Our goal is to continue to deliver the highest value and quality products to our customers, with a single objective in mind: your success.
In effort to deliver on this goal we've recently released another monster Service Pack with 87 fixes to issues and crashes reported through Autodesk Support or our CER system.
Important information:
3ds Max 2012 Service Pack 2 is a cumulative update, it includes the following Hot Fixes and Service Packs:
- Hot Fix 1 – Autodesk 3ds Max 2012
- Autodesk 3ds Max 2012 Service Pack 1
- Hot Fix 2 – Autodesk 3ds Max 2012
Previous 3ds Max 2012 & 3ds Max Design 2012 Hot Fixes and Service Pack 1 are not required.
Based on your product version, download one of the following self-extracting executable files to any temporary location:
What's Fixed?
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Feature Area
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Description
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Animation
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- Horizontal & Vertical constraints in the Curve Editor now work correctly.
- Using Undo to disconnect a parameter-wiring wire would cause a program error. This has been fixed
- Using soft selection in the Curve Editor no longer causes a program error.
- In multiple cases, incorrect values were being set in the Reaction Manager. This has been fixed.
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CAT
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- Service Pack 1 introduced an issue with IK/FK and Num IK Bone parameters causing motion to be incorrect. This has been fixed.
- Moving bones no longer distorts the character rig.
- Twist segments added to the Crab preset could cause a program error when opening the Motion Layer. This has been fixed.
- Adding a leg to a non-pelvis hub now works correctly and no longer moves the leg to another position.
- Multiple issues with twist bones have been fixed.
- Adding bones no longer affects the rest of the hierarchy.
- Some users reported a program error when toggling animation mode. This has been fixed.
- Shift-cloning CAT rig elements could cause a program error. This has been fixed.
- Resetting the program no longer leaves CAT foot platforms in the new scene after using the CAT motion layer path node.
- Using the ‘Add extra controller’ button on CAT objects now works correctly.
- Right-click to cancel a CAT base human now correctly cancels the creation.
- ‘Manipulation causes stretching’ now transforms and animates correctly.
- The femur bone in the Horse preset rig now transforms correctly.
- The Horse preset rig skull would deform incorrectly when checking the Keyframed & Procedural checkboxes in Spine Control. This has been fixed.
- The Twist Bones Segment field in the Marma Blue Jeans preset rig now works correctly.
- Setting Num IK Bone to zero in the hand no longer causes incorrect animation.
- In some cases, bone shapes would change when translated. This has been fixed.
- Selecting options in the CATParent CATrig Parameters rollout before creating a CATParent no longer causes a program error.
- The ‘Auto Map’ button in Capture Animation no longer causes a program error.
- The Human preset rig leg would disappear when translating the foot platform and ankle sub-objects. This has been fixed
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Compound Objects
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- ProCutter via MAXScript would give unpredictable results or program errors. This has been fixed.
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Customer Error Report (CER)
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- Many customers reported a program error related to multi-threading. This has been fixed.
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FBX & FBX File Link
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- Files now load correctly when using the Combine By Category, Combine By Family, and Combine As On Object options.
- New geometry now uses the current material definition when Preserve Material Definition is enabled.
- Daylight systems in the scene no longer get removed when using the FBX File Link to reload a scene that has the Daylight System option Disabled in the reload options.
- Revit FBX files with missing maps on Revit export no longer import with incorrect map paths.
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iray
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- A common program error users were encountering with the iray renderer has been identified and fixed. This was caused by GPU rendering being enabled when no GPUs were available.
- Fixed support for “no diffuse bump”. The mia_material’s “no diffuse bump” option, along with both “standard” and “overall” bump maps are now respected.
- Fixed glossy refractions using a new glossy refraction lobe that loses less energy than the mia_material’s.
- Fixed an issue with translucent surfaces incorrectly calculating light samples on the backside of a surface, resulting in improved render times for translucent surfaces.
- Fixed index of refraction behavior with nested geometry volumes.
- The mr (mental ray) Sky Portal object now more correctly “gathers” existing sky lighting in interior scenes, resulting in improved render times.
- Large resolution images can now be rendered where the GPU previously failed due to insufficient memory. The iray renderer automatically enables this whenever the frame buffer is too large to fit on the GPU.
- GPU memory overrun was fixed for large-resolution imagery in exchange for a small performance loss.
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MassFX
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- Fixed rollout state changing to Advance.
- Fixed order of rollout menus.
- Very small objects used in Composite mesh generation no longer cause a program error.
- Changing the high-velocity collision minimum speed value now works correctly.
- The Sleep setting in the World tab no longer causes a MaxScript error.
- An nvpx.ExportPhysXScene error dialog has been updated to be easier to understand.
- Bake now works when the scene contains Bipeds.
- Having the Dynamics Explorer or Scene Explorer open no longer negatively affects previewing the simulation.
- Remove Skeleton now removes all Kinematic Skeletons, not just the first one selected.
- Calculate At Current Frame now works correctly.
- The Rigid Body modifier UI no longer redraws multiple times when opening.
- The inflation value in the Multi-Editor now supports negative values for convex mesh types.
- Selecting and moving MassFX constraints now support the type-in transform.
- Using a Plane with box mesh type now simulates with the correct collision mesh shape.
- You can now Undo the Convert To Custom Mesh function.
- Rigid body collisions now behave correctly with back facing geometry.
- Undo now works after grouping bones in a kinematic skeleton.
- The MassFX SDK now correctly supports contact reports.
- Creation of a new mesh in MassFX rigid body can now be undone.
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Compact Material Editor
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- Double-clicking to add a material from the standard material library now correctly copies the material name as well.
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Nitrous viewports
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- The Align tool now works correctly with scaled groups.
- When using ProBoolean and ProCutter, the operands now display correctly.
- XRef objects now display textures in viewports.
- The Autodesk library material ‘Andiroba’ no longer causes a program error.
- Dummy objects now display correctly in Nitrous viewports.
- Fixed a case that would cause a program error when opening a .max file.
- When using File Link, FBX files from Revit via Combine By Material geometry would appear transparent when using ‘Show Realistic Material With Maps’. Such files now display correctly.
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Rendering
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- Directional lights were not casting the correct shadows when set to ‘Adv Ray Traced’ shadows. This has been fixed.
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Ribbo
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- A program error could occur when you pressed Tab or Space Bar while using the Push/Pull paint options. This has been fixed.
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Samples Conten
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- The volumeSelToVcolors.max file would cause a program error when you opened it. This has been fixed.
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Send To
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- Send To from Mudbox now loads animation in 3ds Max Design 2012.
- Send To to Softimage XSI now behaves correctly when no objects are selected.
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Unwrap UVW
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- The Stitch tool custom button now uses the settings from the Stitch dialog.
- Filtered selections now display correctly.
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Viewports
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- Zoom Extents now works correctly with helper objects.
- Autodesk Materials now display transparency correctly.
- Realistic materials now respect the ‘Use Environment Background’ check box.
- Using hardware shading, Skylight, and mr Sky Portals viewport settings together no longer cause a program error.
- Additional improvements have been made to correctly support unlocking the computer when the program is running.
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Viewport Canvas
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- In some cases the paint tool would cause a program error. This has been fixed.
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Please note that iray in SP2 converges faster than before. A single iteration may take slightly longer to compute in SP2 than previously, but that is only because it is now computing more per iteration. So essentially, it takes fewer amounts of iterations to come to a noise-less image. If you simply set a given a mount of iterations and compare the results the actual clock time will be higher in SP2, but only because it made an even cleaner image than it would have previously.
Experiencing additional problems or crashes? Please make sure we are aware of these issues and have the right information to solve them. Reporting stability problems, defects, or feature ideas to web forums is not the best way to get the results you desire. The 3ds Max team provides several ways for you to get this information to us, please see below for a few of the most common ways...
Running into an application failure or crash? Autodesk’s Customer Error Reporting (CER) makes it easy for you to send the details of the software error to us for analysis.
For more information see: www.autodesk.com/cer
For issues not resulting in a CER we provide a web form to report general product problems/defects.
For more information see: www.autodesk.com/3dsmax-defectsubmission
Have an idea for a feature or tweaks to existing workflows? The 3ds Max team values this feedback and has created an uservoice feedback forum for collecting 3ds Max feature priorities along with new ideas.
For more information see: 3dsmaxfeedback.autodesk.com
Shane Griffith
Product Manager - 3ds Max & 3ds Max Design
Media and Entertainment Division
Autodesk, Inc
21 Comments
Companioncube
Posted 23 September 2011 1:08 pm
Rawalanche
Posted 23 September 2011 4:09 pm
Samab
Posted 24 September 2011 4:23 am
Rawalanche
Posted 24 September 2011 5:54 am
Steve_Curley
Posted 24 September 2011 9:18 am
If you have installed PhysX 2.6.1 you MUST uninstall it prior to installing SP2. See the following thread for more details.
http://area.autodesk.com/forum/t60285
Steve_Curley
Posted 24 September 2011 10:38 am
timd1971
Posted 24 September 2011 11:01 am
Thanx Steve for the important PhysX info. Will save a LOT of headache...which sounds like Shawn already encountered unfortuneately.
RioMIV
Posted 24 September 2011 6:32 pm
timd1971
Posted 24 September 2011 8:32 pm
Since CAT was so incomplete, seems all that time for fixing 3ds I.e. Alt+mmb lag has been dedicated to CAT and NOT to such a major annoyance as the lag problem. I think user interaction of the product should be priority... This whole lag thing makes using max feel so clunky instead of "flowing smoothly" for fast user action to get crap done.
moulder6
Posted 26 September 2011 2:19 am
Rawalanche
Posted 26 September 2011 5:44 am
Shane Griffith
Posted 26 September 2011 7:07 am
@moulder6, we didn't add any new features and the fixes were documented in the SP2 readme.
moulder6
Posted 26 September 2011 8:13 am
http://docs.autodesk.com/MENTALRAY/2012/ENU/mental%20ray%203.9%20Help/files/relnotes/relnotes.html
The last release note published are for mental ray version 3.9.1.37 - the one that max 2012 originally shipped with. With SP2 the mental ray version is now 3.9.3.14, but the documentation isn't updated accordingly, and no, the mental ray core changes aren't documented in the readme.
Thanks for ur attention!
Shane Griffith
Posted 26 September 2011 8:43 am
Shane Griffith
Posted 26 September 2011 8:51 am
Shane Griffith
Posted 26 September 2011 2:13 pm
LouiseHagstrom
Posted 26 September 2011 8:40 pm
AdeptusOne
Posted 29 September 2011 8:36 am
AdeptusOne
Posted 29 September 2011 8:37 am
Shane Griffith
Posted 29 September 2011 8:43 am
@ AdeptusOne, thanks for this feedback I'll pass it along.
AdeptusOne
Posted 30 September 2011 6:24 am
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