Hey all,
I just watch the pre-alpha tools video, and clarifies some things up for me. (I hate to be forced to install the media player
)
But first to the other posts:
@EvoG,
yes I understand your aspect, but its not soo theorectical. It missing some info about the content creation. But we have the max tools in the above mentioned video, with an introduction about the possi-maps and a vague idea of how behaviours are scripted (with speech-to-text wow!
). Maybe it’s explained in the other videos - but i cant remember their content. Don’t forget that they are still working on it - alpha state i guess - or pre-alpha?
And i think there might be a misunderstanding - i don’t think that whatif is aming for the same market like Virtools, although Virtools is more and more aiming in direction of the high-segement of the market.
Maybe one can compare it more with Tools like coppermine, which looks like really having a great production pipeline. Btw. it’s the same price tag like jupiter (i think). Compared with the features and the cost of needed Virtools add-ons - it’s the same price-range like Virtools. Something one can think about 
@petterms,
don’t worry I can see that director has its own markt segement and royality free distribution makes it interesting for agenties etc. But you cannot produce high-quality in a short time with i it, i believe. API is very limited and Lingo really sucks! Dunno if its easier to work with the new JavaScript integration.
Yes you demo looks nice - baked light solutions. With that I can even make VRML stuff looking great 
The floor reflection, is it an engine feature or mirror geometry?
@posm,
you know that i once wrote a complete export suite with tools etc. Some things you have are similar to stuff i did. Like the quick export function. Actually i did it a bit different. Every export setting is stored within the 3ds max scene (using persitent vars). A dialog allows modifications. So calling quick export does not rely on hard-wired/coded params within the macro scripts. Additionally your batch export could rely on that. You should consider that change in your scripts. Another option would be to think in temrs of ‘projects’ and to have config-files per project, so several scenes share same settings. Same for your executable choice option. I also did quick launch or combined execeution shortcuts/buttons - like ‘export und open in 3dengine’ or ‘execute and open in editor’. These settings can also be stored in a scene or gloabally in config files, easily.
It’s good (especially for debugging) to have all these log-outputs. But from experience thats not enough. It may take a lot of time to go trough of them and find errors. Based on you know-how what can go wrong, you should add ‘inspector’-like applications/tools that parse and analyse the log. Thats faster and easier for developers. Moreover I would create scripts, that verify integrity of the scene and advise the artist/content creator what should be corrected.
With Virtools I had a lot of troubble exporting my character an my animations, as i went a different way than the usal way. It also creates warning etc, but they did not warn me about many issues = time costly debugging.
Especially all the info you know about mirrored bones, mirrored geometrey etc. Thats something that can be checked and should be included as inspector-script or so. You know how long this takes to figure out etc. 
I know see that the morphing of poses (la bit like the ani-pose script i used - is it from Grant? ), need of course something you ‘called’ parallelism - which means the same structure but different attributes. So forget my comment about render-targets 