<a href="http://images.autodesk.com/adsk/files/max-2014-sdk-doc-chm.zip">http://images.autodesk.com/adsk/files/max-2014-sdk-doc-chm.zip</a></li> </ul> <div></div> <div>Autodesk 3ds Max 2014 MAXScript Documentation:</div> <ul> <li>Online:&nbsp;<a href="http://www.autodesk.com/3dsmax-maxscript-2014-enu" style="line-height: 1.5em;">http://www.autodesk.com/3dsmax-maxscript-2014-enu</a></li> <li>Download HTML:&nbsp;<a href="http://images.autodesk.com/adsk/files/maxscript-2014-1-help.zip">http://images.autodesk.com/adsk/files/maxscript-2014-1-help.zip</a></li> <li>Download CHM:&nbsp;<a href="http://images.autodesk.com/adsk/files/maxscript-2014-help-chm.zip">http://images.autodesk.com/adsk/files/maxscript-2014-help-chm.zip</a></li> </ul> <p></p> <p>You can find all the SDK documentation on&nbsp;<a href="http://www.autodesk.com/me-sdk-docs"><span style="line-height: 1.5em;">http://www.autodesk.com/me-sdk-docs</span></a></p>Tue, 23 Apr 2013 13:15:28 UTChttp://area.autodesk.com/blogs/maxstation/n191-sdk-and-maxscript-documentationMaya BonusTools 2014 is/are ready! Is/are you?STLR<p style="line-height: normal; text-align: center;"><strong><span style="font-size: 10pt;">Are you looking for some BonusTools???</span></strong><span style="font-size: 10pt;"></span></p> <p class="MsoNormal" style="mso-margin-top-alt: auto; mso-margin-bottom-alt: auto; line-height: normal;"><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';"><br /> </span></p> <p class="MsoNormal" style="mso-margin-top-alt: auto; mso-margin-bottom-alt: auto; line-height: normal;"><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';">How's this for a BonusTool? </span></p> <p class="MsoNormal" style="mso-margin-top-alt: auto; mso-margin-bottom-alt: auto; line-height: normal;"><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman'; mso-no-proof: yes;"><img style="border: 3px solid black;" src="/userdata/blogs/stevenr/Misc/bananaslicer2.jpg" alt="http://area.autodesk.com/userdata/blogs/stevenr/Misc/bananaslicer2.jpg" height="535" width="691" /></span><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';"></span></p> <p class="MsoNormal" style="mso-margin-top-alt: auto; mso-margin-bottom-alt: auto; line-height: normal;"><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';">The amazing Banana Slicer!!</span></p> <p class="MsoNormal" style="mso-margin-top-alt: auto; mso-margin-bottom-alt: auto; line-height: normal;"><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';">How could we have lived so long without it?&nbsp; If you haven't yet seen the classic reviews of this fabulous invention they are worth a look :)</span></p> <p class="MsoNormal" style="mso-margin-top-alt: auto; mso-margin-bottom-alt: auto; line-height: normal;"><a target="_blank" href="http://www.amazon.com/Hutzler-571-Banana-Slicer/product-reviews/B0047E0EII/ref=dp_top_cm_cr_acr_txt?ie=UTF8&amp;showViewpoints=1"><b><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';"><span style="color: blue;">&nbsp; &gt; Banana Slicer Reviews</span></span></b></a><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';"></span></p> <hr /> <p class="MsoNormal" style="mso-margin-top-alt: auto; mso-margin-bottom-alt: auto; line-height: normal;"><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';">Unfortunately we were not able to include the Banana Slicer in this year's Maya BonusTools Pack :( but </span><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';">there are a number of nifty new tools in the BonusTools 2014 release.</span></p> <p class="MsoNormal" style="mso-margin-top-alt: auto; mso-margin-bottom-alt: auto; line-height: normal;"><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';">That's right folks...&nbsp; BonusTools 2014 is/are finally done and ready to download.&nbsp; I never know whether to use "is" or "are" in this context?&nbsp; <br /></span></p> <p class="MsoNormal" style="mso-margin-top-alt: auto; mso-margin-bottom-alt: auto; line-height: normal;"><span style="font-size: 10.0pt; mso-fareast-font-family: 'Times New Roman'; mso-bidi-font-family: 'Times New Roman';">But regardless, you can start by checking out the BonusTools page for a complete list of what&rsquo;s new as well as links to the new download location -&gt; <a target="_blank" href="/bonus_tools">BonusTools 2014</a><br /></span></p> <p class="MsoNormal"><span style="font-size: 10.0pt; line-height: 115%;">Below you can also watch a short overview movie that covers all of the new stuff.</span></p> <hr /> <p class="MsoNormal"></p> <p style="text-align: center;" class="MsoNormal"><span style="font-size: 10.0pt; line-height: 115%;"><strong>Maya BonusTools 2014 - What's New?</strong><br /></span></p> <p style="text-align: center;" class="MsoNormal">[video]http://www.youtube.com/watch?v=5n3l5H6vVuI&amp;feature=youtu.be[/video]</p> <hr /> <p style="text-align: left;" class="MsoNormal"><strong>NOTE:&nbsp;</strong> We have fixed the legacy issue with the BonusTools python scripts path.&nbsp; You no longer need to set this up manually.&nbsp; It is now done automatically, so all python based Bonus Tools should work imediately after installation.</p>Tue, 23 Apr 2013 09:10:31 UTChttp://area.autodesk.com/blogs/stevenr/maya-bonustools-2014-isare-ready--isare-you