3DS MAX 2012 Service Pack 2

Aktuelle nyheter

Moderatorer: Super Moderatorer, Admins

Brukeravatar

Trådstarter
tassel
Innlegg: 3987
Registrert: man 26 sep, 2005
Sted: Oslo
Kontakt:

3DS MAX 2012 Service Pack 2

Legg innav tassel » fre 23 sep, 2011

3DS MAX:
http://usa.autodesk.com/adsk/servlet/ps ... C-RSSSUP01

3DS MAX DESIGN:
http://usa.autodesk.com/adsk/servlet/ps ... D=10381720


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.

3DS MAX:
http://usa.autodesk.com/adsk/servlet/ps ... C-RSSSUP01

3DS MAX DESIGN:
http://usa.autodesk.com/adsk/servlet/ps ... D=10381720

Brukeravatar

Trådstarter
tassel
Innlegg: 3987
Registrert: man 26 sep, 2005
Sted: Oslo
Kontakt:

Legg innav tassel » fre 23 sep, 2011

Det var en skikkelig fin smørbrødliste dem kom med nå.. Jeg er glad for å se dette =D>


hardrock_ram
Innlegg: 1502
Registrert: ons 07 feb, 2007
Sted: Kristiansand

Legg innav hardrock_ram » søn 25 sep, 2011

Nesten ingen av bøggsa som plager meg er fikset :(

Det er slik at hvis man installerer SP2, så trenger man ikke å installere hotfixes og slikt som har kommet tidligere?
if your not living on a killing ground, you better make your own

Brukeravatar

Trådstarter
tassel
Innlegg: 3987
Registrert: man 26 sep, 2005
Sted: Oslo
Kontakt:

Legg innav tassel » søn 25 sep, 2011

hardrock_ram skrev:Nesten ingen av bøggsa som plager meg er fikset :(


Nei, det er mye buggs som har vært med i flere versjoner nå jeg håper dem snart tar tak i. Heller det fremfor å legge til ny funskjonalitet.
Men om man ikke raporterer inn disse tingene man har problemer med, så blir det heller ikke gjort noe.

hardrock_ram skrev:Det er slik at hvis man installerer SP2, så trenger man ikke å installere hotfixes og slikt som har kommet tidligere?


I utgangspunktet så skal det være slik ja, men man vet aldri :)


danielodland
Innlegg: 985
Registrert: tor 21 mai, 2009

Legg innav danielodland » søn 25 sep, 2011

Hotfixene og SP'ene skal være kumulative, altså inneholde foregående fikser.

Brukeravatar

Tronotrond
Innlegg: 3748
Registrert: lør 29 okt, 2005
Sted: Houston, TX
Kontakt:

Legg innav Tronotrond » søn 25 sep, 2011

Haha..
* Using hardware shading, Skylight, and mr Sky Portals viewport settings together no longer cause a program error.


Holdt et kurs for en gjeng amerikanere for noen uker siden og tipper det var denne vi var borti da. Samtlige kurs-pc'er kræsjet til ganske god latter fra alle :)
TD/Technical Animator, Corporate Marketing - National Oilwell Varco, Houston, TX
Freelance 3D/VFX Artist - Hille3D

Brukeravatar

Trådstarter
tassel
Innlegg: 3987
Registrert: man 26 sep, 2005
Sted: Oslo
Kontakt:

Legg innav tassel » søn 25 sep, 2011

Tronotrond skrev:Haha..
* Using hardware shading, Skylight, and mr Sky Portals viewport settings together no longer cause a program error.


Holdt et kurs for en gjeng amerikanere for noen uker siden og tipper det var denne vi var borti da. Samtlige kurs-pc'er kræsjet til ganske god latter fra alle :)



... :D
Det viser seg også at Translation Time dobbler seg om man f.eks. lager et multi/sub materialle med arch&design materiale i alle slottene kontra det og bruke et rent arch & design material med SP2, så om man har mange M/S materialler og skal rendre endel så.... :wink:

Brukeravatar

Tronotrond
Innlegg: 3748
Registrert: lør 29 okt, 2005
Sted: Houston, TX
Kontakt:

Legg innav Tronotrond » man 26 sep, 2011

Det viser seg også at Translation Time dobbler seg om man f.eks. lager et multi/sub materialle med arch&design materiale i alle slottene kontra det og bruke et rent arch & design material med SP2, så om man har mange M/S materialler og skal rendre endel så.... Wink

Er det en ny bug som kom med SP2? Vi har hatt problemer med renderparken vår i det siste (uten sp2) hvor bl.a. bare et AO-pass kan bruke alt mellom 5 minutt og 2 timer per frame i samme sekvens.
TD/Technical Animator, Corporate Marketing - National Oilwell Varco, Houston, TX
Freelance 3D/VFX Artist - Hille3D

Brukeravatar

Trådstarter
tassel
Innlegg: 3987
Registrert: man 26 sep, 2005
Sted: Oslo
Kontakt:

Legg innav tassel » man 26 sep, 2011

Tronotrond skrev:
Det viser seg også at Translation Time dobbler seg om man f.eks. lager et multi/sub materialle med arch&design materiale i alle slottene kontra det og bruke et rent arch & design material med SP2, så om man har mange M/S materialler og skal rendre endel så.... Wink

Er det en ny bug som kom med SP2? Vi har hatt problemer med renderparken vår i det siste (uten sp2) hvor bl.a. bare et AO-pass kan bruke alt mellom 5 minutt og 2 timer per frame i samme sekvens.


Du kan jo bare gjøre en test for å se om du ikke har installert SP2 enda :wink:


Gå tilbake til «Nyheter»

Hvem er online

Brukere i dette forumet: Ingen registrerte brukere og 3 gjester

cron