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Old 09-23-2011, 05:40 AM   #1
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Thumbs up 2012 Service Pack 2 is out

Code:
Animation  Horizontal & Vertical constraints in the Curve Editor now work correctly.  Using Undo to disconnect a parameter-wiring wire would cause a program error. This has been fixed  Using soft selection in the Curve Editor no longer causes a program error.  In multiple cases, incorrect values were being set in the Reaction Manager. This has been fixed. CAT  Service Pack 1 introduced an issue with IK/FK and Num IK Bone parameters causing motion to be incorrect. This has been fixed.  Moving bones no longer distorts the character rig.  Twist segments added to the Crab preset could cause a program error when opening the Motion Layer. This has been fixed.  Adding a leg to a non-pelvis hub now works correctly and no longer moves the leg to another position.  Multiple issues with twist bones have been fixed.  Adding bones no longer affects the rest of the hierarchy.  Some users reported a program error when toggling animation mode. This has been fixed.  Shift-cloning CAT rig elements could cause a program error. This has been fixed.  Resetting the program no longer leaves CAT foot platforms in the new scene after using the CAT motion layer path node.  Using the ‘Add extra controller’ button on CAT objects now works correctly.  Right-click to cancel a CAT base human now correctly cancels the creation.  ‘Manipulation causes stretching’ now transforms and animates correctly.  The femur bone in the Horse preset rig now transforms correctly.  The Horse preset rig skull would deform incorrectly when checking the Keyframed & Procedural checkboxes in Spine Control. This has been fixed.  The Twist Bones Segment field in the Marma Blue Jeans preset rig now works correctly.  Setting Num IK Bone to zero in the hand no longer causes incorrect animation.  In some cases, bone shapes would change when translated. This has been fixed.  Selecting options in the CATParent CATrig Parameters rollout before creating a CATParent no longer causes a program error.  The ‘Auto Map’ button in Capture Animation no longer causes a program error.  The Human preset rig leg would disappear when translating the foot platform and ankle sub-objects. This has been fixed Compound Objects  ProCutter via MAXScript would give unpredictable results or program errors. This has been fixed. Customer Error Report (CER)  Many customers reported a program error related to multi-threading. This has been fixed. FBX & FBX File Link  Files now load correctly when using the Combine By Category, Combine By Family, and Combine As On Object options.  New geometry now uses the current material definition when Preserve Material Definition is enabled.  Daylight systems in the scene no longer get removed when using the FBX File Link to reload a scene that has the Daylight System option Disabled in the reload options.  Revit FBX files with missing maps on Revit export no longer import with incorrect map paths. iray  A common program error users were encountering with the iray renderer has been identified and fixed. This was caused by GPU rendering being enabled when no GPUs were available.  Fixed support for ”no diffuse bump”. The mia_material’s ”no diffuse bump” option, along with both ”standard” and ”overall” bump maps are now respected.  Fixed glossy refractions using a new glossy refraction lobe that loses less energy than the mia_material’s.  Fixed an issue with translucent surfaces incorrectly calculating light samples on the backside of a surface, resulting in improved render times for translucent surfaces.  Fixed index of refraction behavior with nested geometry volumes.  The mr (mental ray) Sky Portal object now more correctly ”gathers” existing sky lighting in interior scenes, resulting in improved render times.  Large resolution images can now be rendered where the GPU previously failed due to insufficient memory. The iray renderer automatically enables this whenever the frame buffer is too large to fit on the GPU.  GPU memory overrun was fixed for large-resolution imagery in exchange for a small performance loss. MassFX  Fixed rollout state changing to Advance.  Fixed order of rollout menus.  Very small objects used in Composite mesh generation no longer cause a program error.  Changing the high-velocity collision minimum speed value now works correctly.  The Sleep setting in the World tab no longer causes a MaxScript error.  An nvpx.ExportPhysXScene error dialog has been updated to be easier to understand.  Bake now works when the scene contains Bipeds.  Having the Dynamics Explorer or Scene Explorer open no longer negatively affects previewing the simulation.  Remove Skeleton now removes all Kinematic Skeletons, not just the first one selected.  Calculate At Current Frame now works correctly.  The Rigid Body modifier UI no longer redraws multiple times when opening.  The inflation value in the Multi-Editor now supports negative values for convex mesh types.  Selecting and moving MassFX constraints now support the type-in transform.  Using a Plane with box mesh type now simulates with the correct collision mesh shape.  You can now Undo the Convert To Custom Mesh function.  Rigid body collisions now behave correctly with back facing geometry.  Undo now works after grouping bones in a kinematic skeleton.  The MassFX SDK now correctly supports contact reports.  Creation of a new mesh in MassFX rigid body can now be undone. Compact Material Editor  Double-clicking to add a material from the standard material library now correctly copies the material name as well. Nitrous viewports  The Align tool now works correctly with scaled groups.  When using ProBoolean and ProCutter, the operands now display correctly.  XRef objects now display textures in viewports.  The Autodesk library material ‘Andiroba’ no longer causes a program error.  Dummy objects now display correctly in Nitrous viewports.  Fixed a case that would cause a program error when opening a .max file.  When using File Link, FBX files from Revit via Combine By Material geometry would appear transparent when using ‘Show Realistic Material With Maps’. Such files now display correctly. Rendering  Directional lights were not casting the correct shadows when set to ‘Adv Ray Traced’ shadows. This has been fixed. Ribbon  A program error could occur when you pressed Tab or Space Bar while using the Push/Pull paint options. This has been fixed. Samples Content  The volumeSelToVcolors.max file would cause a program error when you opened it. This has been fixed. Send To  Send To from Mudbox now loads animation in 3ds Max Design 2012.  Send To to Softimage XSI now behaves correctly when no objects are selected. Unwrap UVW  The Stitch tool custom button now uses the settings from the Stitch dialog.  Filtered selections now display correctly. Viewports  Zoom Extents now works correctly with helper objects.  Autodesk Materials now display transparency correctly.  Realistic materials now respect the ‘Use Environment Background’ check box.  Using hardware shading, Skylight, and mr Sky Portals viewport settings together no longer cause a program error.  Additional improvements have been made to correctly support unlocking the computer when the program is running. Viewport Canvas  In some cases the paint tool would cause a program error. This has been fixed.


http://usa.autodesk.com/adsk/servle...MP=OTC-RSSSUP01

Impressive list of fixes
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Last edited by RGhost : 09-23-2011 at 05:43 AM.
 
Old 09-23-2011, 09:27 AM   #2
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Wow! Didn't see that coming! Maybe now max 2012 is ready for prime time
Gotta test this SP, as soon as I get some sleep.
 
Old 09-23-2011, 09:33 AM   #3
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3 simple fixes of UnwrapUVW and no fixes of Nitrous editable poly I have reported to KellyM 4 months ago :/
 
Old 09-23-2011, 10:11 AM   #4
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Quote:
Originally Posted by RGhost
[code]

...Impressive list of fixes


was more impressive the bugs list at beginning of its life
 
Old 09-23-2011, 10:21 AM   #5
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Is this service pack different from that of four month before ?
 
Old 09-23-2011, 10:24 AM   #6
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Quote:
Originally Posted by Erka2
3 simple fixes of UnwrapUVW and no fixes of Nitrous editable poly I have reported to KellyM 4 months ago :/


Yes, i remember that you disappeared when Kelly asked you for help.
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Old 09-23-2011, 11:15 AM   #7
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Anyone tried it with Vray2.x yet?

Not sure if an update means trouble on the Vray-side...
One can never be too careful you know


Edit: I was sort of hoping this SP would include a fix for that "viewport hit testing" issue that caused lag when navigating using mouse buttons. Problem is still there. I guess i'll have to wait some more then.

Last edited by Swahn : 09-23-2011 at 11:24 AM.
 
Old 09-23-2011, 11:44 AM   #8
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Quote:
Originally Posted by Erka2
3 simple fixes of UnwrapUVW and no fixes of Nitrous editable poly I have reported to KellyM 4 months ago :/


On the contrary, those two UVunwrap bugs are my most critical ones. I'm very happy they have finally been addressed.
 
Old 09-23-2011, 12:05 PM   #9
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Quote:
Originally Posted by MGernot
Yes, i remember that you disappeared when Kelly asked you for help.

Hey, Captain, did you hear about Personal Messages used on forums and about email correspondence which is somehow common in 21 century?
Everything was explained, delivered with demo scene directly to KellyM with response that they can see the problem, working on it and it should be fixed soon.

But thank you for worrying.
 
Old 09-23-2011, 12:53 PM   #10
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Quote:
Originally Posted by Swahn
Anyone tried it with Vray2.x yet?

Edit: I was sort of hoping this SP would include a fix for that "viewport hit testing" issue that caused lag when navigating using mouse buttons. Problem is still there. I guess i'll have to wait some more then.


That surely would be pretty disappointing .. are you sure ?
If yes that would make me wonder, because Ken was pretty vocal about that problem and that it's gonna be fixed...
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Old 09-23-2011, 01:05 PM   #11
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Nice.. I'm mid project and after reading this I'll install it next week orso..

http://area.autodesk.com/forum/auto...e-pack-2-issue/
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Old 09-23-2011, 04:38 PM   #12
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still no fix for mass fx problem with thinking particle
 
Old 09-23-2011, 06:26 PM   #13
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Quote:
Originally Posted by spacefrog
That surely would be pretty disappointing .. are you sure ?
If yes that would make me wonder, because Ken was pretty vocal about that problem and that it's gonna be fixed...


I didn't know that the problem would be as "core" as it turned out to be. The fix is a switch to using the HW to do picking and we've seen side effects doing this. Not something we want to get too aggressive with or the fix could be worse than the problem. It's going to take time to lock this down. I no longer see a quick resolution. It might be months still. If you want to work with us on this, then we need to get something to you to play with. That requires a special invite. Email me: ken.pimentel AT autodesk.com
 
Old 09-23-2011, 06:29 PM   #14
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Quote:
Originally Posted by SHRIF
still no fix for mass fx problem with thinking particle


Nvidia still confirming the fix on their end. We are looking at a Hot Fix once things are resolved. This is a PhysX fix, not a 3ds Max fix, so we don't control the schedule.

EDIT: Nvidia has just told us to move forwards with the proposed fix. So you should be getting a HF for this in the next couple of weeks.

Last edited by kenpimentel : 09-23-2011 at 07:03 PM.
 
Old 09-23-2011, 06:56 PM   #15
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I'm glad to see that all of you at the house working so hard to fix up all the problems with 3ds max 2012.
Keep up the great work
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