if you think changing the code of all tools working with subD in an app isnt major change to support openSubD in maya than you should think about it a second time... its affecting nearly every tool in the app... its not just throwing in some new code... you have to make every tool working with this new code... its a major…
Hi Harbinger, Can you send me an example file where this shader assignment failure happens? We did a lot of development work on Bevel for Maya 2015 to ensure that defects like these don't occur any longer. We did indeed do work (as Graham says) on better preserving texture borders, but we also specifically focused on…
Gonna get even worse over time, there focusing most of there attention on Maya with the oldest code. Pretty much why BiFrost is a separate application, especially with the multi-threading in Maya. They killed of XSI with the newest core and are now porting some of XSI's features over to Maya.
newest core is not equal best or most efficient core... xsi is in big troubbles cause of two reasons... to thight mental ray integration and ice is trapped as operator in a stack based core... to update mental ray to get close to the stand alone version it would take to much work each release.. to fix this issue you have…
I normally do a "here's what cool in the new version of max" post for the main page and there wasn't that much to get excited about. It would have been more like "here is what is disappointing about the new version of max". What was there, like Per pointed out, is pretty broken and not really functional. The new layer…
Agreed. Having it as a mode that is independent of the modifier stack would really help, leave the modifier there if people like working that way but at least realize that there are times when the stack can't be collapsed and people still need to tweak UV's without bloating the stack even more. Unifying the keyboard…
1) I agree and it will be like that until you start assigning shortcuts. Maya's menu system will drive just about anyone to learn the shortcuts too, heh. Max's customize UI menu system leaves A LOT to be desired and they have been reworking it's core elements over the last few releases, probably getting ready to overhaul…
exactly. i dont see why we can't have a constructive and informative discussion about Autodesk tools in a discussion thread about Autodesk. i would love to be proven wrong about Max UV tools, and I am open to learning like anyone else. @ Mark, I wont start comparing to other feature like baking since we all know there are…
I can repro this as well. Though I noticed that the default material node is still connected when I graph the object in the Node Editor, or use the Attribute Editor. Any changes made don't have any effect, so it looks like there's a bug somewhere. Maya has had Bullet support as far back as Maya 8.5, when Disney open…