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MRAnim8or 29 September 2010 02:02 PM
Make Maya multithreaded! I work in games, and we have a semi-complicated character rig with lots of constraints (FK\IK, limb stretching, spline ik, etc). My anims play back at roughly 20fps with 1 character in the file. I have a high-end machine with a top of the line Quadro FX card, running Maya 2010 under Windows 7. When I watch the CPU performance in Task Manager I’ve noticed only ONE of the 16 CPU cores gets used for playback. A 16x performance increase would be insane…
As far as I can tell, pretty much only rendering is multithreaded in Maya currently.
Skinning is multi-threaded as are some simulation things. If anyone wants to give us large/slow scenes to test, we’re happy to look at them. Whenever we’ve gotten custom data we’ve been able to make Maya faster.
Cory
Cory Mogk
http://area.autodesk.com/blogs/cory
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Barx 09 November 2010 06:35 AM
For maya 2012 . . . Whishlist . . .
Linux 32bit version . . . Why Windows can have the 2 versions (32/64)?
quote]
No, we’re not planning to go back to linux 32.
Cory
Cory Mogk
http://area.autodesk.com/blogs/cory
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mogkc 13 January 2011 10:16 PM
Skinning is multi-threaded as are some simulation things. If anyone wants to give us large/slow scenes to test, we’re happy to look at them. Whenever we’ve gotten custom data we’ve been able to make Maya faster.
Cory
While it’s nice to know that… But can’t just maya be multi-threaded? I do not have any idea how difficult could that be. It may be something like an ambitious goal. But I think it would make sense in so many levels. Especially if we will consider the generous availability of multi-core CPUs today.
Kind regards,
-Max
I found my destiny... Serious.
^ I’ll keep this signature. This was when when maya was everything. - Me, 2012
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its not so easy to make something multithreaded… some math needs to be calculated on one core… there is no way to do that on more… if you have 100% multithreading one core has no idea what the other is doing…
its not allways a maya limitation, more a mathematical…
Author: oglu
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| Replied: 13 January 2011 07:09 PM
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There is no official date that I’ve seen anywhere yet. But usually the new releases come out around March, April, or June.
Edit: Woops, that would be March, April, or “May”. Yes, I can count my months if I think hard enough. :)
3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 297.03)
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is there a release date for maya 2012 ? it should have been out around now ... ???
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How do you figure?
Maya 2011 isn’t even a year old.
The Subscription Advantage pack (2011.5) is only a few months old…
To my knowledge, Maya 2012 has not even been officially announced.
Author: n8skow
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| Replied: 14 January 2011 04:53 AM
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so was with maya 2010, almost an year, and bang Maya 2011.
I am keep using 2010, it is fast in more thing than the 2011.
I dont know why they build something worst than the older. (For examples AO Maps, and the render is better in 2010) any way just may opinion.
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I hope it will have an inbuilt vector displacement map shader.
very useful.
PS : sorry for the double post
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Versions of Maya :
2008 - 2009 : 8 months
2009 - 2010 : 10 months
2010 - 2011 : 8 months
+6 months (september 2010) 2011 Advantage Pack
Maya 2012 for +6 months yet? For February - March 2011 maybe.
Learn Maya :
http://www.siteduzero.com/tutori...d-avec-autodesk-maya.html
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I’d love the ability to easily select a UV shell. It is inconvenient to first select some UVs and then convert it to a shell, and the Move UV shell tool is also inconvenient at times. It would be nice if there was a way to hold down a key and then click to select a shell (and click+drag to move the shell). This method should work transparently. That is, it should work while still being “inside” another tool, and not cause that current tool to exit. That would be awesome.
3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 297.03)
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1. Marry max’s modifier stack with the channel box. Keep the channel box’s interface, add the ability to re-arrange/hide/delete/cut/copy/paste operations. Non-destructive workflow would be nice.
2. Updated Hypershade - max’s new node based material editor was a fantastic upgrade, very stable and clean (IMO). Allow us to see the inputs/outputs so we can quickly plug them into each other in a simple ‘click and drag’ manner.
3. Live reflections in the viewport would be a huge time saver.
4. Please do NOT bring the “ribbon” interface into maya. Please DO port poly boost tools over. Perhaps integrate them into the ‘tools setting’ tab.?
5. Shell modifier.
Keep it up.
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