Creativity Extension for 3ds Max 2009


#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(including its spiky gizmo) was actually created, with a note in the UI that it can be deleted from the scene as it is obsolete now.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!


#183

amen!
thats why i hate glu3D, its just a toy.
Better would be something like realflow integrated directly into max, it supports and interacts with rigid and softbodies but such a system should also support the hair-, cloth-, and particle dynamics and i dont think thats an easy thing to do, but they really need to add it!

You know what the really big problem is with the development of 3DS Max, they just buy stuff and ‘paste’ it in the application… Without even putting the smallest effort in trying to make it better.
What they really should do is; buy the extra stuff (or develop it internally) and IMPROVE it so it completes the WHOLE PACKAGE.
A good example of this are reactor, particle flow, cloth and hair/fur, they dont work togetter and that suxx really really hard.

Anyone remembers the development team of max being fired a few yrs ago?
It is since then all this shit started, no more innovation, just copy pasting and trying to make as much money as possible without much effort (or love for yr product).

Why dont they put some of the better things from maya in and vice versa now that they own both?


#184

Why dont they put some of the better things from maya in and vice versa now that they own both?

That sounds funny. 'Let’s make both softwares the same, so everyone complains :smiley:

And, by the way, I’ve been using Glu3D in production and I prefer it above RealFlow…


#185

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.