have been using the beta for quite some time now, best things to me are the improved cut, and opensubdiv.
i also heard they are reworking the UV editor again, wich is long overdue IMO since they trashed it with the last rework.
it used to be prone to errors, like cutting on the wrong faces or in different angles then the preview and often produced duplicate vertecies. most of that is better now, if not perfect and the duplicate vertecies thing is fixed.
Well - that certainly looks like a lot more added features than the last few releases. Excited to see what people build on top of Max's new procedural tools. I'm also a little less wary of AD killing off max anytime soon..
Autodesk need a new video designer. This and the stingray 'reveals' are pretty poor for a major market holder. Excited for some things here. Part of me asks why Cut is only just being fixed despite it being a fundamental tool and if they will be apply it backwards to earlier versions.
Waiting for the next procedural scfi hallway boom!
Since having to stick to 3ds Max at my current studio. After opening Maya 2016, I started to cry to see how improved Maya is now becoming... knowing I can't open my baby up anymore
But in the 2016 Max update, it does appear that Autodesk is moving Max in a Maya direction from the new UI layout.
i`m really curious how deep you can go with the Max Creation Graph and also how fast it is.
it sounds like a great addition
It's the baby steps of implementing an ICE like system in max, and I couldn't be more excited!
Having a couple of friends who turn out some inhouse maxscripts, it just blows my mind the potential that custom tools have, and I can't wait to see what people do with MCG
im in the maya and in the max beta... and there is noone saying something like max will have no animation tools... but maya has a much higher focus on char animation like it was from the beginning...
It should be noted to all animators that autodesk is stopping animation support for 3ds max in the next couple years. Pretty much all major studios that use max have begun switching over to maya/motionbuilder because of this fact.
Absolute nonsense
Fact is that max has a heavy foot in the whole CAD oriented businesses of Autodesk and hence many upper management decisions work in favor of that field, what in turn leads to many resources being spend on things not really helpfull for animation, even less character animation.
But that situation has already pretty much improved over the last cycle and continues to improve in the current cycle, as far i can judge.
Another fact is that the Alias/Maya purchase brought over many people from the original team to AD, who have anti Max propaganda injected in their genes. Many rumors similar to this one originate from exactly that fact.
It should be noted to all animators that autodesk is stopping animation support for 3ds max in the next couple years. Pretty much all major studios that use max have begun switching over to maya/motionbuilder because of this fact.
It should be noted to all animators that autodesk is stopping animation support for 3ds max in the next couple years. Pretty much all major studios that use max have begun switching over to maya/motionbuilder because of this fact.
I would love to know a source as well, this is news to me.
Kelly Michels
Senior QA 3ds Max
3ds Max Beta Manager
Autodesk Inc.
Absolute nonsense
Fact is that max has a heavy foot in the whole CAD oriented businesses of Autodesk and hence many upper management decisions work in favor of that field, what in turn leads to many resources being spend on things not really helpfull for animation, even less character animation.
But that situation has already pretty much improved over the last cycle and continues to improve in the current cycle, as far i can judge.
Another fact is that the Alias/Maya purchase brought over many people from the original team to AD, who have anti Max propaganda injected in their genes. Many rumors similar to this one originate from exactly that fact.
Ugh, ok, maybe that's why im hearing those rumours. my bad. I havent seen an official source. i just keep hearing the same thing through the grape vine for some time now. apologies. I shoulda checked before i opened my mouth.
But it does seem like more and more are switching to maya. I guess that's why I figured the rumours were true. Maybe maya just has better rigging solutions for next gen? I dunno. anyhoo, sorry for the rumour guys.
MCG looks great and I'll bet we'll see some very useful tools from it in time from users.
But I do see one potential drawback. Since any modifiers created from MCG would be a plugin, won't they break every other release or so like other plugins? If someone created a cool plugin and decided to share or sell it, you would have to rely on the creator to keep it updated for later Max versions, correct? Unless they shared their actual graphs required to create/compile the plugin?
it depends on your needs sometimes max is the better horse sometimes maya...
if you would ask me, what should we use for our new mocap pipeline.... i would say maya...
cause motionbuilder is very close to maya and getting even closer in the future...
and without motionbuilder its no fun to work with mocap... and even than it isnt...
MCG looks great and I'll bet we'll see some very useful tools from it in time from users.
But I do see one potential drawback. Since any modifiers created from MCG would be a plugin, won't they break every other release or so like other plugins? If someone created a cool plugin and decided to share or sell it, you would have to rely on the creator to keep it updated for later Max versions, correct? Unless they shared their actual graphs required to create/compile the plugin?
As far as i understand the usual C++ plugin version dependency does not apply to MCG packages. Similar to Maxscript there could be some possible incompatibilities here and there with new versions, but the tight dependency on the Max version binary plugins have should not exist....
MCG looks great and I'll bet we'll see some very useful tools from it in time from users.
But I do see one potential drawback. Since any modifiers created from MCG would be a plugin, won't they break every other release or so like other plugins? If someone created a cool plugin and decided to share or sell it, you would have to rely on the creator to keep it updated for later Max versions, correct? Unless they shared their actual graphs required to create/compile the plugin?
well thats already the case with any plugin ever written for max
well thats already the case with any plugin ever written for max
Thats not true for Maxscripts (which many people refer as "plugins" too, even if they are not really) and assembly/dotNet based plugins usually. And as MCG graphs are compiled to dotNet ( As far as i gathered the info) this would make them relatively Max binary version independent, even in their compiled form. But when you share a MCG package, you essentially share the graph/source (at least currently), which then gets rebuild on your machine/your max version. At least this is currently the only way of sharing AFAIK
Looking at those videos => http://www.elarasystems.com/insights/case-studies/elara-labs/ <= it looks that it evaluates to Maxscript. And it's painfully slow. That is not ICE for sure. Or Houdini killer in any way, because I heard even b*llshit like this couple times in last couple days.
We use maxscript to register the tool as a plugin inside of Max. We also use Maxscript for the UI that is published. Everything else runs through the MCG engine, which runs outside of Max.
Replies
i also heard they are reworking the UV editor again, wich is long overdue IMO since they trashed it with the last rework.
performance is also realy good.
The procedural modelling tools could potentially be very powerful. It would also be great to have more people creating tools.
"oh sweet as the polycount grows the performance suffers!? Awesome new feature!" hahaha...
Waiting for the next procedural scfi hallway boom!
But in the 2016 Max update, it does appear that Autodesk is moving Max in a Maya direction from the new UI layout.
it sounds like a great addition
It's the baby steps of implementing an ICE like system in max, and I couldn't be more excited!
Having a couple of friends who turn out some inhouse maxscripts, it just blows my mind the potential that custom tools have, and I can't wait to see what people do with MCG
That graph editor looks like crazy fun!!!
I don't. Lights in 1km square radius around my house dim when I start 3dsmax and I get bigger energy bills. It's so bloated.
if you mean the caddies you've been able to disable them since 2015 release
You just made my week!
I haven't been this excited for a 3ds max update in ages.
If it's true, it makes no sense as to why they are doing upgrades to the skinning setup.
praise the sun
scroll down to --> Take a Tour of the New 3ds Max
http://livestream.com/autodesk2015nab/events/3963481/videos/83861904
Absolute nonsense
Fact is that max has a heavy foot in the whole CAD oriented businesses of Autodesk and hence many upper management decisions work in favor of that field, what in turn leads to many resources being spend on things not really helpfull for animation, even less character animation.
But that situation has already pretty much improved over the last cycle and continues to improve in the current cycle, as far i can judge.
Another fact is that the Alias/Maya purchase brought over many people from the original team to AD, who have anti Max propaganda injected in their genes. Many rumors similar to this one originate from exactly that fact.
This is news to me.
I would love to know a source as well, this is news to me.
Kelly Michels
Senior QA 3ds Max
3ds Max Beta Manager
Autodesk Inc.
Ugh, ok, maybe that's why im hearing those rumours. my bad. I havent seen an official source. i just keep hearing the same thing through the grape vine for some time now. apologies. I shoulda checked before i opened my mouth.
But it does seem like more and more are switching to maya. I guess that's why I figured the rumours were true. Maybe maya just has better rigging solutions for next gen? I dunno. anyhoo, sorry for the rumour guys.
I think it was Martin Coven who said that...:D!
But I do see one potential drawback. Since any modifiers created from MCG would be a plugin, won't they break every other release or so like other plugins? If someone created a cool plugin and decided to share or sell it, you would have to rely on the creator to keep it updated for later Max versions, correct? Unless they shared their actual graphs required to create/compile the plugin?
if you would ask me, what should we use for our new mocap pipeline.... i would say maya...
cause motionbuilder is very close to maya and getting even closer in the future...
and without motionbuilder its no fun to work with mocap... and even than it isnt...
As far as i understand the usual C++ plugin version dependency does not apply to MCG packages. Similar to Maxscript there could be some possible incompatibilities here and there with new versions, but the tight dependency on the Max version binary plugins have should not exist....
well thats already the case with any plugin ever written for max
To be clear, MCG is not Softimage ICE.
http://area.autodesk.com/blogs/chris/introducing-max-creation-graphs
Martin