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8 Comments
simone nastasi
Posted 25 May 2009 4:31 pm
Xp64, max design 2010.
Dredd75
Posted 25 May 2009 8:57 pm
What do you mean by uncompress and rename the file? Normally you just have to double-clik on the .msp to run it. Also note that the Max/Max Design & 32/64 bit files are different. Did you get any error when you double-clicked the .msp?
Thanks
Dominic
simone nastasi
Posted 25 May 2009 9:07 pm
yeah, I had an error, it claimed that there wasn't max installed... and it was right, since I got DESIGN installed :| thanks!
pluhn
Posted 3 June 2009 2:51 pm
A-nasher
Posted 8 July 2009 5:45 am
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!
A-nasher
Posted 8 July 2009 6:16 am
A-nasher
Posted 8 July 2009 7:25 am
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!
a3dcreator
Posted 14 July 2009 5:25 pm
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