They've finally decided to update the uv editor and tools in Max. It's about time. Those new pin vert options in the peel tool look pretty cool. Modo has had that for about 4 or 5 years. I guess, it's harder to innovate when you have so much money. JK. JK.
No, but the new tools and ui updates look promising. Oh, and the faster opening of the application is nice too.
loving the assigning joints to control rig!
finally I just have to do one side, and it finally understands that the other side is the same! (yay symetrical characters, wave of the future I tells ya!)
Have you noticed that all autodesk products' uv capabilities have been treat all alike?Now all three main solutions have pinning and relaxing algorythms
I find new Max's conform tools very odd. But it is my opinion. May be i simply dislike max )
So did I, they seem very awkward, and the guy in the video seemed to struggle with them as well. It would have made more sense to have a "conform" button that simply makes all editable poly tools (like relax) conform to the surface of an object. The brush-based system is just weird...
Wow, that Viewport 2.0 stuff in Maya... I really like working with Marmoset Toolbag for viewing models, but I can see myself just staying within Maya if I can get it to provide comparable results.
The new iray render engine seems pretty cool!
It's nice they updated the UV tool, but the new tools are the same as XrayUnwrap (http://www.raylightgames.com/2010/05/sneakpeek-xrayunwrap-15-rc1/) and the Chugnut UV tool.
I was hoping they improve the caddy panel, it's pretty annoying when I do my modeling stuff!
The new iray render engine seems pretty cool!
It's nice they updated the UV tool, but the new tools are the same as XrayUnwrap (http://www.raylightgames.com/2010/05/sneakpeek-xrayunwrap-15-rc1/) and the Chugnut UV tool.
I was hoping they improve the caddy panel, it's pretty annoying when I do my modeling stuff!
The caddys have been improved. the placement is more intelligent and they are supposed to be much faster to open.
Whats wrong with getting the UV tools into the main package. thats 1 less script to download and 1 less plugin you need to buy
I posted this in the other thread but I'll repost it here.
Once I placed one Caddy the rest popped up in that one spot and they don't move around as I navigate the viewport. I think there was a hot fix for 2011 that cured that shifting while rotating that you talked about? Because it doesn't happen to me in 2011, but I do remember it happening, maybe that was in 2010... Anyway they seem to behave like the old max floaters did, if you want that.
The one last remaining annoying thing for me (that is easily worked around), is if you place them next to the right edge of the viewport, as the title of the caddy changes it will adjust its position so the caddy + text stay in the viewport.
Now here's the kicker, it doesn't hop until you mouse off of a button. Which is helpful if you're moving from "ok" to "Apply and Continue" it won't hop.
But if you're moving from "OK" to "Cancel" and pass over the middle button it hops around making it hard to hit the Cancel button.
The solution is to place them with enough room for the longest title to stay in the viewport. Typically that is "Apply and Continue" So mouse over that, move the caddy and the default position is set so it won't hop around.
so can I get rid of caddies in 2012? they are almost impossible to click with a wacom pen. 2009 +1!
I see there is an improve in the way they were moving and now they are not, but what about reverting to the old squared ui for caddies? I just hate the new buttons.
You're still having that trouble in 2011? I didn't have any pen issues since 2010 when a hot fix took care of it. Do you get the little pond ripples around your cursor when you click? If so it might be the pen tablet garbage MS stuffs in their OS?
As for reverting, Autodesk will tell you 100% absolutely no way will it ever go back to the way it was. Caddies are the wave of the future. Love em or hate em they are here to stay. They have too many plans for the future that relaying on legacy UI elements isn't going to be possible.
But they're finally to the point now that I don't mind using them, finally.
Wow, that Viewport 2.0 stuff in Maya... I really like working with Marmoset Toolbag for viewing models, but I can see myself just staying within Maya if I can get it to provide comparable results.
Hoping they fix the transparency issue in maya. Havent been able to get viewport 2.0 on my machine (probably my card).
So far I'm impressed The new viewport looks so freaking SExay~~~~~~ also very excited with the new UV unwrap - and not much of an animator but found HumanIK to be implemented into Maya now really cool - I just hope our school gets it next year
I had long written off mudbox as dead. But I'm digging the new features. I have a 1.0 lic that I'm not using and its $345 to upgrade... kind of steep but not out of my range.
I will need to try it out before I go dropping any kind of coin on sculpting software but if they can deliver ease of use and the features work as shown, I'll probably drop fighting with zbrush and switch back.
Yea I bought 1.0 back before they where bought out, I think in 2006-7? At that time they killed the community and development was stilted until 2010. In that time Zbrush managed to woo me away and I've been fighting its wonky viewport nav and crazy systems ever since but the upgrades have been free so I've kept going with it unlike mudbox.
Some kind of retopology or enhanced modeling toolset in Maya would be nice - although I fear that may be asking too much since we already got that incredibly generous update of a dark UI with 2011.... but its ok guys, since we're getting camera sequencer enhancements!! :poly142: *Rolls eyes*
Ok I'm being a bit bitchy, lets just have some good modeling tools added to Maya, Autodesk? Please?
Yea I bought 1.0 back before they where bought out, I think in 2006-7? At that time they killed the community and development was stilted until 2010. In that time Zbrush managed to woo me away and I've been fighting its wonky viewport nav and crazy systems ever since but the upgrades have been free so I've kept going with it unlike mudbox.
Pretty much what i think, Maya modelling could be worster but hey why not something nifty like semetry, like modo has it since ever... come on cant be that hard...
Yeah, Mud 1.07 was fantastic, but 2009 and 2010 were pretty bad. 2011 is the best so far, and the 2012 beta is promising.
There are still some nasty bugs in 2011 tho, even in the subscription advantage pack update. Hiding/unhiding and selection behavior in scenes containing multiple objects is a nightmare, at least on my machines with Nvidia card - never tried ATIs with it.
I keep reporting it but I don't think they are aware of the issue really.
the feature i like most in mud 2012 are the angle based face masking for painting and the new viewport shader... it isnt darkening your textures anymore...!
I'd like to give Mudbox 2012 a try, it was a little weird to get used to the way it sculpted coming from Zbrush - even on a small strength it seems to add a lot of digi clay to the mesh, but I'm wondering whether its more something to do with my tablet rather than the app. All the updates sound good though
Replies
No, but the new tools and ui updates look promising. Oh, and the faster opening of the application is nice too.
finally I just have to do one side, and it finally understands that the other side is the same! (yay symetrical characters, wave of the future I tells ya!)
Thank Gawd. That is all.
http://www.polycount.com/2011/03/01/3dsmax-2012-thoughts-and-impressions/#more-5584
no! google, I'm not looking for end of the world propaganda!
2clicks to to turn the old file menu back on :P
Lol.
Maya's new stuff looks nice. The realtime stuff looks cool. Also that motion path thing looks really awesome.
http://usa.autodesk.com/maya/features/
I find new Max's conform tools very odd. But it is my opinion. May be i simply dislike max
Maya's realtime stuff really rocks!
Maya and realtime are not two words id use together!
So did I, they seem very awkward, and the guy in the video seemed to struggle with them as well. It would have made more sense to have a "conform" button that simply makes all editable poly tools (like relax) conform to the surface of an object. The brush-based system is just weird...
The new UV tools are nice though!
Wait what? How?
^THIS
That's the only program that they haven't created a horrible logo for yet either
hey dude can you link to a list. of what's not on that list ?
It's nice they updated the UV tool, but the new tools are the same as XrayUnwrap (http://www.raylightgames.com/2010/05/sneakpeek-xrayunwrap-15-rc1/) and the Chugnut UV tool.
I was hoping they improve the caddy panel, it's pretty annoying when I do my modeling stuff!
The caddys have been improved. the placement is more intelligent and they are supposed to be much faster to open.
Whats wrong with getting the UV tools into the main package. thats 1 less script to download and 1 less plugin you need to buy
Once I placed one Caddy the rest popped up in that one spot and they don't move around as I navigate the viewport. I think there was a hot fix for 2011 that cured that shifting while rotating that you talked about? Because it doesn't happen to me in 2011, but I do remember it happening, maybe that was in 2010... Anyway they seem to behave like the old max floaters did, if you want that.
The one last remaining annoying thing for me (that is easily worked around), is if you place them next to the right edge of the viewport, as the title of the caddy changes it will adjust its position so the caddy + text stay in the viewport.
Now here's the kicker, it doesn't hop until you mouse off of a button. Which is helpful if you're moving from "ok" to "Apply and Continue" it won't hop.
But if you're moving from "OK" to "Cancel" and pass over the middle button it hops around making it hard to hit the Cancel button.
The solution is to place them with enough room for the longest title to stay in the viewport. Typically that is "Apply and Continue" So mouse over that, move the caddy and the default position is set so it won't hop around.
I see there is an improve in the way they were moving and now they are not, but what about reverting to the old squared ui for caddies? I just hate the new buttons.
As for reverting, Autodesk will tell you 100% absolutely no way will it ever go back to the way it was. Caddies are the wave of the future. Love em or hate em they are here to stay. They have too many plans for the future that relaying on legacy UI elements isn't going to be possible.
But they're finally to the point now that I don't mind using them, finally.
Hoping they fix the transparency issue in maya. Havent been able to get viewport 2.0 on my machine (probably my card).
http://www.cgchannel.com/2011/03/video-autodesk-previews-mudbox-2012s-new-features/
I will need to try it out before I go dropping any kind of coin on sculpting software but if they can deliver ease of use and the features work as shown, I'll probably drop fighting with zbrush and switch back.
Ok I'm being a bit bitchy, lets just have some good modeling tools added to Maya, Autodesk? Please?
Pretty much what i think, Maya modelling could be worster but hey why not something nifty like semetry, like modo has it since ever... come on cant be that hard...
Dave Cardwell isnt it. Or is he gone? his blog has been gone from the area for a while now.
There are still some nasty bugs in 2011 tho, even in the subscription advantage pack update. Hiding/unhiding and selection behavior in scenes containing multiple objects is a nightmare, at least on my machines with Nvidia card - never tried ATIs with it.
I keep reporting it but I don't think they are aware of the issue really.
Apart from that marking menus is FTW
http://area.autodesk.com/gdc2011/productdemos