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please end 3dsmax
Posted: 06 May 2008 01:54 PM   [ # 21 ]
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No. In that regard 3dsmax has slightly improved: autobackup is now fairly reliable. Autobackup has saved me a plenty of times. Back in the days of 2.5 and Windows NT/98 crashing was the biggest problem.

But that’s not the kind of bugs that bother me. It is stuff like not being able to select an object. Not being able to zoom in any further. Not seeing the polygons you just created. Textures not showing up. Basic features. I care less about a vague maxscript function issue where a rotation matrix returned appears to be gimbal locking in certain hierarchy setups when it shouldn’t. Like, when I create a vertex, you know, I’d like to actually see it appear in the viewport. It doesn’t! Basic stuff is broken.

No, no, no. Please the ‘must be hardware issue’ excuse is getting really, really old. It is utter BS. It was the excuse in the days of 2.5 and it still is the standard reply. You know, somehow other software runs fine for me. How’s that?

 
 
 

Posted: 06 May 2008 01:58 PM   [ # 22 ]
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The only issue I had, other then drivers, is the navigation wheel.  I had to disable it to prevent crashes every time I zoom.  I seems that all your issues are graphically related.  Don’t rule out those drivers.  Are you posting your bugs to your subscription support?

Best Regards,
Bobby W Parker
http://www.whitebirchstudios.com

 
 
 

Posted: 06 May 2008 02:01 PM   [ # 23 ]
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tl;dr
I agree let’s stop working on max and try to work ON SOME NEW FETURES FOR MAYA

life, love, money, and maya

[zfk]

 
 
 

Posted: 06 May 2008 02:02 PM   [ # 24 ]
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The only issue I had, other then drivers, is the navigation wheel.  I had to disable it to prevent crashes every time I zoom.  I seems that all your issues are graphically related.  Don’t rule out those drivers.  Are you posting your bugs to your subscription support?

Sir.

No excuses please. (You work for Autodesk or something?)

I am a graphics programmer. I know when graphics drivers are to blame, and this is definitely NOT to blame. Please spare us the nonsense.

 
 
 

Posted: 06 May 2008 02:04 PM   [ # 25 ]
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Peer to peer… just trying to help.

Best Regards,
Bobby W Parker
http://www.whitebirchstudios.com

 
 
 

Posted: 06 May 2008 02:08 PM   [ # 26 ]
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In that case, thanks. smile

 
 
 

Posted: 06 May 2008 06:44 PM   [ # 27 ]
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Zoom, hit Z every once in a while and you can keep zooming.  It’s now based on a percentage of the original extents you started zooming from.  Select something of an approximate scale to zoom in or out… depends, try some variations till you get it working as desired.  You want to zoom in, select something small and hit Z.  You want to zoom out, select something big and hit Z.

Backface Cull is what’s hiding some of the back faces, or you can try 2 sided materials as a workaround to the Black rear view of surfaces.  This I believe is a DirectX issue / limitation.

Polygons not displaying is because they’re flipped usually, so create polygons going counterclockwise and they usually show.  Or flip them after.

Textures… some you have to enable both the Map and the Material Display in Viewport options.  Others, may be related to Real World Scale, either use an appropriate scale or disable the Real World Scale feature, it’s in 3 places.  Preferences, Material Editor Option, and Material.

If you try any of those and they help, list some more and we can see if there are workarounds, solutions or legitimate issues.

Vertices not visible in the Viewport, change the size in Preferences.  Dot size I believe.  This is usually a display driver issue.

Maneswar Cheemalapati [FA]

 
 
 

Posted: 06 May 2008 07:51 PM   [ # 28 ]
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all this talk smile where are the features Autodesk promised years ago? I see them in XSI…

hmm XSI…

in ‘05 when there was all the speculation that Maya was going to be destroyed by Autodesk, or merged with 3ds Max it turned out in ‘06 Maya 7 was released, and it was amazing.
nice save Autodesk.
But now can you continue to improve or are you going to let XSI become the next best thing? It was about to be in ‘05.
dont disappoint us.

( i agree with original poster)

life, love, money, and maya

[zfk]

 
 
 

Posted: 07 May 2008 01:47 AM   [ # 29 ]
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Maneswar_Cheemalapati - 06 May 2008 06:44 PM

Zoom, hit Z every once in a while and you can keep zooming.  It’s now based on a percentage of the original extents you started zooming from.  Select something of an approximate scale to zoom in or out… depends, try some variations till you get it working as desired.  You want to zoom in, select something small and hit Z.  You want to zoom out, select something big and hit Z.

I’m aware of this workaround. Many people have complained about this many times, yet Autodesk hasn’t reverted this change, or at least made this behavior optional.

Backface Cull is what’s hiding some of the back faces, or you can try 2 sided materials as a workaround to the Black rear view of surfaces.  This I believe is a DirectX issue / limitation.

2-sided material viewport rendering is broken in DirectX mode, works in OpenGL mode (but which breaks other things). This worked fine in the past, and is a confirmed bug. I had a chuckle where you wrote “DirectX issue / limitation”, that is so funny. Autodesk reps told you this joke?

Polygons not displaying is because they’re flipped usually, so create polygons going counterclockwise and they usually show.  Or flip them after.

I was referring to a bug, not the lack of a feature. When in flat shaded lighting mode, and you are in editable mesh vertex mode, and move vertices around the faces in the viewport disapear. Being a bug, it does not occur consistently so YMMV.

You meant the polygon create tool in editable mesh/poly. It would be trivial to add a dot product check with the viewing direction and swap the vert order to make all newly draw triangles face the view. It doesn’t make usually make sense to draw faces facing away from you. This is not a bug, just inconsistent behavior (e.g. lack of feature, but not a bug).

Textures… some you have to enable both the Map and the Material Display in Viewport options.  Others, may be related to Real World Scale, either use an appropriate scale or disable the Real World Scale feature, it’s in 3 places.  Preferences, Material Editor Option, and Material.

I’m more than aware of those things, but is unrelated to the bug. I’m pretty sure this one was introduced in max 9.0. It may or may not be related to the anisotropic texture filtering options, which doesn’t actually work (randomly reverts to bi/trilinear filtering).

If you try any of those and they help, list some more and we can see if there are workarounds, solutions or legitimate issues.

No. I’ve been doing this for years. The net product of all that effort? Zero. Nill.

Vertices not visible in the Viewport, change the size in Preferences.  Dot size I believe.  This is usually a display driver issue.

Lame excuse. If I hear “display driver issue” one more time I’m leaving. DOESN’T CUT IT!

I’m talking about the vertex normal culling that was introduced way back in 4.0 (or was it 3.0). Autodesk decided it was nicer not to draw vertices of backfacing triangles. Only they forgot that this will also make isolated vertices invisible AT ALL TIMES, because an isolated vertex has no normal! In other words, once you’ve created a bunch of new vertices in your viewport, you cannot see them, so you can’t draw your face by connecting the dots! You have to scan over every pixel of the viewport hunting for that cursor highlight. This is basic functionality that is broken.

Don’t tell me now to post bug reports so “we can see which are really really bugs that need to be fixed”. To me that translates to “we continue to ignore you, but hey, keep em coming if it makes you feel better”. The only reason I have posted bug reports/workarounds over the last few years was to help others ‘users’ (maybe ‘victims’ is a better word), but since 3dsmax is on the way out here, I’m surrendering my efforts for good. Besides, it think it is in the 3dsmax user’s best interest to drop 3dsmax anyway. It will hurt a bit but we have to move on. 3dsmax is a dead, rotting corpse, no amount of whipping is going to move it forward any bit, those days are definitely over.

 
 
 

Posted: 07 May 2008 04:56 AM   [ # 30 ]
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Oh, I don’t really care whether you continue to use or bash Max or if you decide to go elsewhere.  I don’t work for Autodesk, I just help on the forum, voluntarily, like all the forum admins.

I thought that if some of those helped, great.  If not, I really don’t care.  I have enough things to do.  I don’t have time to read your error reports or your bug list.  Honestly.  I started a master bug thread for Max2009, but I just don’t have time to go find out which are real and which are user error.  My job requires neither Max nor much drawing / modeling, so I see less and less of these bugs on a regular basis.  When I say we can see if there are workarounds or fixes or real issues, I’m speaking of the community here, not me alone sitting here tinkering away on your behalf.  If I could help I’d try, but if you describe the situation as dire, then it sounds like there are many areas you are disappointed with, and no, I do not have that sort of time to dedicate to you.  With a community of people working on a couple of things each, maybe there could be some discussion, but not just you and me.

Anyway, another day, and almost time to go to work.

Maneswar Cheemalapati [FA]

 
 
 

   
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