3ds Max 2010 ini changes

loocas | 3ds Max,software,technical | Thursday, May 21st, 2009

Autodesk has changed the way inis are being loaded up in 3ds Max 2010. I didn’t know (even though I was on the beta program) about this new feature until I bumped into a problem with it. Namely, plugin.ini seems to be loaded at startup no matter what, which means setting up various flavours of 3ds Max requires an additional step that wasn’t necessary before.

I also beta test finalRender for Cebas and I heavily customize Max beyond the UI, which means I load up certain plugins at certain times, when I need them. Up until now it has been the way that by default (without specifying a different ini file), Max tries to load up everything that’s in plugin.ini, which worked perfectly for a full-blown installation whenever I needed it. But since 3ds Max 2010 it seems that plugin.ini is being loaded up every time no matter what I specify during the startup. This means that I have several other ini files with various configurations and plugins I want to load up using the -p parameter for 3dsmax.exe, like this:

"C:\Program Files\Autodesk\3ds Max 2010\3dsmax.exe" -p myConfig.ini

Now I bumped into a problem when Max was trying to load a full, retail, version of finalRender Stage-1 R2 as well as my beta version of fR (specified in a different ini) at the same time, which caused a conflict. So essentially, for a full version of fR I run Max with fR_RETAIL.ini settings and for a beta version I run fR_BETA.ini settings. Now I only keep stuff that I want to run every time in plugin.ini, no matter what configuration I’m using. This is a bit of a change and I though I’d point that out for anyone interested in customizing the hell out of 3ds Max 2010 ;)

I’m finding Nuke quite interesting

loocas | opinions,software | Friday, May 8th, 2009

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As I’d mentioned, this year is a year of changes and expansion for me, so, naturally, I’m looking for ways of expanding my postproduction pipeline, namely, compositing. I’ve been using Eyeon’s Fusion for a few years now and I find it very powerful, fast and realiable. However, I’ve been looking into other areas as well.

While I own a copy of After Effects CS4, I don’t find it that flexible and suited for my particular needs. I certainly want to go the “node-based” way. Don’t get me wrong, After Effects is a great package with a huge userbase which means tons of plugins and tutorials are available for it, but, as I said, I don’t want to go this, linear, route. So, I have a few options that are within my financial reach: Fusion, Nuke or Toxik. I certailny don’t want to invest in a brand new product on the market with dubious future, especially when owned by Autodesk, which potentially rules out Toxik, however, I’ll see how well it plays with 3ds Max and Maya (downloading the trial as I’m typing). I’ve been using Fusion for some years and I love it, so that certainly makes it a hot candidate. However, I’m always open to new possibilities, better, smareter or quicker workflows. Basically, anything that helps to improve my work in any way, ultimately in quality, will be on my highest priorities list.

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The kitty is still missing?!

loocas | 3ds Max,opinions,software | Wednesday, April 29th, 2009

This is weird! Autodesk broke its unwritten rule by NOT including CAT with the standard installation of 3ds Max 2010. Why is that? Well, I admit it makes a bit of sense, however, this makes CAT hardly “main-stream” in the 3ds Max field, thus making it harder to count on when working on collaborative projects with freelancers or studios around the world.

CAT is available as a download to those who’re on the subscription program, which isn’t that cool! I personally don’t have subscription as I can hardly justify the cost vs. benefits, especially since the price for a single seat of 3ds Max 2010 is almost twice as expensive as in the US and I can’t buy a US license! :(

Quite frankly, it’s BS and I’m not very happy about how things turned out, really. I’d rather see Biped go and kept CAT as the core of character animation pipeline in 3ds Max.

3ds Max 2010 is now available for download

loocas | 3ds Max,software | Thursday, April 9th, 2009

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Autodesk made available a trial version of 3ds Max 2010 and 3ds Max Design 2010 for download. Head over to their site, fill out the form and give Max a spin ;)

Autodesk Introduces 3ds Max 2010

loocas | 3ds Max,software | Wednesday, March 25th, 2009

max 2010 splash

Yesterday, Autodesk introduced a new version of 3ds Max 2010 with its flashy new features, one of them, most noticeable, is the introduction of Ribbon as well as direct integration of beloved PolyBoost, now called Graphite Modeling Tools.

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3ds Max 8 is inofficially dead…

loocas | 3ds Max,opinions,software | Monday, March 9th, 2009

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Autodesk hasn’t announced anything officially, yet, but it’s been quite quiet for the 3ds Max 8 on their site. No updates, no FBX plugins, everyone seems to have moved on to newer versions. It’s sad since I very much loved 3ds Max 8 and if there was a x64 version I think a lot of folks would have stayed with it. Which is bad for Autodesk, of course ;) But, to be fair, it’s always a good thing to move forward, especially regarding technology, be it software or hardware. But definitely not just for the sake of moving on. It has to make sense and it has to be worth it.

The thing is, I felt in love with 3ds Max 8, loads of my friends and colleagues loved 3ds Max 8 and now, since Autodesk doesn’t release any more software updates to Max 8, no more plugin updates, nothing, we have to move on. We have to supress our tears and finally say bye…

Here’s a minute of silence for the great, stable, rock solid and reliable 3ds Max 8, we loved you!

Can’t wait for Max’s new kitty

loocas | 3ds Max,opinions,technical | Sunday, January 18th, 2009

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Great news, at least some, that came from the Autodesk aquisition of Softimage is that it plans to include CAT in the upcoming 3ds Max version (3ds Max 2010), which I consider being fantastic!

CAT will finally mean a lot of time and effort saved when dealing with character rigging, setup and animation. The layering system is fantastic as is the rig itself. I don’t know how far will Autodesk push the interoperability of the rig and MotionBuilder or Biped for example, but knowing Autodesk, that’ll most likely be up to us, the end users and TDs. I’m planning to base my complete character pipeline around CAT, of course, only under the single condition that CAT works the way it should! and tie everything up to MotionBuilder rigs, possibly Biped (but probably not as I don’t use Biped at all), and other modules and areas of 3ds Max. The next step will be interoperability with Maya, which’ll allow me to utilize Maya’s fantastic cMuscle and nCloth.

I have the tools pre-planned here mostly on paper. The overall pipeline will be revolved around XML and MySQL, as much open source as it gets. So the core, proprietary components that are CAT and other pieces will have to work perfectly in order for me to go into this venture. But the fact that every seat of 3ds Max 2010 will have CAT is a very solid and good foundation. I like this idea, it’ll definitely save me tons of work and time, which is crucial. It’s the one and only new feature I’m actually very excited about.

But, if all fails and Autodesk (again) proves itself incompetent, arogant and stupid, there’s always a fantastic solution from Kees Rijnen as he announced his amazing Puppetshop to be available for commercial use for free! He’s awesome!

In the mean time, get to know CAT and learn it in and out as that’s gonna become the one and primary solution for complex character animation work in the near future. I believe it, you should too! ;)

Windows Vista, WOW! Chapter II

loocas | miscellaneous,opinions,software,technical | Tuesday, October 28th, 2008

HA! Well, who would’ve guessed? I just reverted back to the classic Windows 2000 theme after reading:

If you are running Vista 64-bit the application setting is currently broken, hence forcing users to disable the feature at the operating system level.

By the way, a very interesting read, I strongly recommend going through the whole page.

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MAXScript Pro Editor’s automatic indentation drove me nuts!

loocas | 3ds Max,maxscript,technical | Saturday, August 16th, 2008

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I’ve gotten sick of the defaultly setup auto-indentation in MAXScript Pro Editor as I’m too used to the old-school MAXScript editor found in Max prior to 3ds Max 2008. Thankfully, since somebody at Autodesk had the brightest idea of implementing a very well-known and well-used Scintilla based text editor, we’re allowed to tweak and change any of the editor’s settings to our liking!

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Checksums in 3ds Max

loocas | 3ds Max,maxscript,Python,technical | Sunday, August 10th, 2008

After reading a very interesting and helpful article about checksums and how practical they are for comparing large datasets over at Adam Pletcher’s Tech Art Tiki blog, I was immediately interested in such methods as I’m doing some R&D on data management in a larger creative environment and need such a feature. Unfortunately, MAXScript natively doesn’t support MD5 hashes (or any other kinds of hashes), so you’re pretty much stuck with just a few options.

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