Autodesk 3ds Max Entertainment Creation Suite Premium 2012

I also really like the saveable layouts and the more powerful select and search options. Uvs and Rendering get some big love in this release as 3ds Max users get iray first.

For the photo real crowed, I think this might be the new go to engine. Creating realistic images has never been easier with 3ds Max, when you are using the newly integrated iray rendering technology from mental images.

To wrap up rendering stuff, when Mudbox showed off Vector displacement maps everyone went ooooohhh and then Autodesk left us asking how do we render them?

I am happy to say they are now supported for rendering in 3ds Max with the latest mental ray upgrade. This will let all those great Mudbox details come over for rendering without having to create huge, heavy meshes.

Though if you have the ram most of the software in the suites are now powerful enough to take on heavy assets, details and all, giving you faster render times, you just have to figure out how to rig them! And for a full breakdown of all the new features and some extra notes check out this blog post from Ken Pimentel at Autodesk or just read through the help files, as I would recommend doing anyway for new and experienced users. Animation Features Animating in 3ds Max has gotten better with a new streamlined Unified F-Curve Editor and made both the GUI and the animation curves standard across the entire entertainment suite.

Also, hopefully the new standard curve and keyframe tangent types will let. FBX data keep the exact same animation no matter which software you open it in. Another small but helpful keyframe edit tool called Regions has been added, originally found in MotionBuilder, it allows for fast moving and scaling of groups of keyframes.

I did hit a bug in the new Regions manipulator tool that caused it to keep redrawing my selection area and would not let me move anything. This only happened after I used the new Track View hide controllers button but could just be a display issue. The regions manipulator is a nice addition but I do wish that it also had the numeric inputs for the scale handles like the one in MotionBuilder, maybe next year.

There are lots of tweaks and changes curve editor and I think most of them are good, animators will find the curve and keyframe tools fast to work with and should have little trouble adjusting from the past UI. The new curve editor additionally offers better in-context curve controls, multi-point editing, and the ability to quickly toggle the Controller window. I am not a fan of Biped but there are many studios that use it still and being able to get motion capture on to it, accurately is important.

I am disappointed to see that other built in rigging system, CAT still is lacking a smooth workflow between the two software, as it still relies on its capture animation tool instead of being able to import FBX directly on to the CAT rig.

MotionBuilder has two cat auto mapping templates and they work well. I also am not able to find any new way to access this via Maxscript thus locking teams out of being able to batch convert mocap data on to CAT rigs. I would love to find out I am wrong on this though. FBX data keep the exact same animation no matter which software you open it in. Another small but helpful keyframe edit tool called Regions has been added, originally found in MotionBuilder, it allows for fast moving and scaling of groups of keyframes.

I did hit a bug in the new Regions manipulator tool that caused it to keep redrawing my selection area and would not let me move anything. This only happened after I used the new Track View hide controllers button but could just be a display issue. The regions manipulator is a nice addition but I do wish that it also had the numeric inputs for the scale handles like the one in MotionBuilder, maybe next year. There are lots of tweaks and changes curve editor and I think most of them are good, animators will find the curve and keyframe tools fast to work with and should have little trouble adjusting from the past UI.

The new curve editor additionally offers better in-context curve controls, multi-point editing, and the ability to quickly toggle the Controller window. I am not a fan of Biped but there are many studios that use it still and being able to get motion capture on to it, accurately is important.

I am disappointed to see that other built in rigging system, CAT still is lacking a smooth workflow between the two software, as it still relies on its capture animation tool instead of being able to import FBX directly on to the CAT rig.

MotionBuilder has two cat auto mapping templates and they work well. I also am not able to find any new way to access this via Maxscript thus locking teams out of being able to batch convert mocap data on to CAT rigs. I would love to find out I am wrong on this though. Characterization of BIP skeleton with the 3ds Max Biped Template- Once the biped skeleton has imported, you can use the template in MotionBuilder to quickly characterize it for retargeting or motion editing but there is a bug in the template that will cause the characterization to not work when importing back to biped.

First be aware the template expects the default biped names but it does not correctly map the pelvis and the biped root.

The simple fix is drag in the Bip root to the character -special-hips translation slot and then drag in Bip pelvis to the character-base-Hips. This way when the animation is updated in max the Biped character will get the proper split rotation and translation attributes.

If you change the biped names then you will have to map the character by hand but still you will have to make sure the parent COM nod is in the Hips translation slot. MotionBuilder has a much better Template editor and name extraction tool that will let you easily create templates for any of the skeletons you want. Final Thoughts The 3ds Max Entertainment Creation Suite for studios and individual artists is an incredible deal both for the cost savings and the range of applications included.

It was not so long ago that it was enough to just have 3ds Max but the landscape of content creation has changed and having access to specialized applications for sculpting and animation are again important, offering greater artistic and creative freedoms that a single tool cannot.

There are a few catches though and some things to consider in upgrading including the rather large set of bugs in the first release that riled up the userbase on the Area forums, even though most of the issues have been quickly fixed in the service pack.

With any large code change problems get fixed and new ones show up so test your hardware and pipeline accordingly. I think that the upgrades and improvements are on the right path and many users both experienced or new to the software will find it a great new version.

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Autodesk 3ds Max Entertainment Creation Suite Premium 2012

Autodesk 3ds Max Entertainment Creation Suite Premium 2012

Autodesk 3ds Max Entertainment Creation Suite Premium 2012 deals

Autodesk Maya Entertainment Creation Suite Premium 3D Graphics and Special Effects Software Review By – May 1, Maya has the promise of better workflows with faster exchange between packages, higher performance, and more tools than ever before. But is it really the holy grail of 3D graphics packages? So, when Alias Wavefront merged its next generation technology into Maya… the animation world was excited. Since that time, Maya has led the industry in animation and special effects. Now an Autodesk product along with Softimage and 3ds Max , it would be a challenge for anyone to find a high-end effects studio without Maya as part of its arsenal.

Autodesk Entertainment Creation Suite Premium Overview