Creativity Extension for 3ds Max 2009


#163

AFAIK, Autodesk has made no announcements about Physx and/or Reactor.

-Eric


#164

Oh god :smiley: I am generally a humurous person, so my statements should be read with a sense of humour. By “kicked out” I meant that there will be a better system, and not that it will be removed from max. And I don’t have any insider info on that, it’s not necessary :smiley: I get now why the AME press releases are so dry!

And to put something constructive and on-topic here:

http://forums.cgsociety.org/showpost.php?p=5310730&postcount=573

:buttrock:


#165

I’m not picking sides or anything, but your description is generally how they do things. They don’t ‘remove’ them, they just leave them in.

-The original (pre-reactor) dynamics system is still in there.
-They changed the name of the bricks shader to Tiles, yet the file is still bricks.dlt for backwards compatibility.
-The original IK system is still accessible if you load a file that has it.
-The original object selection dialog is still accessible.
-And i’m sure there are other examples as well.

It’s just the way things are done, most likely for backwards compatibility.

However, just because more and more plugin makers are adding PhysX doesn’t necessarily mean we’re destined to see native PhysX support in the base package in version 2010 or anything. It’d be nice, sure, but it’s not a foregone conclusion.


#166

Try start a thread about these old bugs and see what happens… LOL LOL LOL (Try to choose a different title than “Hey Autodesk could you fix this please?”)


#167

Wow, Bao2 drop your request to have your thread opened. What you want (Autodesk to browse this forum to find your bugs) isn’t going to happen. If you want a bug fixed you need to send one bug report per bug, not a long list of bugs at once. If you want them fixed then report them properly, to Autodesk not CGTalk.

-Eric


#168

I am planning start a thread of “known workaround list”. I will try not mention the word “bug” so it is not locked. I will try my best.


#169

Do you actually understand why it was locked?


#170

That last one was not planned initially. I pride myself in having had a little role in persuading Autodesk to keep the old one. I don’t think I cried, but I would have if it would have helped. :wink:

-And i’m sure there are other examples as well.

Yes, a lot of them. Some more examples:
*The old LookAt Transform Controller is still loaded from old scenes and even automatically created if you assign a node to the .lookat property of an object in MAXScript.
*I had to load a Max 1.0 scene in Max 2009 a couple of days ago and the old PathDeform Space Warp was loaded and converted to PathDeform WSM, but the original object (including its spiky gizmo) was actually created, with a note in the UI that it can be deleted from the scene as it is obsolete now.

I prefer having these hidden obsolete plugins around than getting missing plugin messages when opening old files. Of course, 3rd party plugins might have died, but AD stuff should be supported.


#171

Hi,Bobo

Is that possible without re-write the code but give 3ds max a node base UI ? Like SME or NodeJoe are accordance with 3ds max rule,but with have a more clear sense.

Helium is a cool node UI,maybe Autodesk can improve with it.


#172

Hehehehe, this looks like a market to me! ‘Hey, I need some nodes! And don’t forget about including some amazing present in there!’ :wink: Just kidding, of course. Since Ken said in The Area that they are taking a look to the UNDO issue, I started to see a ray of hope in these days of darkness… :slight_smile:

And by the way, Bao…

Try start a thread about these old bugs and see what happens… LOL LOL LOL (Try to choose a different title than “Hey Autodesk could you fix this please?”)

Every message I read from you has ALWAYS a reference to your closed thread. I think it’s not very professional to try to look like a victim in every post :wink: Maybe you should think about it, dude…


#173

Yes. Friendships.


#174

No, because in that case we have to rename “max” to “Houdini” !:slight_smile:


#175

Hi guys,

how do I access ProOptimizer? is it the Batch ProOptimizer or the Optimizer modifier?


#176

Solomon, could you be more vague?


#177

You wouldn’t expect it but its actually the “ProOptimizer” modifier… :wise:


#178

Is Box #1 completely integraded in this new pack? I just bought Box #1 3 weeks ago… No need to install it then? Although I like this surprises it would be nice to have some kind of clue at AD is doing, I would have saved some bucks…


#179

THANK YOU.


#180

hahahahaha

k, I must admit - must have been a late night - it wasn’t until I installed the creativity extension that I noticed the name.


#181

Thanks! …


#182

Does the addition of the multiple sountracks also add a more advanced audio controller?

for example something like what ‘soundkeys’ for after effects does:( http://www.trapcode.com/in_action/soundkeys_intro.html ). I’ve been waiting for/wanting something like that in max for years!