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2011/02/14

Autodesk 3ds max 2012 線上問答

Autodesk max 又要推出新版了. 根據XBR線上會議, 筆者做出新增功能的預測:

Autodesk 3ds max 2012新增功能
  • NVidia PhysX為架構的物理運算
  • Epheres ZooKeeper變成內建的外掛
  • HCG Asset Browser Pro也被買進來
  • 改很大的新UI介面, 可客製化
  • CAT會加一些東西, 但是Biped幾乎沒動
  • Viewport顯示支援間接照明預覽
  • 使用大量物件時, Viewport跟舊版比有十倍速提升; max啟動的時間也會增加十倍 = )

Autodesk 3ds max Design 2012新增功能
跟上面一樣 但是多了
  • Dynamit VSP 這個被買進來的外掛
運氣好的話, 會在Subscription的時候釋出Kynapse群體運動的模組. 所以, 這次的新功能大概就是這幾個被買進來的外掛吧....

以下, 應觀眾要求翻譯

Enjoy,

----以下為翻譯-----

3ds Max and 3ds Max Design XBR Webinar 線上會議
Youtube連結請點這裡

文字討論請點這裡

Q:會談談Python的整合嗎
A:不會

Q:我想知道Autodesk會不會把3dsmax導到Mac上面
A:今天不談這方面的計畫

Q:你知道viewport的效能問題似乎是因為Autodesk以單核心軟體計算的方式來處理viewport 才會造成這樣的結果
A:下面我們會討論

Q:有沒有論壇讓我們可以發表想要新增的功能
A:是 我們再想一些工具讓各位能提供意見 目前還在測試這工具. (譯者註: 現在你可到以下連結作意見投票 每人只有20票:

Q:目前有300個老bug待修正,你知道嗎?
A:我們再看看能怎麼辦

Q:回報錯誤的提示可不可以只問一次就好 然後之後就在背景回報錯誤
A:Autodesk用的都是統一的回報系統 所以很難改回報錯誤的機制

Q:這次的發表會提到Particle Flow (PF)的提升嗎
A:不會直接提到

Q:我很意外你們真的會參考CER (錯誤回報機制)的資料 我每次幾乎都會直接關掉 抱歉
A:請別這樣做 要不然我們會取消你的軟體授權喔 (開玩笑)

Q:在Ken的部落格裡面有提到Ribbon介面 他還說ribbon的推出反應不如預期.那, 你們會修改Ribbon嗎? 會怎樣修改?
A:待會會講

Q:Max / Max Design還會再分裂成兩個版本 還是說最後會合併成一個?
A:我不認為還會再分裂 但是不保證

Q:我個人認為 Ribbon介面失敗的原因是因為它很難做客製化
A:我們聽到您的意見了

Q:Character Studio (CS)還會再改良嗎 會改到像Motionbuilder那樣好嗎?
A:我們目前在平衡CAT 與 Biped這兩個的研發努力, 目前是把比重放在CAT比較多

Q:蘋果版的Max 這次發表會提到嗎?
A:不會

Q:算圖設定很多很煩
A:我們正尋求更好的管理算圖的方法

Q:來個流體模擬功能怎樣?
A:研究中

Q:你們有沒有考慮研發UI模擬器 例如可以模擬出Max 8介面的東東
A:沒有耶

Q:你們會用微軟的Direct3D 或是用新版的OpenGL 3.x (Open Graphics Library)來最佳化新版的3dsmax viewport的顯示效能?
A:我們會有很多方法, 請等著看

Q:Caddies功能 (max 2011新增功能) 已經由黃金被批評成大便 但是我們這些用戶真的能夠引導MAX開發的未來嗎 為什麼介面不能客製化 可不可以不有用這個功能!因為我發現我操作時的功能正是我不希望Caddies跳出來的時候! (譯者註: 請點這裡看展示影片)
A:是 我們聽到了 我想我們也找到問題點了

Q:未來iRay的整合會提到?
A:會

Q:我們能分享這次的網路會議嗎? 想給那些無法參加的能看
A:可以 我們會在會議後的24小時內把錄影給各位

Q:Particle flow會更新多核心支援 還有統一的物理模擬功能嗎? Max會有怎樣的特效動態模擬系統
A:請看線上簡報

Q:我什麼不能有統一的CAT與Biepd功能?比方說BIped 或CATed (把兩個合體)而不是個別獨立的功能?
A:重點在於哪一個會是主要投資對象 而不是把其中一項剔除 目前我們主要在研發CAT

Q:Max以後會有蘋果版嗎
A:我們正在積極的研究

Q:能不能有聲控的功能?加速工作流程
A:我們沒有太關注這方面

Q:你們有沒有修正雙六核心的電腦會發生的max效能變差的問題
A:那是Windows 的bug 影響Nvidia驅動程式 目前正在與廠商研究這個問題, 這的確是個問題

Q:我不想這麼說 但是你們這邊大部分提到的東西 聽起來只像把3ds Max弱智化而已!根本就不是想要解決它本來的問題
A:嗯 或許你該聽完再發言 其實這是很優雅的設計.你不要被他的簡單介面所蒙蔽了

Q:Max需要內建流體模擬功能
A:聽到了


Q:會不會有算圖圖層管理的功能 類似 Maya或是RPManager 有沒有類似的研發計畫
A:我不能說的太明確 不過這方面是我們強調研發的地方 遲早會有這種功能

Q:有沒有想過放把錯誤回報系統植入到軟體本身 這個它自己不會當機但是本身會被bug中斷
A:沒想過耶

Q:嗨 我是巴西來的 你們是不是把max的UI搞的像Maya 對吧?
A:我們不想把MAX搞的像MAYA, 我們想做別的事

Q:如果我現在想升級工作站(買新電腦) 應該要怎樣升級 還次我應該再等幾個月看看到時候新版的MAX系統需求到底是什麼再決定? 因為我希望花費最少達到更好的MAX效能
A:盡可能的裝越多記憶體越好! 如果你要用iRay的話, 用nvidia的晶片;如果不要的話用ATI的晶片也可

Q:有沒有可能開發出有用的後製 把後製整合到算圖的介面 舊有的後製介面是八年的, 介面一點也不友善 也不適用於實際的專案 或是網路算圖
A:我們有聊過類似的目標 但是不會馬上改到這塊

Q:你們這個新的UI介面是不是很類似Luxology modo的介面阿
A:這樣不好嗎

Q:iRay會不會改的更適合用在動畫上
A:繼續觀賞

Q:iRay為什麼就不能跟他的競爭者一樣快 (例如VRAY RT) 會改善嗎?
A:會

Q:希望新的scripting功能能夠支援所有新的UI介面功能
A:有希望

Q:請問這些新的UI介面 Maya也會有嗎?
A:去問Maya的開發團隊!我們是Max團隊

Q:會不會有Linux版的max
A:我認為OSX版會比Linux版的先出現 因為用戶問卷上的要求

Q:有沒又計畫整合Python 讓它作為Maxscript 與 C++之間的橋樑
A:你有聽過MAXsharp這個東西嗎? 現在可在ADN (全名為Autodesk Developer Network, 是Autodesk給相關開發人員或是beta user的帳號, 可以付費簽約購買)上面找到

Q:請問AutoDesk的其他產品線也會有這類的UI設計 工作流程的改良嗎
A:會有一些

Q:Autodesk有沒有想過跟主要的流體模擬軟體公司有些合作 或是跟一些有經驗的設計師合作
A:有

Q:我在用3dsmax 有時候最多遇過7個介面拉桿 真是惡夢!這表示工具列裡面還有很多是我們必須要拉一拉才能看到全部 很煩耶
A:我們盡量避免捲軸介面 當UI可縮放的條件下 要完全排除捲軸介面 對開發來說是一大挑戰

Q:有沒有支援多個螢幕的想法 例如 把某個viewport拉到另外一個螢幕上面獨立顯示
A:正在考慮

Q:能不能開發即時的算圖引擎 讓我們可以即時地調整材質 然後即時看到效果
A:目前正積極研發 短期之內會有

Q:為什麼max要分裂成兩個版本design 與 max 會不會再分裂更多阿
A:沒這個計畫 我們是刻意分成這兩版本的 這樣還讓max的銷售成績有很大增加

Q:Ribbon介面提供過多的資訊 這樣的設計看起來很笨耶
A:我們有考慮過資訊過載的問題 目前有些設計原型處理這個問題

Q:最近改UI的東東真的是一個大退步阿 我是這樣覺得 把icon改成單一的灰色 讓我們這些老手們很難找到想找的功能 而且黑色的介面很傷眼睛耶 icon應該要改成以前預設的淺色UI 不要用黑色的
A:我們正在改 (微笑)

Q:Max會不會有雲端渲染(render on the cloud)這種東西
A:正在研發 我們有在GDC跟nvidia展示

Q:MR與iRay的整合嚇到我了 我很怕這樣的整合會讓max對於外部的渲染器的開放性降低 (註 比方說對Vray的支援度) 我會不會是過度擔心了
A:的確是過度擔心

Q:客製化UI能做到怎樣的程度 我意思是 Max真的會讓我聯想到Microsoft Office的介面 一個字就是"亂"!
A:目前正計畫完全的客製化介面

Q:MAXsharp會不會由研究的專案轉換成max新功能的一部分
A:目前max 2012還在bete階段 我們希望能整併進來 但是我們也要先確認這樣做事對的

Q:新的viewports介面會不會改的像Mudbox一樣快
A:這兩套軟體有不同用途 你不可能在同一件軟體都要求做到一樣的事情

Q:有沒有可能把Vray整合到Max裡面 變成內建
A:不可能

Q:因為我們有自己寫一些外掛的關係 我們會採用scanline算圖 而不是mental ray 因為這樣可以算的更快 算的更美 max過了好幾年的更新 可是scanline的數值還是被壓在0到1之間 而且還有很多小bug 你們能不能釋出scanline的SDK 讓我們能夠改code 有可能嗎?
A:或許

Q:我用了3ds/max有15年了 有沒有可能加入beta test

Q:多螢幕支援聽起來很棒 那有沒有可能對手寫版有更多的支援呢
A:我們還沒討論到這個 但是會考慮

Q:我是maya的用戶 最近3dsmax真的有很多很棒的新功能 比方說slate material editor, pflow, mental ray整合等等 你們真的很積極地改善max 能本能把你們的研發熱誠跟maya開發者好好分享一下阿 (微笑) (譯者註: 該不會是位職業的call-in觀眾吧?)
A:我們很樂意跟他們分享

Q:請問我如果用NVIDIA的遊戲顯卡GF 560 Ti, 那 iRay會支援嗎
A:可以用 但是不是正式的支援

Q:新的Layouts介面真是棒 能不能顯示 儲存介面的設定 就像選單那樣 例如 我能不能有像Graphite 有建模的模組 然有Unwrapping的模組
A:基本上可以 不論是workspaces或是layouts

Q:請問viewport能不能支援顯示noise這類型的材質 現在的話viewport上面的顯示跟實際render出來的有差距耶 例如大小 還有方向
A:我認為這會再下一版本會改善

Q:請問你們目前是不是在整合max, maya, softimage 讓這三個彼此可運作的更好
A:是 我們有在花時間在檔案交換方面 請持續關注

Q:請問你們會不會開發手繪質感的UI介面 (吐舌頭)
A:會, 還會提供你一箱的蠟筆 讓你可以填色

Q:如果能夠客製化滑鼠按鈕 就像Maya的3D navigation那樣就好了 (請點這裡看影片)
A:這很多客戶都有要求Max現在跟其他軟體打包販售 所以如果有這類的設定功能應該很有價值

Q:請問Slate的介面可不可以套用到像Modifier stack堆疊上面
A:這是我們的長期計畫

Q:請問Mental Ray,與 iray會不會變成XBR的核心渲染器
A:我不這麼認為

Q:如果能夠內建動態物理的破壞外掛 例如Rayfire 或 Tear Down It那就好了
A:請持續關注

Q:ICE會不會整合到3ds Max裡面 或是其他Autodesk的產品
A:我們朝這方向思考

Q:請問介面的改善會不會朝Autodesk統一介面的方向走 就像Adobe系列產品那樣
A:類似 但是我們目前是專注在解決Max用戶的問題上面

Q:你會談談OSX 版的max嗎
A:不會直接談到

Q:有計劃把max的UI改成能偵測到Windows的字型DPI設定嗎
A:當有有想過這方面

Q:3ds Max 與3ds Max Design到最後會不會又合併成為一個
A:沒這個計畫

Q:是否也有研發讓單一個物件在viewport上有比較好的效能 為什麼Zbrush就可以輕易的處理百萬個poly 而max才面對不到幾萬面就變得這麼慢呢?
A:因為Zbrush當初的設計就是處理一個物件;而max大部分是要處理多個物件

Q:你們展示的介面很完美 這就是我想要的3DS Max! 請問這個版面還是在初期構思階段嗎
A:感謝 這是基本的架構 其他workspaces可能還會有不同

Q:請問San Diego的模型是在3DS Max 2011裡面做的嗎?
A:不是 (微笑)

Q:你用怎樣的顯卡做demo

Q:請問這GPU加速的功能只能透過Cuda 因為nvidia跟你們有夥伴關係?
A:不, 有些會用到OpenCL

Q:Nitrous這個詞我還有印象 這不就是很久以前你們想要改寫max的計畫名稱嗎?
A:對

Q:因為目前大家都用寬螢幕顯示器 所以水平的工具列空間有很多 但是垂直的工具列可用的空間就很少了 我很擔心你們新的UI介面用到很多的垂直工具列
A:我們會強調寬螢幕的設計 也著重於寬螢幕 這邊展示給各位的(垂直工具列)其實只是範例

Q:我是長期用戶 我很容易找到選單 即使他很複雜 我是希望在改介面的時候, 不要讓我變得很難找
A:是

Q:我們常常會有上千個物件 每個物件的面數不高但是 只要超過一千個物件 MAX就會變得超級慢 這會改善嗎?
A:是 如果有超過一萬個物件 效能跟過去相比會快上十倍

Q:我看你有展示到Asset browsing 你們會整合像HCG Asset Browser Pro plugin這個外掛嗎 ?我最大的問題是要把物件儲存像個資料庫那樣 我很喜歡像itunes那樣的介面儲存 3D檔案與材質庫
A:我們一直都很期待新的東東 我沒辦法跟你說特定的產品會不會整合進來

Q:請問設計max UI或是viewport的研發團隊 是不是跟maya的研發人員有關連 例如可停駐式的視窗Viewport 2.0
A:只有一點點關連

Q:能不能客製化新的UI 進階用戶能不能完全修改標籤列 用在特定的工作流程 如果能夠這樣客製化那就太棒了
A:是 我們就是這樣計畫的

Q:請問Dynamit VSP會不會含在3dsMax裡頭
A:不會 Dynamit VSP只會在3ds Max Design版本裡頭

Q:我希望看更多跟wireframe有關的東西
A:即將看到

Q:我認為ribbon的根據操作改變的選項(context options) 能夠讓外掛也使用嗎?例如Vray也能用到這樣的設計嗎?
A:如果Vray在安裝時有這樣的選項的話

Q:你剛剛說viewport會有間接照明的功能?
A:是

Q:請問新的viewport是用GPU加速嗎

Q:請問PyQt會整合進來嗎? (註:PyQt是Python語言的GUI編程解決方案之一)
A:待討論

Q:會不會有非線性的時間軸概念 例如有很多shots 在單一個時間軸 這樣方便預覽與編輯
A:我們有討論類似的東西

Q:這次會看到NURBS的改良嗎?
A:不會

Q:請考量到我們有很多人有幸有多個螢幕 我們想把工具列放到多個螢幕上
感謝 我們不會忘記這個建議

Q:請問nurbs建模功能有在你們的研發時程上嗎
A:不是馬上的計畫

Q:你知道現在標準的螢幕都是寬螢幕 而不是你現在展示的max 2012原型那樣的4比3比例的新UI設計吧
A:我們知道 這次的原型展示不過是其中一版型

Q:現在的鏡像功能 會被固定住畫面 我能不能選取鏡像功能 還能旋轉畫面 這樣會更方便
A:個別的功能 我們會個別來處理 但是還是要依照用戶的反應 我們就會處理該方面

Q:請問標籤列能不能拉開成獨立的
A:接著會討論

Q:請問的UI是不是根據Qt設計的
A:接著會討論

Q:請問有沒有計畫讓我們一次可以開啟好幾個場景 就像modo Cinema4D那樣
A:還沒排除這樣的計畫

Q:之前有人提到Nvidia消費級的顯卡, 你們有沒有計畫對這些電玩卡做認證個動作 就像目前專業顯卡那樣呢?
A:沒辦法做到 單單像GeForce 480這樣的卡就有30種變體. 我們會測試一些GeForce的顯示卡 還有ATI的遊戲卡

Q:如果MAX的團隊與MAY團隊要對幹, 哪邊會贏?
A:我們人數眾多, 而且我們會不擇手段

Q:我很喜歡新介面 ribbon很讚 這可以輕易地客製化嗎 因為AutoCAD要客製化很麻煩
A:我們有很多想法來改善客製化 但是在此之前 還有很多事要做

Q:跟2009版相比 2011效能真的很差 會改善嗎?
A:這個問題我們在線上解答 感謝

Q:我們真的很需要算圖能支援After Effects comp
A:當然囉

Q:Max能不能有python的功能

Q:我喜歡新的UI設計方向 當然啦這些選單 都要能夠拆解 可浮動
A:感謝 接下來討論 有些功能其實不適合做成浮動 用戶的測試 還有像你提供意見 會讓我們更清楚應該要這樣做比較好

Q:會不會有一個產品叫做XBR 還是說它只是max研發的一個代稱?
A:XBR不是個產品 你可以把看成是一個過程 (譯者註: XBR是max改寫計畫的代稱)

Q:談談caddies吧?
A:我們要改善caddies

Q:你們會把架構由Direct X 10搬到11嗎 請問什麼時候iRay會支援即時算圖連續算圖 (VRay RT已經有這個功能囉)
A:很快就會做出來

Q:請問那個珠寶的icon是故意拿掉的 還是說珠寶的icon只出現在初稿原型上
A:你眼睛還真利

Q:我們真的很需要After Effects comp的算圖支援
A:我們完全同意

Q:請問檔案與場景管理的改良會不會讓render pass與states/partitions的管理會改善呢
A:我們希望能達到這個目標 你不會等太久

Q:Max基本上viewport的模擬效能很差 原因也是跟物件數量有關 會改善嗎
A:會.請看Nitrous計畫

Q:傳說你們會把Autodesl系列所有的軟體介面統一化, 但是我們都不希望這以Ribbon介面來做統一
A:Ok 但是為什麼

Q:為什麼你們要把研發比重多放在CAT上面而不是Biped上面? Character Studio的用戶不是比較多嗎!? 簡單的功能, 例如: 可伸縮的骨架, 我們等了好久都沒有寫到Biped裡面!
A:因為根據我們的讀者問卷 統計告訴我們長遠來說研發在CAT方面會比較明智

Q:我認為NodeJoe/Slate基本上只是半成品 請問Epheres ZooKeeper會不會整合到Max裡面 讓Max變得更節點?
A:我們跟Epheres有合作研發的關係. 所以請持續關注

Q:請問有沒有什麼商業計畫 把max與外掛打包起來賣?比方說特效套件 內含pflow box 2/3, FumeFX, 與krakatoa 之類的
A:我喜歡這個提議

Q:在Grafite modeling裡面有一些功能真的很棒 但是我還是希望這些功能整合到舊的editble poly tools裡面
A: A:建模工具的確需要統一精簡化

Q:我們能把客製化的UI資料由一台電腦搬到另外一台
A: 可以

Q:客製化UI很棒 如果還能把我個人的workspace資料帶著走 比方說放在隨身碟裡面 如果我換一台電腦我就還能用這個參數 有辦法這樣嗎
A:是

Q:如果可以的話, 拜託考慮一下"純文字的Ribbon按鈕 ". 人家Modo, Softimage, Lightwave這些軟體都有純文字的按鈕 而且用起來很順!
A:待討論

Q:XBR什麼時候會完成 然後上市
A:做完就會推出

Q:請問現在的Max研發團隊規模多大?
A:研發人數沒大到足以研發到滿足所有客戶需求

Q:我之前有問到手寫版的問題 我想如果手寫版還能支援動作控制 比方說iphone/ipad 這樣可以同時作為外部的螢幕 或是攝影機控制器 那就太棒了
A:對耶 這樣很酷 我也想來做這方面的研發

Q:現在有很多多餘的modifiers例如OptimizePro optimize;BooleanPro boolean 你們有打算清理這個問題嗎?
A:有關減肥的計畫有一部分就是把老舊的功能移除

Q:那些沒辦法參加會議的人 我可以把圖片貼在網路上嗎?
A:我們會有錄影 你會受到錄影檔連結

Q:當在Windows 7作業系統開啟Aero特效時 Max的UI會變得超慢 你有發現這個問題嗎
A:有

Q:有想過在max中加入3D立體影像的流程嗎
A:目前viewport有四台攝影機的上限 因為我們有四個viewport所以我們不能提供3D立體畫面 希望XBR Graphics能夠支援超過四台攝影機

Q:有計劃開發更好的Point Cache功能嗎?
A:有!目前有

Q:ParticleFlow可否支援多核心運算
研究中

Q:請問XBR在於UI的設計 能不能直接程序化的編輯 就像Slate那樣 而不要用層或是清單的概念 或許有點撈過界了 但是能不能搞的像Houdini那樣
A:那是我們期望的目標

Q:XBR graphics有沒有什麼預定發表的時程
A:抱歉不能說 但是你可以加入beta 看看目前進度

Q:現在的動態物理系統是用PhysX來做的?
A:對

Q:請問預設的scanline renderer有沒有未來(what is the future of default scanline renderer)
A:沒什麼未來(not much of a future)

Q:差點忘了 你們有沒有看過有人破解微軟kinect的東西 研發部有考慮這種東西嗎
A:有 很酷

Q:這次發表你們說會有十倍的效能提昇, 我們會在新版看到嗎?
A:我希望你不會等太久

Q:我希望在2011版本裡面回復到2009版的彩色icon
A:可能沒辦法 一旦icon跟架構改版後 要改有困難

Q:你們什們時候由Direct X 10 搬到11 請問何時iRay會變成真正即時且連續算圖
A:這是目標

Q:請問能不能整合Xref/Container這兩個系統 ?Xref分太細了, Containers無法處理太複雜的設定 我們需要更簡易地管理大型資料
A:同意 我們要做更多研發

Q:你們把Boolean拿掉的時候要小心 由時候我覺得用Boolean會比用Pro Boolean要好 因為 Pro Boolean有時候會算出不可預期的結果 大概有5 %的機率會發生
A:是 我們在移除Boolean會把你們的回報考慮進去

Q:請問PhysX是不是要取代Reacctor
A:是

Q:Graphite bar這個想法真是差勁!
A:可說更多關於這點嗎?

Q:我是開發人員 我發現有時候為了繞過bug很麻煩. 有沒有可能讓我直接去改max的核心 ?讓我對bug的修正能有所貢獻
A:我想你加入ADN帳號是最好的辦法

Q:請問我可不可以分享這線上會議的畫面給其他人
A:當然可以歡迎 你還會收到我們寄給你的整個會議錄影檔

Q:請問Quicksilver有利用到平行GPUs運算嗎
A:沒有

Q:請問Mental Ray有用到GPU運算嗎
A:沒有

Q:請問一下節點式材質編輯器是長得像Unreal 還是像maya
A:比較像Slate (微笑)

Q:請問有沒有計畫開發像renderman for 3dsmax這樣的算圖系統?
A:沒有

Q:建模的部份會有新增功能 更新嗎
A:有

Q:Ribbons讓我聯想到微軟 Outook 2010 我不認為這好用 可能是我老古版吧 但是我還是比較喜歡簡單的下拉式選單
A:標籤列可以縮小成像選單那樣 Panels也可以

Q:你們能不能開發整合更好的UV unwrapping功能嗎
A:這是我們認為科技產品的關鍵強項 我們會持續改良

Q:當我們用mentalray算一張圖 效果比用scanline renderer要美 而因為quicksilver的架構沒有c++ plugin就不可能達成? Scanline對我們來說就像是renderman 你可以用Scanline做一些怪招 例如 我們自己寫的3S效果整個就打敗mental ray了 不論是品質還是速度上
A:ok, it isn't going anywhere (譯者註:這句不知道怎樣翻 跟上下文對不起來)

Q:Ribbon可否在垂直工具列上設計的更人性點
A:2011有提供關於垂直ribbon的選項

Q:可否展示一下3dsmax 2012
A:馬上

Q:你們有沒有計畫寫個簡單的單鍵工具讓3DS Max與Mudbox之間做檔案交換
A:有

Q:請問舊的modifiers會不會整個拿掉 或是會有個工具 讓我們轉換舊的資料
A:這是我們在開發的時候要考量的問題

Q:請問viewports 的3d立體畫面 還有算圖有排在研發時程裡面嗎
A:有 請看看louis marcoux的部落格裡面有寫

Q:我想要看真正的新增功能啦
A:好 快了

Q:請問有沒有新的SDS建模工具
A: A:會 我認為會有

Q:請問有沒有計畫把多物件的屬性集結操作 (不是透過instances)
有討論這個

Q:如果新介面有學習模式就好了 尤其對初學者
A:很棒的意見

Q:有沒有辦法讓用戶看到你們是怎樣處理錯誤回報的 你們怎樣歸類 還有優先處理順序 我有個BUG一直出現我想要看到你們怎處理的
A:沒有

Q:為什麼你們會認為Maya主要用在電影 而Max在於遊戲產業 有很清楚的分界嗎
A: 這很難解釋

Q:有沒有可能在Max中植入真正的Catmull-Clark Subdivision
A:我們需要這個功能

Q:你們在Youtube上面有XBR頻道嗎
A:我不確定 但是錄影會放到網路上

Q:很棒的客戶互動 請繼續下去
A:感謝你有發現

Q:能不能讓我提供建議功能 不論是新功能 或是評估功能 或是超級秘密計畫的功能?
A:我們在做類似的建議機制 (這裡由投票功能)

Q:有沒有可能不要讓Graphite佔去整個版面
A:如果你是指ribbon 我們會把它改的比以前好用

Q:套裝販售的軟體也可升級嗎 例如Matchmover,Imagemodeler,Composite
A:可能可以 但不是全部

Q:我很喜歡modifier stack的設計 如果你們改了介面 我希望modifier stack不要被拿掉
A:Modifier stack會保留

Q:請問會改良跟Revit的檔案交換嗎 例如現在的Revit FBX的材質轉檔有問題
A:會

Q:請問iRay會支援render elements嗎 現在沒有passes的功能 根本不能拿來做製作
A:正在處理這方面

Q:建模的部份會怎樣改? 會不會像Sketchup那樣很適合建築建模 請問建模這塊有很積極在改良嗎
A:當然是

Q:請問max2012的外掛能不能與max2011相容?
A:不能

Q:請問一下新的UI是不是根據QT (Nokia's QT-toolkit) 類似maya 2011那樣
A:接著討論

感謝各位參加謝謝收看
----翻譯完畢----

[相關文章]


68 comments:

  1. 我問了兩題 XDDD

    ReplyDelete
  2. 謝謝~
    這麼用心的翻譯這龐大的會議記錄~
    能夠看到這麼好這麼用心的網站,
    是一個很棒的事~

    ReplyDelete
  3. 我看的都有點累,翻譯起來肯定很費力.
    辛苦鐵鎚兄了!

    ReplyDelete
  4. Microsoft跟Autodesk是Cross-License的關係,所以跟微軟沾上邊的東西,排他性都很強!

    Cross-License簡單講就是排他條款,所以Opensource很多不錯的概念跟設計,3ds MAX's user大概只能看的到吃不到!

    Q&A有涉及到Opensource的部份,如Python、PyQT、Nokia_Qt,基本上是不太可能會實現...

    Autocad & 3ds MAX的原生平台就是Microsoft-Windows,所以都是在Cross-License的範圍內,後面所購買的跨平台套件,如Maya、Softimage...,因為套件本身的設計內部就有涉及Openource,自然而然就不在Cross-License的範圍內。

    Maya & Softimage能避開排他條款,這一切都要感謝前公司的「堅持」,讓這兩套軟體跨平台生存...

    http://www.microsoft.com/presspass/press/2004/dec04/12-16MSAutodeskPR.mspx

    ReplyDelete
  5. To Akai大:

    感謝專業剖析

    ReplyDelete
  6. 翻譯辛苦了
    看來不能再用amd和ati來組主機了- -

    ReplyDelete
  7. 那個,ephere 的部份應該是指 coden 那一區塊的部份,也就是可以直接在 max 裡看到 plugin 的結果,之前有 demo 影片。

    物理的部份確定會用 PhysX 取代 reactor

    話說,不知道有沒有人看討論完之後去cgtalk 上看 ken 的回答....

    有很多人對他在問答裡的承諾感到興趣...

    但是他的回答是...

    那些對話好像一陣煙從我的腦袋裡消失了...

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