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Posted: May 22, 2009
Category: Autodesk 3ds Max
In our continued effort to provide more immediate fixes to common problems we have released another Hotfix update today. A large focus of this hotfix was to improve some of the
legacy Undo clearing problems that customers have reported. There are 5 particular areas where we think this was commonly occurring and this update will address those problems.
The time configuration example is one area that was possibly causing the "random" Undo problems for animators.
Please use the following links to download and install the Hotfix.
This hotfix addresses the following issues:
Localized Versions
When running the English version of 3ds Max / 3ds Max Design on a Japanese OS, or the English version of 3ds Max on an English OS with Language for non-Unicode programs set to
Japanese, the mouse pointer now works correctly when using the ParticleFlow Particle View window. The pointer is no longer offset from the cursor when you drag an item onto a
node.
Materials
When creating a new material that uses bitmaps, the bitmaps did not save with the material when saved to a library. Now when saving to a custom library, the bitmap and its full
path are saved correctly.
Maxscript
When encrypting a Maxscript file (encryptscript YourMaxScript.ms), the file would generate an error when executing the resulting encrypted file (YourMaxScript.mse). This error
would also occur when reading from an encrypted MaxScript file. These issues are resolved.
Parameter Wiring
When Resetting a Scene Parameter, Wire Sub-Controllers would be removed due to the Maxscript Garbage Collection clean-up process. This only occurred when the scene was Reset or
an XRef tree was deleted. It did not occur when exiting with a scene Open. This clean-up procedure was fixed for all instances of scene change states.
Undo
Various instances where an action would not appear in the Undo Stack have been resolved. There is no longer an issue when:
- Loading the Render To Texture (RTT) dialog by pressing a keyboard shortcut while in the middle of a mouse operation in the viewport, where the mouse operation has started a
hold, but not yet accepted or canceled the hold.
- Switching focus away from 3ds Max/3ds Max Design and then back while in the middle of a mouse operation in Trackview, where the mouse operation has started a hold, but not yet
accepted or canceled the hold.
- Performing any actions after opening the Time Configuration dialog and clicking OK. New actions would not appear in the Undo stack. This was not a problem if you made changes
in the Time Configuration dialog.
- Performing a file reset by pressing a keyboard shortcut while in the middle of a mouse operation in the viewport, where the mouse operation has started a hold, but not yet
accepted or canceled the hold.
- Switching focus away from 3ds max and then back while in the middle of a mouse operation in the viewport, where the mouse operation has started a hold, but not yet accepted or
canceled the hold.
Note: This Hotfix includes all previous hotfixes for Autodesk 3ds Max 2010.
--------------------------------------------------------------------------------
Please give us your feedback on this Hotfix.
In order to post any comments, you must be logged in!
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Posted by a3dcreator on Jul 14, 2009 at 01:25 PM
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where is the link to the hotfix? I do not see it here.
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Posted by A-nasher on Jul 08, 2009 at 03:25 AM
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Lot of morph targets
there is a need for a morph targets viewer to eliminate the need for the classic external-referencing or worst merge-objects. The proposed morph viewer is virtual view within the
viewports, that is, it has its own pivot point plus all the mesh objects within it has individual pivot points to align virtually with the real-viewport mesh object[...the skinned
renderable one for final render] ...normally Morpher modifier
still has the ability to pic targets from this morph view-puffer. It should be floater non persistent transparent-leveled with extendable dialogue, which can be closed/opened
independently of the original UI viewports and have the same 3d-navigation controls of the real[real] viewports. This one support both morpher and matirial-morpher and use the
cache modifier to handle vertex transformations for fast redraw and render. I think this notion is clear now and all external-Refs can utilize same viewer to be modified and
aligned to object in the original viewport without need to open its max scene or merged them all in the external-referenced scene. This ghosting viewer will help to keep all the
facial animation control-objects within it inorder to be a new facial-animation parameter-editor and normally parameter-collector all at once!
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Posted by A-nasher on Jul 08, 2009 at 02:16 AM
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Whether_
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Posted by A-nasher on Jul 08, 2009 at 01:45 AM
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Abdullah Nasher
king of the out-rays
hi
it IS time to propose to max-development folk this proposal: it is good thing to provide an automation to the process of THE CALSSIC save as[...wither fix or incremental] to
improve the backup old style by a deployment process to save the same scene into different directories with the same incremental names__but this backup deployment manger should
give the user a wide array of file properties as an options like making a given folder none-changeable to play the role of a raw trace-back backup-folder, and the other folder to
be server-based one as opposed to a folder dedicated to one workstation only. and the link to map folders should be a global from the final-render folder of the backup-file
deployment manger, that is; no need to keep track the paths of map and other assets as long as that assets and map has and follow a good naming convention!
I think the standard max-bone rigging process should be improved too. I propose that to mirror the right side rig of symmetrical character should be an automated one. it can be if
there will be a dynamic-mirror plane to reflect the rig automatically to the opposite direction complete with all its scripting and expressions! this kind of dynamic rigging tools
can over-simplify the rigging work-flow to be one of systematic steps__ auto-clavicle can be a parameter with anatomical options to help fix a rig in fairly new intuitive
way!
This can be more flexible if the developer keep the the TD in command of his old stuff without overwhelming the rigging improvements with procedurals that can make max-bone
another
stiff-necked character Studio-Biped liner-rigging!
Mental ray, vray or vue
I think the help files of 3ds max2010 is not perfect and there is a real hard dray-reading experience about all the aspect of rendering with mental ray- an artist will be forced
to swap her/his gut instinct and creative-quantum with mental strain to decipher the mysteries of the technology-orientated technical writers of the help files of 3ds max.
a revolution must made_ art in and help-file-technical-complexity out!
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