[ #3dsMax ] At Autodesk University in Las Vegas, Autodesk has announced 3ds Max 2015 Extension 2 w...
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New Template SystemNew on-demand templates provide you with standardized start-up configurations, which help accelerate the scene creation process. With easy import/export options, you can quickly share templates across teams and offices. You can also create new templates or modify existing ones and custom-tailor them for your individual workflows. Built-in settings for rendering, environments, lighting and units translate into faster, more accurate results.
Design WorkspaceThe new Design Workspace follows a task-based workflow with easy access to object placement, lighting, rendering, modeling and texturing tools in 3ds Max/3ds Max Design. Importing design data to quickly create high-quality stills and animation is now easier than ever.
Easier Revit and SketchUp ImportsA tighter Revit integration makes importing models into 3ds Max faster and easier. In addition to the existing Revit File Link workflow, Extension 2 features a new Revit importer that allows you to import data up to 10x faster and with much cleaner geometry. If you use SketchUp, you can now take your design further in 3ds Max by importing your SketchUp 2014 files.
Camera SequencerTelling great stories with high-quality animated visualizations, animatics, and cinematics is now easier with the new Camera Sequencer, giving designers and animators even more control. This new feature allows you to easily cut between multiple cameras, trim, and reorder animated clips nondestructively leaving the original animation data unchanged.
Dual Quaternion SkinningSmooth skinning is made better with the addition of Dual Quaternion, built specifically to avoid "bow tie" or "candy wrapper" effects where the mesh loses volume when deformers are twisted or pivoted. Most common in a character?s shoulders or wrists, this new method of smooth skinning helps reduce undesirable deformation artifacts. As a new option in the Skin modifier, Dual Quaternion lets you paint the amount of influence skinning will have on a surface, so you can use it where you need it and taper off to linear skin weighting where you don't.
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