Once you have created a preset, you can apply it to a bunch of objects, or text. You can even publish parameters to the presets. You can decide if you want the controllers to be instanced or unique. The animation presets basically record all the controllers, whether they are in modifiers or the basic transform. Best part is this is totally non-destructive and it’s easy to remove the offset controllers if you don’t like it. Once you have applied the offset controllers, we automatically build a new modifier on top of each object, allowing you to control the offset, animation length, order, range type, etc. Offset controllers on their own allow you to select a bunch of animated objects, and apply the offset controllers to the animated controllers you select. It allows for a lot more flexibility in manipulating the text, allowing to have a different font/font style per character, extruding and a much better bevel system right in the text object itself. TextPlus is a huge leap forward compared to the original text tool. and we felt the best way was being able to harness the modifiers and controllers in Max. We wanted to be able to animate the text by character, word, line, etc. I’m pretty sure many people that are “over hyping” this aren’t even aware of the Bullet implementation, and those that are aware, are also aware that it’s not meant to be seen as the whole unified Bullet Physics library has actually been integrated into Max, believe me if/when that happens adsk will make sure everybody hears about it, this is clearly an ongoing process considering MCG itself is an ongoing process, we might see softbody/ropes in the next iteration, and Fluids in the one after(or not), people also need to realize that(at least from what I understand) this integration is more aimed at authoring rather than directly using(as is the case with MassFX), which still is very welcomed and will definitely open some new avenues when authoring tools with MCG.Īll in all my personal excitement is due to the fact that we are seeing improvements and features that used to be considered off-limits to Max by many in the community, and also as Steve pointed out the fact that the spark seems to have returned to the development of 3ds Max.ītw, one thing that isn’t over hyped enough is the new animation Preset/Offset tool, it’s a very useful and practical tool, the kind that we have come to expect from Peter Watje whom I only assume consumes hefty amounts of 3ds Max in place of bread and butter every morning… □Īlso, not a single crash on my end so far(and I played a lot with the text tool)…
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