For me as long as they take care in integrating it and it doesn't end up duct taped onto the final version, I don't necessarily mind if they integrate 3rd party plug-ins. If it saves time and is done right it's great! Some of my favorite plug-ins have been included in max and it's made my life easier. Of course I often…
I think it's pretty clear the focus is on Maya now, most of the XSI dev team was switched over to concentrate on Maya as well. Funny they picked the one with the oldest core and legacy code. Utterly ridiculous what there charging for subs, especially in EU for the little features you get. When Camera Sequencer is classed…
I ve used max for 4 years, maya 2 years. Overall, it seems to me Max is more stable than Maya. All I know is maya is very prone to crashing when you model in smooth preview mode and using tools like bevel does all kinds of crazy things such as invisble faces, mesh moving back to origin while beveling. Not only that,…
actually its the other way around. max has a linear modifier stack which re-evaluates when you change state. ie it is a DAG (Directed Acyclic Graph). the reason why things work out when you move modifies is that it re-evaluates the whole stack from the root upwards in a linear fashion. the problem with this is that is…
@Mark Dygert a node is not= to a modifier. its fundamental. everything in maya is a node. from an animation key to a particle emitter to a edge collapse. there are lots of nodes that are not designed to be edited in the gui. if you try to think of nodes like modifiers your going get a headache and get into trouble. know…
Maya uses a Dependency Graph were it passes attributes along it nodes to accomplish something, whereas Max and XSI have a stack system were the attribute/nodes can be reordered and selective history kept, wheras in Maya the nodes are dependant on their previous nodes, hence the name Dependency Graph. Modo dosen't have…
Sorry, is that just something you made up or how do you justify the relation between being "non linear" and "unstable"? Just because something is "non linear" it is more likely to be "unstable"? I would argue the two are not related at all. If anything, Maya's 'goal' is that one node does not need to know anything about…
I can see how that is confusing, but there was a Maya prototype of ShaderFX developed by me which was then acquired by Autodesk (specifically Frank Delise) to further develop. The Maya prototype was from scratch, so it had nothing to do with the 3dsMax version other then everything I learned from it and wanted to change…
yes you can in most cases. if you just modify topology to the current mesh and keep the bend/lattice and lot of other deformers without deleting history then you can keep making changes to topology and still have the deformers affect the changed topology. however, it may not be possible in all cases. it depends on type of…
I would defer to your knowledge, you would know far more about both systems than I would. If you think its more stable and easier to work with (on the backend) I believe you. I was more or less thinking out loud and hoping someone could help fill in the gaps. I thought I had some info on the differences between the two but…