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Additional Notes About
                             3ds max™ 5
  This file contains the latest information regarding 3ds max 5. For continuously updated
  information on all Discreet® products, visit our website at:

                                    http://www.discreet.com/




Installing, Registering and Authorizing 3ds max 5
  •   3ds max 5 displays the Register Today wizard upon startup. Choose “Authorize 3ds max
      5” and the wizard guides you through the brief registration and authorization process.
      You then have 30 days to enter a valid authorization code before the software disables
      itself on that machine.

  •   When running the 3ds max 5 installation, if any C-Dilla-based software is opened, or if
      the C-Dilla service is running, a message will display:

              "Installation cannot continue because another application is running.
              Please close all other applications, wait for 30 seconds, and then
              continue the installation."

      This message means that another application (such as 3ds max) that uses C-Dilla
      drivers is currently loaded. To correct this:

              Close 3ds max or the other C-Dilla-based application and wait for the C-
              Dilla service to shut down (usually 20-40 seconds after you close the
              application). If the same error message occurs when starting 3ds max 5,
              terminate the CDilla64 and CDilla10 services using the Task Manager.

              After the conflicting application has closed, clicking OK will resume the
              installation. You can also cancel the installation, reboot your computer,
              and restart the installation to solve this problem.

  •   Under certain circumstances, the software lock components might not get installed
      properly. If after you install 3ds max 5, you get errors [7.1.29] or [19.1.93] when starting
      the program, it is an indication that the software lock components are not running. First,
      try rebooting the machine. If that fails, make sure (under Microsoft® Windows NT or
      Windows 2000) that you are logged on as Administrator of the computer, and then (1) Go
      to the folder labeled 3dsmax5swl and run cdsetup.exe; (2) click Install; (3) when the
      installation is complete, click Exit and reboot before launching 3ds max again.

  •   After uninstalling 3ds max 5 there might be files left in the 3ds max 5 folder. Before
      reinstalling 3ds max 5, please delete any files that have not been uninstalled, or install to
      a different location

  •   The hidden folder c:c_dilla is related to the 3ds max install and is required for 3ds max
      to run. DO NOT DELETE OR RENAME THIS FOLDER.

  •   Before a user with Restricted Privileges can run 3ds max 5 under Windows, an
      Administrator must launch it at least once. The first launch generates registry information,
      which completes the install.
•   If you uninstall 3ds max 5 and then reinstall 3ds max 5 with Backburner in a different
       folder than it was originally installed in, you will need to remove the old path to
       backburner from the windows path environment variable. On your desktop, right click on
       the My Computer icon, choose Properties, Advanced tab, Environment Variables, choose
       the Path system variable and hit the edit button. Remove the old path to Backburner.

   •   Under some circumstances on Windows 98, the Setup will ask for a newer version of
       oleaut32.dll. You can solve this by installing IE 6. Navigate to the IE6 folder on the CD
       and run ie6setup.exe.

   •   When running the installation of 3ds max 5 on a Windows NT or Windows 98 operating
       system, a "File in Use" dialog box will display. Click the "Ignore" button to continue with
       the installation.



Network License Versions
   •   Network licensing enables 3ds max to obtain authorization from a network license
       server. Before activating the network license server, you must upgrade to or purchase
       the network-enabled version of 3ds max. When using network licensing with 3ds max,
       you may also use network licenses of character studio®. The character studio
       licenses function independently of 3ds max licenses. For example, you may purchase
       fewer character studio licenses than 3ds max licenses and "float" the character
       studio® licenses among the 3ds max stations – as long as all are floating licenses (node
       locked licenses of character studio do not function with 3ds max floating licenses). For
       license manager details, please refer to the Network Administrator's Guide, available by
       launching the Network Setup Wizard from the Choose Setup Programs dialog (setup.exe
       in the root of your Product CD), and then clicking the "View The Network Administrator’s
       Guide" button.

   •   Please refer to the network setup readme ( {CD root}3dsmaxNetsetupReadme.rtf ) for
       quickstart steps to adding 3ds max and character studio licenses to existing Autodesk
       license servers.



Note About 3ds max 5 Features
THIRD PARTY PLUG-INS AND SCRIPTS

   •   Plug-ins and scripts developed for 3ds max 4 should work in 3ds max 5 without the need
       to recompile. Plug-ins using API calls outside of the version 4 SDK may need to be
       recompiled.

   •   While you probably will not need to obtain new versions of commercial plug-ins from their
       manufacturers, you might need to obtain a new authorization if the publisher ties their
       product to either the 3ds max version, serial number, or security ID.

ACTIVESHADE
   • An ActiveShade floater or viewport updates every time a render element is added using
      the Render Scene dialog.

   •   Changing the RectangleXYWH value in the [FloatingActiveShadeWindowRectangle]
       section of the 3dsmax.ini file has no effect on the ActiveShade window position or size.

   •   Using Raytrace materials can cause the ActiveShade window to lose focus, activating the
       main UI keyboard shortcuts. Click the ActiveShade window to reactivate ActiveShade
keyboard shortcuts.

ASSET BROWSER
   • Autodesk Volo™ View is currently not supported.

    •   The “Display obsolete file” message option does not apply to files that you drag and drop
        (as opposed to those that you open with File > Open).

    •   Scene XRef drag and drop of files with scripts that depend on explicit scene object
        references can cause unpredictable results or program failure.

BONES
  •Bones creation behavior can be unpredictable when using Snap Override. When you use
      SHIFT+right-click to invoke Snap Override, the Bones system interprets this as a left-
      click and places a bone in the scene.

    •   The Macro Recorder does not support Bones creation. However, you can manipulate the
        bones with the Macro Recorder after creating them.

    •When Reassign Root is used it deletes and recreates new bones. Any animated
       parameters, controller setups, and custom bone settings are lost, including IK chain
       assignments. You should use this tool before making any adjustments or IK assignments
       to your bones.

BOOLEANS
  • Edges created during a Boolean operation involving compound (nested) Booleans may
     be visible when they should be invisible. This affects only viewport display modes that
     display visible edges, such as Wireframe, Lit Wireframes, and Edged Faces. These
     edges can be made invisible through mesh editing.

CHARACTERS
  • Adding Groups to a character by selecting it from the viewport is not supported. Pick
     Object must be used to add Characters to Groups.

    •   In some instances, the Character Error dialog box may appear with no nodes listed. If this
        occurs, try reselecting or selecting part of your hierarchy and then using Add Member to
        add more objects to your character.

    •   Before entering the Skin Pose Mode for a Character or Group, it is advised to first set
        keys for all the members. The easiest way to do this is to click Set Key Pose.

COMBUSTION MAPS (FORMERLY PAINT*)
  • Loading IPP files from paint* is not supported. To use an IPP file, load it into
     combustion™ and save it as a CWS file.

    •   combustion needs to be installed on your system in order to view CWS files. It should
        also be installed on all network-rendering servers if you are going to net-render a scene
        that contains CWS files. combustion does not need to be authorized to process CWS
        files used within 3ds max net rendering servers, but does need to be present.

    •   CWS files that were created as “rub-throughs” won’t display unless combustion is
        installed on your computer.

    •   In the Combustion Parameters rollout, when Track Time or Custom Resolution > Enable
        is turned on, viewport selections are not highlighted.

    •   When you use a Combustion map with a Displace modifier or as a projector light map,
        the scene will not render correctly while a live link exists between 3ds max and
combustion. To render correctly, save the loaded workspace file, and then turn off the
       Edit button to terminate the link between 3ds max and combustion.

   •   Using the Combustion map (within 3ds max 5) with combustion and attempting to
       change the UV Coordinates while Unwrap is selected and the Unwrap operation is visible
       in combustion, you might experience a disconnection error in 3ds max. To correct this,
       verify that all your UV settings are in place before you attempt to edit your map within
       combustion. The disconnection alert only appears when you have an object selected in
       your scene, so if you unselect your object and change the Unwrap UV channels, no
       disconnection error should appear.

   •   The UV Offset values in the Coordinates rollout of the combustion map are not honored
       when painting directly on the object in 3ds max 5. To offset the UVW Coordinates of the
       combustion map, apply a UVW Map modifier and a UVW XForm modifier.

CONTROLLERS
  • SHIFT+cloning path-constrained objects might not position copies properly. Creating
     clones of a path-constrained object using the SHIFT+Move technique will not evenly
     space each clone apart from its previous sibling.

   •   Boolean Controller is a new controller that produces True/False values and can be used
       for checkboxes, etc. It is designed to be a direct replacement for On/Off controller and
       can be successfully used in its place. It is highly recommended for use with Set Key. This
       is because the value of a Boolean keyframe is either 0 or 1 whereas the value of an
       On/Off keyframe represents a change in value. Use of the Boolean controller with Set
       Key will preserve the current keyed state. An On/Off key will change the current state to
       the opposite one.

   •   There is currently no Action Item for Gimbal coordinate system.

   •   Mirroring an object constrained by the Look-At constraint flips the look-at axis. To correct
       this, use the new Mirror Bones option, which prevents the Mirror tool from inverting the
       object’s scale. You can also activate the Flip check box in the Look-At constraint’s
       upnode Source Axis group.

   •   In 3ds max 4, the TCB Controller was enhanced with the capability of performing
       quaternion rotations of greater than 180 degrees. This enhancement allows objects to be
       “wound up” interactively in the viewports. This enhancement produces a side effect when
       editing rotation keys in the timeline or in Track View. As a general rule, a quaternion
       rotation takes the shortest path between rotation poses. However, when editing TCB
       rotation keys via Delete, Cut and Paste, or Drag and Drop, or if keyframes are added in
       the middle of existing keyframes, the animation near the edited keys might rotate
       opposite to its original direction. That is to say it takes the long way around to arrive at
       the same pose at the next keyframe. If this is undesirable there are several remedies:

               In 3ds max 5 a check box has been added to the Motion Panel for TCB
               called Rotation Windup. When unchecked the rotations are limited to
               <180 degrees. This will preserve any editing of rotation keyframes. When
               checked rotations larger than 180 degrees are possible. It is
               recommended that you leave Rotation Windups off until you require it for
               specific animation.

               You may also wish to change to the EulerXYZ Controller that will always
               produce correct rotation poses after editing, regardless of windups at any
               keyframe. EulerXYZ is the MAX default for 3ds max 5.

   •   If an older scene containing Local Euler Controller is loaded into 3ds max 5.0 it will be
       recast as Euler XYZ. The animation data and resulting animation will be precisely the
same.

    •   NURBS Point controllers should be individually re-assigned from the Surface sub-object
        level rather than at the Master Controller level in Track View in order to see their effect.

    •   Master Point controllers are compound controllers, and depend on sub-controllers and
        their structure; therefore you cannot cut and paste Master Point controllers.

    •   Adding a float list controller to a property with no keys, then adding a Bezier or TCB float
        followed by procedural float controller (noise or waveform, for example) might cause
        product instability. To avoid instability assure animation is on the object prior to adding
        controller.

CUSTOM ATTRIBUTES
   • Making a copy of a material that has custom attributes also copies the custom attributes.
     Any custom attribute changes then affect both materials. Using Delete All to delete the
     Custom Attributes rollout on the copy should end this behavior.

    •   The Default value in the Integer UI Options rollout is ignored when creating a new Integer
        custom attribute. The value in the Float UI Options rollout is used instead. When creating
        a new Integer custom attribute set the default value in the Float UI Options rollout first
        before defining the other values in the Integer UI Options.

DAYLIGHT (IES SUN & SKY)
   • Even though IES Sky has a slider to control the Sky cover the slider will not work
      gradually, but will instead display 3 different sky intensities. This is due to the fact that the
      IES Sun and Sky intensity are calculated according to the “IES RP-21 Calculation of
      daylight availability” standard. This standard considers only 3 levels of sky coverage and
      considers the sky as emitting 0 lux/fc once the sun is below the horizon.

    •   The positioning controller of the Daylight system does not exactly correspond to the one
        described by the “IES RP-21 Calculation of daylight availability” standard, thus resulting
        in slight intensity variations at certain times and locations.

DEPTH OF FIELD
   • Using Atmospheric Effects with the Depth of Field rendering effect is currently not
      supported.

DOPE SHEET EDITOR
  • Opening the Dope Sheet Editor Extras toolbar might cause display irregularities and
      might require you to refresh the Dope Sheet Editor.

    •   Performance may degrade when moving or coping keys for objects requiring intensive re-
        calculations based on previous keys (for example HD IK.).

DISPLAY
   • Direct3D display may not work correctly on video cards with less than 32 MB of video
      memory. 64 MB is recommended to access the maximum number of Direct 3D abilities.

    •   Direct3D "best" mode transparency requires that the video card support d24s8 textures
        and have a z-comparison operator function to display correctly. Cards that do not support
        these features will use "simple" transparency mode instead.

    •   Direct3D Metal Bump viewport shader only supports .dds files as cube maps.

    •   Wave, Ripple, Bomb, Drag and UdynaFlect space warps will display with incorrect
        coloring under Direct3D.
•   Some video cards might display only half the lines on wireframe objects. To fix this, turn
       off the toggle Use Wireframe Faces (Custom Driver Extension) in the Configure OpenGL
       dialog, located under Customize > Preferences > Viewports panel.

   •   Viewport antialiasing of shaded geometry is not supported under Direct3D® or
       OpenGL.®

   •   Running 3ds max 5 with the track bar UI hidden can increase viewport performance. The
       track bar UI can be turned off through Customize > Show UI and turning off Show Track
       Bar.

   •   Running 3ds max 5 with some Matrox cards can cause the 3dsmax.exe process to
       remain in the task manager after closing 3ds max.

   •   Running 3ds max 5 under D3D with Microsoft's Net Meeting may cause display problems
       or product instability.

   •   The Metal Bump Shader is only supported for Editable Mesh objects.

   •   Direct3D does not support two sided display for materials.

DYNAMICS UTILITY
   • The Dynamics Utility is included within 3ds max 5 for legacy files only. For superior
     results, reactor should be used for any dynamics simulations. The Dynamics Utility will
     not be supported in future versions of 3ds max.

EDITABLE MESH
   • The Redraw Viewports shortcut key 1 doesn’t work with Edit Mesh or Editable Meshes.
      To fix this, go to the Customize > Customize User Interface dialog, Keyboard tab, under
      Group: Edit/Editable Mesh, and remove the shortcut (1 by default) assigned to Vertex
      Level.

   •   3ds max 3.x files that have a stack where an Edit Mesh modifier containing sub-object
       collapses is above a MeshSmooth modifier, may load into 3ds max 5 with missing faces
       and distorted geometry. To correct, load the scene in 3ds max 3.1 and collapse the
       object to the highest MeshSmooth level in the stack (that's under the Edit Mesh modifier
       with sub-object collapses) and save that file.

EDITABLE POLY & POLYMESH OBJECT
   • If an Editable Mesh has face normals flipped in a non-uniform manner, converting it to an
      Editable Poly can cause problems. The conversion process attempts to divide the object
      into elements to keep a legal condition. The division method might be unpredictable and
      will probably be based on how many vertices are shared between flipped and non-flipped
      faces. Unifying the normals before conversion is recommended. Or, you can detach the
      flipped faces as elements before conversion, and the elements will be respected by the
      Editable Poly conversion. This ensures a more orderly and predictable conversion.

   •   Interior patch edges that are not displayed will always appear as visible edges after
       converting to Polymesh.

   •   Pasting animation using Copy or Instance into animatable spinner fields is not supported
       for Editable Poly. Copying or pasting the controllers in Track View will achieve the same
       functionality.

EXPOSURE CONTROL
   • Turning on Process Background will not render Background Color. Bitmaps and texture
     backgrounds render correctly, but simple Background color does not. A workaround is to
     use a checker map with the 2 colors equal to the Background color.
FILE I/O
   • 3DS files created by the Rhino product (from Robert McNeel & Associates) can cause
        instability when imported into 3ds max. If an assert error dialog is encountered, Retry
        may result in a successful import, but this might cause your session to destabilize.

FILE MENU
   • 3ds max 5 files are not backward compatible with previous versions of 3ds max, and will
      not load within earlier versions.

FLEX
   •    Flex single-frame rendering can take a substantial amount of time. When a scene
        containing Flex is rendered at a point in time far away from the Flex reference frame, the
        modifier must calculate the solution for all flexed points from the reference frame to the
        current frame. During single-frame tests or net rendering, this could contribute to a
        significant delay in overall rendering time. To correct this, add a Point Cache modifier
        above Flex and record the flexed point data to disk. Then, disable all modifiers below
        Flex before you render.

HSDS
   • Using HSDS on a mapped object breaks vertices and can distort the texture. This is a
     limitation, as there is no provision for more than one texture vertex per vertex. To work
     around the problem, texture the output of HSDS instead of the input.

    •   HSDS is not available when running on either Windows 98 or Windows ME due to
        incompatibilities with supporting libraries. The respective DLL file will not load under
        these operating systems, and scenes containing HSDS modifiers will have stand-in’s.

INI FILES
    • Before editing 3dsmax.ini, or any other INI file, it is advised that you save a copy for
        backup. You can restore your 3dsmax.ini to factory defaults by removing it from the root
        3dsmax5 directory and launching 3ds max.

INVERSE KINEMATICS
   • Invalid IK dependency loops might not trigger a warning. It is possible to create an IK
      dependency loop that generates an undesirable solution. No warning is given to indicate
      this occurrence; however, the results are generally evident immediately and usually
      undoable.

    •   Setting joint limits on HI IK start joints might lead to non-intuitive behavior. The joint limits
        on a start joint might interfere with the HI requirements to create an IK solution. In this
        event, the resulting configuration of the chain might be unexpected. To correct this, free
        up as many degrees of rotational freedom as possible. It can also help to adjust the
        preferred angles of the start joint.

    •   A conflict may occur when you have an HI IK chain and use Assign Vertex Colors on the
        bones that make up that chain. This conflict may cause subsequent file load problems.
        To correct, either collapse the stack after using the Assign Vertex Color modifier, or add a
        VertexPaint or STL Check modifier to the top of the stack.

    •   For HI IK, no MAXScript or Parameter Wiring is available for the Enabled state. This is as
        designed, as the Enabled state is controlled by the new Boolean Controller, which can be
        copied and instanced.

LAYERS
   • When the Layer’s Shaded Viewport Display is used, it will be set to Facet if the Viewport
     itself is displayed in non-Smooth mode. Once the Viewport is set to Smooth + Highlights
     by right-clicking the viewport label, this will change the Layer’s default Facet display to
look Smooth.

    •   Display As Box under the Display Properties does not work for layers set to Wireframe
        display. To use Display As Box in Wireframe mode set the Viewport Display to Viewport
        and have it be in Wireframe there.

    •   Scripting Access only allows turning on, off, lock, unlock, name, wirecolor, includeGi,
        excludeGi. Advanced parameters are not exposed to MAXScript

LENS EFFECTS
   • A glow of small size doesn't appear to work when rendering to fields. To correct this,
      increase the size of the glow before rendering.

    •   Glow, on an Environment map, using Effects ID, will not work if Anti-Aliasing is on.

    •   Resetting 3ds max while the Video Post Lens Effects Setup dialog is displayed is not
        recommended.

MACRO RECORDER
  • Not all features are macro-recordable at this time.

MANIPULATORS
  • The Transform Type-In controls on the status bar don't re-enable properly after you've
      been in a sub-object mode. To correct this, deselect and then reselect the object.

MATERIAL EDITOR
  • Blur and Blur Offset controls are enabled for all 3D maps, but can be used only with
     antialiased 3D maps such as Noise.

    •   If textures are not found on merge, use File > Open instead of Merge.

    •   The Make Unique button in the Material Editor also works on the map level of a material
        when you have a map instanced to different channels of the same material.

    •   Installing Microsoft Access® after installing 3ds max 5 results in the MAT file type being
        reassigned as an Access table file and not a 3ds max materials library file. To correct,
        use Windows Explorer > View > File Types to reference the file type back to 3ds max 5.

    •   Texture mapped objects that are invisible at frame 0 and are missing UVW mapping
        coordinates will not be textured in a rendered sequence when visibility is changed during
        the animation. To alleviate the problem make sure to have a UVW Map modifier on the
        object.

    •   The use of recursive IFL files is not supported.

MERGE ANIMATION
  • When using Merge Animation at the sub-object level, the Target object will first need to
     have animation controllers assigned to it. Sub-object vertices, control points, and so on
     require animation controllers prior to merging to process the merged animation. For
     example, when merging FFD lattices you must click Animate All before merging lattice
     control points.

MESHSMOOTH
  • When using Smoothness on a mesh that has had control-level editing, Smoothness will
     smooth down to the highest level that has had control-level editing applied to it, or to the
     currently active control level, whichever is higher.

    •   At this time, control-level editing in MeshSmooth should be considered a modeling tool
only. Having an animated deformer placed before a MeshSmoothed object that has had
       control-level editing can result in the MeshSmoothed object becoming distorted. It's
       recommended that deforming modifiers be placed after the MeshSmooth modifier in the
       stack if you're using the deformers for animation. For best results, using a deforming
       modifier before the MeshSmooth modifier in the stack, you'll need to limit your control-
       level edits to moving vertices in their local Z axis.

   •   Using MeshSmooth with values of more than 10 iterations is not supported.

   •   When MeshSmooth set to 0 iterations, a polygon conversion of the MeshSmoothed
       object still occurs and viewport performance will be impacted. For optimal playback, set
       the MeshSmooth modifier to be Off in viewports, rather then set iterations to 0.

   •   Pasting animation using copy or instance into animatable spinner fields is not supported
       for the MeshSmooth modifier. Copying/pasting controllers in Track View can achieve the
       same functionality.

MODIFIERS
  • Changes to the alpha value of a sub-object cannot be undone in an Editable Mesh if you
      type the number in the Alpha field. Use the spinner instead.

   •   Using PathDeform and Stretch can leave remnants in the viewport. Press 1 to refresh the
       display.

   •   A Helix object with Display Render Mesh On that uses an FFD modifier will no longer
       appear in the viewport if an Edit Mesh modifier is added to the stack. To correct, convert
       the Helix to an Editable Spline by either collapsing or adding an Edit Spline modifier
       somewhere before Edit Mesh.

MORPHER
  • Windows 98 or Windows ME may loose adequate system resources (UI elements may
     no longer display) through scrolling the Morpher Channel List, repeated interaction with
     Morpher scene elements, or simultaneous use of 3ds max with other applications that
     require large amounts of resources. To resolve the problem, save your file, exit, and re-
     launch 3ds max and/or close other resource intensive applications. If possible, avoid
     excessively scrolling the Morpher command panel when using these operating systems.

   •   When adding new targets to a progressive morph, target percents will be re-normalized.
       If target percents have been customized, it is recommended that you make a note of
       current target percents before adding new targets.

   •   Moving a Morpher Channel List target to another slot will currently cause progressive
       morph target percents to default to 0. Before moving a channel list target to another slot,
       make a note of any customized progressive morph target percents.

   •   Progressive morph tension value is reset to .5 when the .MAX file is saved and reloaded.
       Please readjust the tension value manually before rendering.


MORPHER MATERIAL
  • Copying Morpher material to different material editor slots can cause unexpected results
     particularly if using Undo and Redo.

   •   Morpher material requires associated geometry to work correctly with Set Key.

MOTION PANEL
  • When a trajectory of an object is derived from a spline using the Convert From feature,
     the Previous Key and Next Key buttons on the Key Info (Basic) rollout do not work unless
Time Display (in the Time Configuration dialog) is set to FRAMES:TICKS. This is
        because the keys are created between frames.

MULTIRES
  • Instanced MultiRes modifiers will display their Vertex Percentage values, and will hide
      their Vertex Counts, when more than one object is selected.

    •   The MultiRes modifier currently does not support materials applied to any channels other
        than channel 1. UVW mapping coordinates, for channels other than channel 1, can be
        reassigned with a UVW Map modifier applied above the MultiRes modifier in the modifier
        stack.

    •   When using Set Key, remember that the MultiRes modifier detects any keys that are set
        on Object Parameters as changes in the underlying object's mesh, and this may require
        the MultiRes mesh to be regenerated.
.

NETWORK RENDERING
   • You Should turn on Compress On Save, and then save your MAX file, before you try to
     render a scene who’s MAX file is larger than about 150MB. It is recommended to always
     us Compress On Save for optimal network rendering performance.

    •   If you uninstall 3ds max 5 and then reinstall 3ds max 5 with Backburner in a different
        folder than it was originally installed in, you will need to remove the old path to
        backburner from the windows path environment variable. On your desktop, right click on
        the My Computer icon, choose Properties, Advanced tab, Environment Variables, choose
        the Path system variable and hit the edit button. Remove the old path to Backburner.

PARAMETER WIRING
   • Wiring a parameter to a value outside the constrained range of that parameter can cause
     unpredictable results.

    •   Cloning an object, wired to another object, results in a clone with an unattached
        parameter wire. Selecting the unattached parameter in the Parameter Wiring dialog
        displays a warning dialog asking if the unattached parameter wire should be
        disconnected. Choosing “Yes” to disconnect will result in program failure. To resolve this,
        do not use the Parameter Wiring dialog to disconnect. Assign a new controller to the
        orphaned wire tracks in Track View.

    •   Turning on Display Render Mesh after wiring a NURBS point curve can cause instability.
        Workaround is to assign a bezier float controller to the curve's sides track and insert a
        key. Values can then be changed, and Display Render Mesh can be used without
        problem.

PARTICLE SYSTEMS
   • When the source particle system of a Mesher compound object is set to Mesh Viewport
      Display, it will not update properly in viewports. Use the Dots or Ticks Viewport Display
      options with a Mesher compound object.

    •DynaFlectors do not solve properly in Dynamics simulations.

PLUG-IN MANAGER
   • Under Win98 and WinME, plug-ins that are currently loaded are marked as "Unloaded"
      instead.

    •   The Defer option for selected or tagged plug-ins has no effect.

    •   The Load option for selected or tagged plug-ins loads a plug-in for the current 3ds max 5
session, but doesn't load for subsequent sessions.

   •   Plug-ins loaded using the script function "loadDllsFromDir" do not appear in the Plug-in
       Manager.

QUAD PATCH
  • Performance is slow when creating Quad Patches with 100x100 segments.

RADIOSITY
  • For best result, always use Exposure Control when working with radiosity.

   •   If you try to edit a scene material after you process radiosity, the system response might
       be slow and even appear locked. The system will not have locked but is processing
       redraws for every change in every object containing the material. Potential workarounds
       would be to reset the radiosity solution prior to performing material edits or assigning a
       new material to the object prior to editing.

   •   Do not use Views > Activate All Maps after processing a Radiosity solution. This may
       take a long time to process and your system may appear to lock. Reset the Radiosity
       solution before using it.

   •   Changing an object's layer (when its properties are set to By Layer) will not invalidate a
       radiosity solution. You need to do a Reset All and reprocess radiosity to update the
       radiosity solution with the new settings.

   •   After processing radiosity, some maps might display incorrect colors in the viewport. To
       fix this, make sure you turn “Show Map In Viewport” for the parent material, not for the
       map.

   •   Radiosity does not support Light Include/Exclude lists.

   •   Coincident faces may cause artifacts with radiosity calculations. Splines using an Extrude
       modifier with an Extrude Height of 0 and both Cap Start and Cap End turned On usually
       produce coincidental faces. To correct, turn one of the Cap options Off, or make the
       Extrude Height > 0.

   •   Rectangular or scaled Spotlights are considered as standard conical spotlights by the
       Radiosity solver.

   •   Radiosity does not distinguish lights where Affect Ambient, Specular or Diffuse is toggled.
       All are treated the same way. If you need these lights to affect only the specified
       channels, exclude them from Radiosity.

   •   When objects are excluded from Radiosity, they will render black when using “Re-Use
       Direct Illumination From Radiosity Solution”. If you want to avoid rendering Direct
       Illumination, you can Store Direct Illumination for all lights and add lights that are
       excluded from Radiosity.

   •   Creating new Splines (not Renderable), helpers, and cameras will not invalidate the
       Radiosity Solution. However, if you apply a modifier to a 2D Spline and convert it to a 3D
       object it will still not show the solution as invalid. On the other hand, as soon as you click
       Start, Radiosity will recognize the new object and will then warn you that the solution is
       invalid and needs to be reset.

   •   Opening previous 3ds max scenes sets “Compute Radiosity when required” to On by
       default.

   •   Radiosity does not support Wireframe materials. Use the Lattice Modifier or an Opacity
Map to get the desired affect.

   •   In 3ds max 5, Radiosity is computed based on the Ambient Color. If you have old files
       where the Ambient Color is different than the diffuse color, or it’s darker, your scenes
       might render unexpectedly. For predictable results, either lock the Ambient and Diffuse
       color or at least to make them very similar. Autodesk VIZ 4 only uses the Diffuse color to
       compute Radiosity, so results from it may be dissimilar from 3ds max 5.

   •   Radiosity does not support materials with the Face Map toggle turned on. Objects need
       to have explicit UVW coordinates. To use Face Map, apply a UVW Map Modifier to the
       objects and choose Face. This has the same effect as turning on Face Map in the
       material.

   •   When using XRef Scenes, and the XRef Scene has been changed, the radiosity solution
       will not be automatically invalidated. You need to click Reset All and restart, so the
       radiosity solution can be updated.

   •   Files that contain Radiosity solutions are usually very large. Turning on Compress on
       Save in Customize > Preferences, files will reduce significantly in size.

RAYTRACE
   • Using the Raytrace material on double-sided materials is currently not supported.

   •   It is almost always better to use supersampling, rather then antialiasing, at the material
       level. The only time you might want to use Raytrace antialiasing is to blur or defocus
       reflections or refractions. If you do use Raytrace antialiasing, the default blur value, 0.0, is
       usually too small. Try using 0.5 or 0.6 and set all of your materials that use the Raytrace
       map to Adaptive Halton supersampling to improve image quality.

   •   Some 3ds max 4.2 files using raytrace maps in the refraction map slot of a standard
       material shader may render slower in 3ds max 5. To improve performance, go to the
       raytrace maps in your scene, open the Refractive Material Extensions rollout, and turn off
       Treat Refractions as Glass (Fresnel Effect) checkbox.

   •   3ds max 4.2 MAX files using raytrace maps in the refraction map slot of a standard
       material will render differently from 3ds max 5 due to improvements made in refraction
       map.

REACTOR
   • reactor 1.4 is included with 3ds max 5 and no additional authorization is required. To
     launch reactor, click the reactor button in Utilities panel.

   •   The interactive reactor preview uses its own graphics display. Although we have tested
       its OpenGL 1.1 and Direct3D 7.0 rendering engine on a wide range of video cards, we
       have by no means tested all of them. The cards we use in house are the 3DLabs®
       Oxygen® cards, and all of the NVIDIA range of chipsets. We have also tested on cards
       such as the Matrox™ G400, ATI® Rage cards and 3Dfx Voodoo series cards. Cards that
       only do full screen acceleration such as the 3Dfx Voodoo3, generally work in slow
       software windowed mode. To use 3D hardware acceleration, ensure you check the full
       screen option before previewing the scene. If you experience problems which include the
       above mentioned render problems that prevent the preview window from running (blank,
       black screen, or the window hanging), please contact product support with information
       about your card: chipset, manufacturer, driver revision and operating system information
       (including service pack version) so we can work to correct it.

   •    In the case of a scene not completing a Solve, there are various ways of simulating the
       same scene:
Take your original scene and increase the substeps/keyframe value
               (Animation & Export Rollout).

               Increase the collision tolerance for your scene so that it’s approximately
               1/10th of World Scale (Advanced Rollout). If this increase causes too
               large a gap between objects, scale the objects up and scale gravity up by
               an equal percentage.

               For keyframed and deformable objects increase the updates/keyframe
               value.

   •   The addition of body or collection types to a scene can change the scene’s simulation.
       Adding types of objects will not usually have a noticeable affect on the scene’s simulation
       but it is advisable to create scenes as close to entirety as possible, before tweaking the
       parameters for a desired result.

REGATHER
   • Rendered images may look inconsistent when rendering with a number of rays per
     sample smaller than 40 on systems with 2 or more processors. Differences will also be
     noticed between Autodesk VIZ 4 and 3ds max 5, because 3ds max 5 supports multi-
     threading for Regather while VIZ 4 does not.

RENDER ELEMENTS
   • Adding Render Elements to a newly opened file does not mark the scene as modified. To
     correct, save the scene before opening a new scene or closing 3ds max 5.

   •   Scenes from 3ds max 4 with Z Depth render elements load incorrectly when filtering is
       enabled. To correct, disable filtering for these elements within 3ds max 4 prior to loading
       in 3ds max 5.

   •   The Diffuse and Shadow elements might have unexpected results when rendering with
       Light Tracer

   •   In order to render sequential frames using the CWS file format you must first render one
       frame of your sequence with Output to Combustion enabled.

   •   In order to capture sequential frames when rendering elements Enable Ranger Render
       must be used.

RENAME OBJECTS TOOL
   • Rename Objects Tool does not support Undo. It is recommended that users save or use
     Hold prior to using the Rename Objects Tool.

RENDER EFFECTS
   • The File Output render effect does not support network rendering.

RENDERING
   • When rendering scenes containing more than 5 million polygons, increase your virtual
     memory to 1.4 GB or higher for better performance.

   •   Image Motion Blur is a memory intensive operation requiring a large amount of RAM that
       scales linearly with the number of pixels in the rendered image. You may not have
       sufficient memory to allocate the image motion blur buffer if you are also using high-
       resolution background maps. To correct, composite the blurred image against the
       background image in postproduction rather then rendering when Image Motion Blur is
       calculated.

   •   Texture-mapped objects that are invisible at frame 0 and are missing UVW mapping
coordinates are not textured in a rendered sequence when visibility is changed during the
        animation. To alleviate the problem, make sure to have a UVW Mapping modifier on the
        object.

    •   When rendering Fields with Image Motion Blur and Work With Transparency turned on
        the final images might contain artifacts.

RENDER TO TEXTURE
   • A warning will be displayed when you use Render To Texture on a patch object, and
     results may be less than satisfactory if you choose to continue. For best results, add
     either a Turn To Mesh or UVW Unwrap modifier to patch objects before using Render To
     Texture.

RESOURCE COLLECTOR
   • The Resource Collector does not collect Environment, Displacement, or Projector maps.

    •   The Resource Collector does not collect the image files used by IFL files, only the IFL file
        itself.

    •   The Resource Collector does not collect XRef'd Objects or Scenes.

SCHEMATIC VIEW
   • Compound objects cannot be renamed.


SET KEY
   • Set Key requires a controller to be present to create a key. While all objects have default
      controllers for their transforms, parameters and sub-objects (such as mesh and spline
      vertices, NURB CV’s, etc.) do not. Controllers must be assigned to these entities before
      Set Key can create keys for them.

    •   Leaving Set Key on during material creation can lead to unexpected results. It is
        recommended that you turn Set Key off while setting up materials and maps.

    •   Set Key action items will only work with XYZ controllers. For all other controllers use
        Keyframe Tools action items. Note that 3ds max 5 now defaults to XYZ controllers.

    •   Set Key does not respect the changes made in the active material, unless you have
        enabled the Set Key Material Filter.

    •   Set Key does not fully support the animation of Manipulator Helpers and using them can
        result in unpredictable results. Manipulators should be used with Auto Key.

    •   Block Controllers do not work with Set Key only animation. If the Block contains an object
        animated with Auto Key, then all objects animate correctly. The Auto Key object can be a
        simple dummy, and it can be deleted after the block is created.

    •   The Follow/Bank utility does not support Set Key animation.

    •   Right click drag of the time slider changes the current time without updating the animation
        in the viewport and can be used for copying an object's existing animation to new points
        in the timeline (among other things). There is a known issue with Set Key mode using this
        method. If a keyframe exists at the current time for the selected object, and the object is
        transformed in the viewport, then the time is changed via right click drag of the time
        slider and a new keyframe is created at the new time, the original keyframe will be
        deleted. To avoid this, first begin at the existing keyframe and right click drag the time
        slider to the new time, then edit the pose and save a new keyframe at the new time. This
will preserve all existing animation and produce the desired result.




SPLINE IK
            •   Spline IK calculations do not allow for the inclusion of the spline, IK handle and
                bone chain to be in the same hierarchy. Spline IK solutions will become
                unreliable if the bone chain and the spline are Linked in any way. Features
                relying upon hierarchies will also be be affected, including Character nodes and
                Xref objects

            •   Spline IK will only work when referencing a shape or spline object, meaning the
                referenced object’s stack must end as a spline. Modifiers may be used on the
                referenced spline as long as they do not convert it to another geometry type
                (e.g., Edit Spline, FFD, and Bend will keep a Circle object a spline and are
                allowed but adding an Extrude or UVW Map will convert it to a mesh and are not
                allowed).

            •   Using Path animation on the first bone of a SPIK chain is perfectly valid. If Twist
                is employed however, and the bones are allowed to animate off the end of the
                spline, their twist will not be preserved.

SUBDIVIDE MODIFIER
   • The Subdivide Modifier cannot be applied to NURBS Curves, even if they’re renderable
      curves. Instead, use the Subdivision Properties to adjust the curve's mesh density.

    •   Very low Size values can exhaust system memory and cause session instability because
        Subdivide will create extremely large quantities of faces. Be sure to use reasonable Size
        values. If subdivide is taking a long time to calculate, use the ESC key to abort the
        subdivision, then set the Update method to Manual so you can change the Size value to
        something more appropriate.

TRACK VIEW
   • Deleting the trackview.ini file may cause icons to disappear. To resolve this, try loading
     the trackview.ini file from the 3ds max 5 CD. This action will bring your Track View
     settings back to their defaults.

TRANSFORM TOOLS
   • Transform Tools will not update while dragging at a sub-object level.

    •   The Rotate Gizmo can rotate backwards with its first use in a session. After the first use,
        all further rotations go in the correct direction.

    •   The Screen Handle for the Rotate Gizmo does not transform around a common center
        with multiple object selections. Instead the selected objects will rotate, relative to the
        view, around their individual pivots.

    •   The Transform Gizmo may disappear when snaps are enabled at the sub-object level.
        Rolling the cursor over the missing Gizmo will cause it to reappear.

USER INTERFACE / CUI
   • CUI files created in previous versions of 3ds max are not forward-compatible. These files
      need to be re-created for use in 3ds max 5.

    •   CUI files should not be removed from the UI folder. If 3ds max 5 looks for a CUI file that
        is not in the UI folder upon startup, the application can fail. This can be a problem if
        multiple users are using the same configuration settings, but don’t have the correct CUI
files associated with that configuration.

   •   The proper highlighting of UI elements (mainly check boxes and radio button fields) might
       not appear in the Command Panel during keyboard tabbing when running 3ds max 5
       under Windows 2000. To force the highlighting to display properly, undock the Command
       Panel. Then the highlighting will display and properly show where UI focus is. Once you
       have tabbed while the Command Panel is floating, you can re-dock the Command panel
       and highlighting will operate properly.

   •   Large fonts are not supported in 3ds max 5, and can produce unpredictable display
       results.

   •   The grid draw options dropdown in Advanced Options is not supported.

   •   When working with memory intensive files and process, you may notice the tools below
       the track bar disappear. Simply click the Maximize/Restore button at the upper right
       corner of the application’s window. This will cause the missing tools to redraw at the
       bottom.

   •   When 3ds max 5 is launched for the first time, the tool bar icon for the override keyboard
       shortcut will appear to be off even though the function is active. Click the button once to
       turn this function off. The button will stay in a non-active state. Click it again, and the
       desired functionality will follow.

   •   If you want your system to default to your keyboard shortcuts from 3ds max 4, copy your
       keyboard shortcuts over as MaxKeys.kbd. into the 3ds max 5 UI folder.

   •   Closing the Customize User Interface without saving will automatically save the KBD file.

UVW MAP
  • UVW maps assigned below a Displace Approximate Modifier may block changes made
     at the Displace Level. Setting the UVW modifier to Off in the viewport solves the updating
     problem.

UNWRAP UVW
  • Normals Mapping with Patches is not supported by Unwrap UVW.

   •   Unfold mapping with Patches is not supported by Unwrap UVW.

   •   Unfold mapping with Selected Faces can give unexpected results and is not
       recommended.

   •   In certain patch models, the Stitch operation can cause tangent handles to be welded
       when Align Clusters is turned on. Turning off Align Clusters should solve the problem.

   •   When there is a sub-object selection below Unwrap UVW in the stack, the Unwrap
       modifier uses those faces and disables its own Select Face sub-object mode. Closing the
       sub-object selection below the Unwrap will allow you to enter the Select Face sub-object
       mode in Unwrap by clicking the title bar, and the sub-object plus symbol in the stack will
       refresh after changing to another panel and back.

   •   The Sketch Vertices feature should be used with the interactive feature On, as having it
       Off can lead to situations where Undo will not work.

   •   Adding Unwrap to a closed spline and performing a Flatten Mapping operation is not
       supported. The spline should be converted to a mesh or poly and edited in some way
       (extruding, for example) before flattening occurs
VIDEO POST
   • Close the Video Post Lens Effects setup dialog before you choose File > Reset.

   •   Lens Effects Focus does not affect overlapping portions of objects.

   •   Video Post does not support Multipass Depth of Field and Multipass Motion Blur.

VIEWING FILES
   • The Autodesk FLC image file setup depends on the .AVI settings for Windows Media™
      Player. Since Media Player can be replaced when installing other applications, viewing
      FLC files can fail at times. To work around this, install QuickTime® 5, which is provided
      with 3ds max, and use it to view these types of files. QuickTime 5 can convert FLI™ and
      FLC files, but not CEL files.

XREF
   • XRef Automatic Update has more restrictive functionality under Windows 98. XRef
     objects and scenes can be set to update automatically whenever a file change is
     detected. Under Windows 2000, this occurs each time the source file is saved. Due to
     different system notifications in Windows 98, the automatic update only occurs when the
     source file is closed by exiting 3ds max 5 or by loading another file. Manual Update
     works as expected.

   •   When clicking to unbind the highlighted XRef(s) from whichever parent they'd been
       bound to, the XRef scene does not return to its origin, typically the 0,0,0 world origin of
       the MAX file scene it came from.

   •   Drag and drop when running under Windows 98 requires the Local Intranet security level
       to be set to Low in IE. This setting can be found in the IE Options dialog, under the Tools
       Menu.



Notes About the 3ds max 5 Scripter (MAXScript)
and the 3ds max 5 SDK
Notes about MAXScript (Scripter)
   • A material may be specified as the second, optional, argument to showTextureMap. The
       syntax for showTextureMap is:

           showTextureMap <material> [<texturemap> | <material>] <boolean>

           If the optional texturemap or material is not specified, Show Map in Viewports is set
           for the argument 1 material. If the optional texturemap is specified, it will be searched
           for in the argument 1 material. If the optional material is specified, it will be searched
           for in the argument 1 material.

   •   For all methods and system globals where a file-name string is specified, '/' can be used
       instead of ''. For example:

           getSaveFileName filename:"f:/3dsmax3/images/"

   •   The return value type of the wire controllers’ interface method getWireSubnum was
       changed from <integer> (0-based) to <index> (1-based).

   •   The following properties were added to rolloutFloater:
<rolloutFloater>.inViewport Boolean, read-only.
             Signifies whether the rollout floater is currently displayed in a viewport.
        <rolloutFloater>.open Boolean, read-only.
             Signifies whether the rollout floater is currently displayed.
        <rolloutFloater>.dialogBar Boolean, read-only.
             Signifies whether the rollout floater is used as a dialog bar.

•   The following options in the MAXScript tab of the Preferences dialog have no effect:
       o Auto Start MAXScript
       o Load Controller Scripts
       o Auto Open Listener On Output

•   Getting and setting <node>.dir now respects current coordinate system. Previously, this
    property was always in world coordinates

•   PolyOp.deleteEdges, PolyOp.deleteVerts, PolyOp.deleteFaces - The behavior of these
    methods has changed. Now when using these methods, all SO elements that use the
    deleted elements are also deleted. What used to be the (internal) Delete method is now
    the (internal) Remove method. This new method isn't exposed through the polyOp
    structure, so you will need to work through the epoly interface. The signature for this
    interface method is:

        <bool>Remove selLevel:<enum> flag:<DWORD>
        selLevel enums: {#Object|#Vertex|#Edge|#Face|#CurrentLevel}
        selLevel default value: #CurrentLevel
        flag default value: 1

    An example replacement function which will work in both version 4 and 5 is:

        fn polyop_deleteEdges obj which delIsoVerts:=
        (       if (MaxVersion())[1] > 5000 then
                 (      local bit30 = bit.set 0 30 true
                        polyop.setEdgeFlags obj which bit30
                        obj.EditablePoly.remove selLevel:#edge flag:bit30
                        if delIsoVerts == true do polyop.deleteIsoVerts obj
                )
                else
                polyop.deleteEdges obj which delIsoVerts:delIsoVerts
        )

•   The following MAXClass aliases were defined to maintain compatibility with Autodesk VIZ
    scripts:

        o   Advanced_Ray_traced (new class name: Adv__Ray_Traced)
        o   HSDSObject (new class name: HSDS)
        o   Radiosity_Override (new class name: Advanced_Lighting_Override)
        o   Texture_Sky (new class name: Skylight)
        o   VIZ_Radiosity (new class name: Radiosity)

•   The following RenderElementMgr interface methods were added. These methods are
    used for getting and setting the output file name for render elements.

        <void>SetRenderElementFilename <integer>index <string>filename
        <string>GetRenderElementFilename <integer>index

•   The following properties were added to SplineIKChain:

        <SplineIKChain>.upnode                     type:Node
<SplineIKChain>.useUpnode       type:Boolean

•   The following maxOps interface method was added. This method returns true if Set Key
    mode is active

       <boolean>getSetKeyMode()

•   A new property has been added to the Matte/Shadow material:

       <Matte>.additiveReflection    Integer   default: 1 -- UseReflMap

•   The IKChainControl Interface methods are listed in the 3ds max 5 MAXScript Online
    Reference with a different return value class. The IKChainControl Interface has the
    following definition:

       IKChainControl interfaces:
         Methods:
         <boolean>snap() -- Action Interface
         <boolean>ikSnap() -- Action Interface
         <boolean>fkSnap() -- Action Interface
         <boolean>toggleEnabled() -- Action Interface
         <boolean>setPrefAngles() -- Action Interface
         <boolean>assumePrefAngles() -- Action Interface
         Actions:

•   The return value class of the show() method in the Plug_in_manager interface is now
    boolean. It used to be float.

       Plug_in_Manager interfaces:
         Methods:
         <boolean>show() -- Action Interface

•   There is an undocumented interface to the mental ray Shader available when the mental
    ray optional renderer is installed on the system.

       Interface: mentalrayShader
         Properties:
         Methods:
          <boolean>Editor <HWND>window <maxObject>target
          <maxObject>Browser <HWND>window <integer>type
         Actions:

•   The Photometric Lights classes have been re-exposed to MAXScript after the 3ds max 5
    MAXScript Online Reference has been finalized. The Photometric Lights Common
    Properties and Interfaces are now as follows:

    <Photometric_Light>.affectDiffuse Boolean default: true --
    Affect_Diffuse
    <Photometric_Light>.affectSpecular Boolean default: true --
    Affect_Diffuse
    <Photometric_Light>.ambientOnly Boolean default: false -- Ambient_Only
    <Photometric_Light>.atmosColorAmt Float default: 100.0 -- animatable;
    Atmospheric_Color_Amount
    <Photometric_Light>.atmosOpacity Float default: 100.0 -- animatable;
    Atmospheric_Opacity
    <Photometric_Light>.atmosShadows Boolean default: false --
    Atmospheric_Shadows_On
    <Photometric_Light>.castShadows Boolean default: true -- Cast_Shadows
    <Photometric_Light>.contrast Float default: 0.0 -- animatable;
    Light_Contrast
<Photometric_Light>.falloff Float default: 60.0 -- animatable;
Field_Angle
<Photometric_Light>.flux Float default: 0.0
<Photometric_Light>.hotSpot Float default: 30.0 -- animatable;
Beam_Angle
<Photometric_Light>.intensity Float default: 1500.0 -- animatable
<Photometric_Light>.intensityAt Float default: 39.3701 -- Intensity_At
<Photometric_Light>.intensityType Integer default: 1 -- Intensity_Type
<Photometric_Light>.kelvin Float default: 3600.0 -- animatable
<Photometric_Light>.light_length Float default: 39.3701 -- animatable;
world units
<Photometric_Light>.light_width Float default: 39.3701 -- animatable;
world units
<Photometric_Light>.lightAffectsShadow Boolean default: false --
Light_Affects_Shadow
<Photometric_Light>.multiplier Float default: 100.0 -- animatable
<Photometric_Light>.on Boolean default: true -- Light_On
<Photometric_Light>.originalFlux Float default: 0.0 -- Original_Flux
<Photometric_Light>.originalIntensity Float default: 0.0 --
Original_Intensity
<Photometric_Light>.projector Boolean default: false
<Photometric_Light>.projectorMap textureMap default: undefined --
Projector_Map
<Photometric_Light>.rgb Color default: (color 255 255 255) --
animatable; Light_Color
<Photometric_Light>.rgbFilter Color default: (color 255 255 255) --
animatable; Filter_Color
<Photometric_Light>.shadowColor Color default: (color 0 0 0) --
animatable; Shadow_Color
<Photometric_Light>.shadowColorMapEnable Boolean default: false --
Use_Shadow_Color_Map
<Photometric_Light>.shadowMultiplier Float default: 1.0 -- animatable;
Shadow_Density
<Photometric_Light>.shadowProjectorMap textureMap default: undefined --
Shadow_Projector_Map
<Photometric_Light>.showCone Boolean default: false -- Cone_Display
<Photometric_Light>.softenDiffuseEdge Float default: 0.0 --
animatable; Diffuse_Soften
<Photometric_Light>.targetDistance Float default: 240.0 -- animatable;
Target_Distance
<Photometric_Light>.useGlobalShadowSettings Boolean default: false --
Use_Global_Params
<Photometric_Light>.useKelvin Boolean default: false -- Use_Kelvin
<Photometric_Light>.useMultiplier Boolean default: false --
Advanced_Effects
<Photometric_Light>.webFile String default: "" -- filename;
Web_Filename
<Photometric_Light>.xRotation Float default: 0.0 -- X_Rotation
<Photometric_Light>.yRotation Float default: 0.0 -- Y_Rotation
<Photometric_Light>.zRotation Float default: 0.0 -- Z_Rotation

Photometric_Light interfaces:
  Interface: LightProperties
   Properties:
    .type : value : Read|Write
    .distribution : value : Read|Write
    .excludeList : value : Read|Write
    .includeList : value : Read|Write
    .shadowGenerator : value : Read|Write
    .shadowGeneratorByName : value : Read|Write
    .raytracedShadows : value : Read|Write
    .color : color by value : Read|Write
    .enabled : bool : Read|Write
   Methods:
   Actions:
•   The ‘max set key others filter’ command was removed, and the following Set Key max
    commands were added:

         max set key all postion                    Set position keys
         max set key all postion                    Set position, rotation, and
         rotation and scale                         scale keys
         max set key all rotation                   Set rotation keys
         max set key all scale                      Set scale keys
         max set key all x postion                  Set key on X track of position
                                                    XYZ controllers
         max set key all x rotation                 Set key on X track of rotation
                                                    XYZ controllers
         max set key all x scale                    Set key on X track of scale XYZ
                                                    controllers
         max set key all y postion                  Set key on Y track of position
                                                    XYZ controllers
         max set key all y rotation                 Set key on Y track of rotation
                                                    XYZ controllers
         max set key all y scale                    Set key on Y track of scale XYZ
                                                    controllers
         max set key all z postion                  Set key on Z track of position
                                                    XYZ controllers
         max set key all z rotation                 Set key on Z track of rotation
                                                    XYZ controllers
         max set key all z scale                    Set key on Z track of scale XYZ
                                                    controllers
         max set key clear                          Clear pending changes
         max set key customattributes               Toggle Custom Attributes filter
         filter                                     setting
         max set key ikparams filter                Toggle IK Parameters filter
                                                    setting
         max set key materials filter               Toggle Materials filter setting
         max set key modifiers filter               Toggle Modifiers filter setting
         max set key objectparams filter            Toggle Object Parameters filter
                                                    setting

•   The ‘max set keys on selected’ command is now ‘max set key on selected’.

•   The <Damper>.Generate_Mapping_Coordinates default value is 0. It is listed as 1 in the
    3ds max 5 MAXScript Online Reference.

•   The <GeoSphere>.mapCoords default value is false. It is listed as true in the 3ds max 5
    MAXScript Online Reference.

•   The <Hose>.Generate_Mapping_Coordinates default value is 0. It is listed as 1 in the
    3ds max 5 MAXScript Online Reference.

•   The <Plane>.mapCoords default value is false. It is listed as true in the 3ds max 5
    MAXScript Online Reference.

•   The <Spring>.Generate_Mapping_Coordinates property’s default value is 0. It is listed as
    1 in the 3ds max 5 MAXScript Online Reference.

•   The <Torus_Knot>.Gen_UV property’s default value is 0. It is listed as 1 in the 3ds max
    5 MAXScript Online Reference.

•   The <float_list>.weight default value is #(100.0). It is listed as #(1.0) in the 3ds max 5
    MAXScript Online Reference.

•   The <point3_list>.weight default value is #(100.0). It is listed as #(1.0) in the 3ds max 5
    MAXScript Online Reference.
•   The <Noise_float>.noise_strength property’s default value is 5.0. It is listed as 50.0 in the
       3ds max 5 MAXScript Online Reference.

   •   The alias of the <standard>.translucentColor property is Translucent_Color. It is listed as
       Specular_Color in the 3ds max 5 MAXScript Online Reference.

   •   DaylightAssemblyHead helper objects are available in 3ds max 5. Instances of this class
       are used as the light object for Daylight system objects.

MAXScript known problems and workarounds:

   •   Due to the change in the default position and rotation controllers to XYZ controllers, some
       scripts may no longer work correctly. Due to how MAXScript accesses subAnimatable
       controllers, what previously was returned as a controller may now be returned as a
       subAnim. An example of this is the ‘center’ subAnim on Bend modifiers. If a simple
       controller has been applied to this subAnim (for example, a bezier_position), you can
       directly set the center’s value: b.center = [100,100,0]. With a compound controller (for
       example, a position_XYZ) you have to set the value of the controller or its sub-controllers:
       b.center.controller.value = [100,100,0]. This also means that you cannot set the value for
       center as a construction property: b = bend center:[100,100,0]. Instead, the subAnim’s
       value will need to be set post

   •   Scripted Shape plug-ins are not supported in 3ds max 5.

   •   Saving a scene with missing scripted plugin definitions may corrupt the data associated
       with instances of the missing plug-in definitions.

   •   If the controller for a UI spinner performs automatic scaling (for example, a controller
       assigned to a rotation track where the controller stores angles in radians, but reports the
       angle in degrees), the spinner may behave inconsistently and show incorrect values.

   •   The Editable Poly SetSelection FPS method does not work properly, and may corrupt
       memory in some cases. Use the polyOp.setFaceSelection, polyOp.setEdgeSelection,
       and polyOp.setVertSelection methods instead.

   •   Bringing up the MAXScript Help file by pressing F1 in Listener may cause the mouse to
       freeze, requiring in a 3ds max or system restart.

   •   You may not use maxOps.cloneNodes inside an undo off context. Doing so will crash
       3ds max 5 when using the Undo function.

   •   If you create a node using the target keyword, the name of the target isn't derived from
       the name of the object being created. For example:

           targetSpot target:(Targetobject())

       creates a Target Spot ($Spot01) and target ($Target01). If you create the Target spot in
       the UI, the target name would be $Spot01.Target01.

   •   Not all properties’ aliases as shown by showProperties are supported for the objects:
           o Free Camera
           o Target Camera
           o Spray Particle System
           o Snow Particle System

   •   SubObject move transform is currently supported only for Editable_Mesh, Editable_Poly,
       and NURBS.
•   SubObject rotate and scale transforms are not supported with: Editable_Mesh,
      Editable_Poly, Editable_Patch, NURBS, MeshSmooth, and HSDS modifiers.



Notes about the SDK
  •   Version 5 is compatible with 4.x with certain exceptions (see help). To make plugin for
      version R5 only, API number has to be changed

      //#define MAX_API_NUM 8             // R4
      #define MAX_API_NUM 11              // R5

  •   Sdkhelp.exe utility (located in maxsdkhelpsdklink.zip) for previous versions has been
      retired.

  •   samplesgupcomsrvmaxclientmaxclient.mak
      Requires that you build the COMSRV project first before compiling.

  •   samplesmodifiersbonesdefbonesdef.mak
      Requires that you build the MAXComponents project first before compiling.

  •   To use the hardware shader plug-ins located in 3dsmax4pluginsHardwareShaders,
      you will need to add 3dsmax5pluginsHardwareShaders to your Customize > Configure
      Paths > Bitmaps and Plug-In panels.

  •   The asciiout utility has been retired; the file asciiout.cpp is moved to the retired folder.
      The current standard text exporter is asciiexp, which is included in the SDK, in
      maxsdksamplesimpexpasciiexp.

  •   Class IKMasterControl: Several types of controllers return a non-NULL pointer when
      GetInterface(I_MASTER) is called on them. To get an interface to this class, use the
      following code:

          ReferenceTarget* ref = NULL;
          IKMasterControl* themaster = NULL
          if (controller) ref = (ReferenceTarget*)controller->GetInterface(I_MASTER)
          if (ref && ref->ClassID() == IKMASTER_CLASSID)
                    themaster = (IKMasterControl*)ref;

  •   Creating vertical toolbars is not supported at this time, the standard Windows API could
      be used instead.

  •   To create the treeview child windows that contains a menu bar and toolbars, flag
      TVSTYLE_SHOW_CUI has to be used in Interface::CreateTreeViewChild(). If this style
      has been set, ItreeviewUI::GetHWnd() can be used to get the handle to the window
      housing the CUI elements.

  •   In order to compile the SDK samples for network rendering (JobAssign and ListJobs) the
      following must be added to the project: #define DF_MGRPORT 3234.

  •   To prevent naming conflicts in MAXScript, the ClassName and InternalName returned by
      a plug-in class should be different than any already used in 3ds max. This will prevent a
      potential renaming of existing plug-in classes as exposed by MAXScript. For each plug-in
      class, MAXScript attempts to create a global variable with the name returned by
      ClassName (and one for the name returned by InternalName if it is different) to represent
      the class. If a global variable with that name already exists, the superclass name is
      appended to the class name. Thus, if you create a modifier plug-in class whose name is
"Dent", your modifier plug-in class will be assigned the global variable name Dent in
       MAXScript, and the existing Dent texture map plug-in class will be named
       DentTextureMap instead of Dent. This name change will break user scripts. To verify that
       there is no MAXScript name conflict, you can run the following in MAXScript Listener:

                        apropos <class name string> implicitWild:false

       If the result is just 'OK', no naming conflict exists.




Additional Notes About Character Studio® 3.4
INSTALLATION AND AUTHORIZATION
   •character studio 3.4 installs from within the 3ds max 5 setup program.

COMPATIBILITY
  •character studio 3.4 requires 3ds max 5. It is not supported with earlier versions of 3ds
     max. All character studio 2.x data files remain forward compatible to character studio
     3.x.

   •Backward-compatibility between version 3 and all previous versions of character studio is
      not supported. Thus, files saved with any 3.x version of the software cannot be used by
      earlier versions of character studio.

WHAT'S NEW IN CHARACTER STUDIO 3.4
  •character studio 3.4 now supports floating network licensing with seats of 3ds max 5 that
      have network licensing. Contact your reseller for network license pricing.

   •Physique® now properly and automatically updates character studio 2.2 files that use the
      Physique modifier. Re-initializing upon import into character studio 3 is no longer
      required.

   •Biped® problems from frame rate change after Motion Flow and reset have been fixed.

   •Some Biped parameters in the Motion panel were not correct until biped was selected.

   •Several Biped MAXScript bugs were fixed.

   •Extracting footsteps with tolerance from Z level is now working.

   •3ds max no longer exits when resetting with a Crowd MAXScript instance open.

   •Windows 2000 assignment selections no longer highlight all.



Notes About Character Studio Features
BIPED
   •Old .MAX and .BIP footstep motions are automatically converted to Biped 3.0's new pivot-
       based system when loaded. In Biped 3.0, more control over the IK pivoting is possible.

   •This conversion may introduce "sliding" footsteps that allow the IK key to move anywhere in
       the coordinate space of the footstep, rather than being forced onto the footstep. A sliding
       footstep is created whenever an IK key is allowed to be free by not being joined to the
previous IK key. This does not necessarily mean that sliding is introduced; it only means
       that sliding is allowed.

   •When feet are linked to dummy objects (IK Blend =1), entering and exiting Figure mode may
      cause the feet to rotate. To return the feet to their correct position, enter and exit Figure
      mode twice more. It is recommended that you try to do as much of your Figure mode
      work before using IK Blend with dummy objects. It is not recommended using IK blending
      in Layers Planted or Sliding Keys. The limbs will snap to a different position than
      expected. Free keys work fine.

   •Before importing motion capture files (.BVH or .CSM), please consult the reference, or the
      bvh.rtf and csm.rtf documents in the cstudiodocs directory. The .CSM files in the
      HouseOfMoves directory all start with a calibration pose because Biped 3.0 uses the first
      frame to determine figure size and calibration of hip and feet angles in the absence of a
      Talent Definition .FIG file. However, this is only for convenience of quick viewing.

   •For best results, we strongly recommend that you always follow the guidelines in the csm.rtf
       document:

       1. Create "Talent Definition" files (.CAL and .FIG) for a given performer from a
          specifically recorded "calibration pose motion."

       2. Create .BIP motions from the talent's CSM motions using the same “Talent
          Definition” files from step 1.

   •Furthermore, using the “Talent Definition” files allows you to skip over the first frame so that
       it does not influence key-reduced motions.

   •Smoothing parameters in the biped.ini file are now set to zero, which produces better
      results. The biped.ini file can specify multiple path names for locating animation files for
      the Motion Flow Graphs.

   •When using the Motion Flow Graph, there must be a key set for the horizontal COM;
      otherwise your results may be unpredictable.

   •If a Motion Flow Graph to do a looping motion results in accumulated turning, then you may
        need to adjust the Angle in the Edit Transition dialog. This is because the program
        matches the orientation of the COM at the start of the transition. If this orientation is
        different from the direction of the motion, some compensation is necessary.

   •Merging a partial biped can cause a program failure. Saving a partial biped is possible, but
      not supported.

   •Loading a shared Motion Flow Graph, and then adding a biped followed by an undo, may
      cause a program failure.

   •In Track View, sliding footsteps are no longer orange; they are the same color as other
       footsteps.

   •Biped is not designed to work with 3ds max 5 Set Key.

CROWD
  •In Motion Clip, when saving Global Clip .ANT files, it's best to clear the scene of all
      Delegates and Master Clip objects. Otherwise, a defect results that causes some of that
      data to be present upon reloading of the .ANT file.

   •Biped crowds solve faster, with less backtracking, if the biped Motion Flow Graphs contain
       motion clips with many alternative choices in direction of motion.
•You can create additional clips for this purpose by bending an existing motion, using
      footstep-extraction or footstep-bend features. Including slightly turning clips is useful for
      enabling the Biped Crowd members to make fine adjustments in heading toward goals.
      Note that adding stopping motions connected to loitering motions is necessary for natural
      human crowd dynamics, since "waiting your turn" is an important option when seeking a
      goal in a crowded space.

   •In the Edit Multiple Delegates dialog, the program may fail if you add the Delegate, select All
        Sets, click Apply Edit, and then restart 3ds max. The workaround is not to have All Sets
        selected.

   •When using the Surface Arrive behavior, if you change the .BIP files after a solve, the Z data
      is lost.

   •Biped Crowd scenes must be solved starting from frame 0.

   •The program may fail when turning off Priority "Pick/Assign"; the workaround is either to
      deselect the crowd object after setting priorities this way, or to set priority using Assign by
      Computation instead.

MAXSCRIPT
  •It is not recommended to use the 'copy' command on Biped structure.

       For example, the following may result in an out-of-memory error and program failure:
       bp = biped.CreateNew 100 -90 [0,0,0]
       bp_obj = $Bip01*
       bp_obj1 = copy bp_obj

   •Many of the features of character studio 3 do not support the Macro Recorder.

PHYSIQUE
   •Physique can be assigned to any object type; however if you assign it to non-Biped or non-
      Bones hierarchies, such as lights, cameras, or helper objects, and then initialize, the
      program may fail.

   •If you merge a Physiqued mesh from a .MAX file to a biped, the program may fail. The
        workaround is to merge the mesh and the biped, remove the Physique modifier from the
        mesh, and then delete the biped.

   •Physique is assigned to links, not nodes. To assign either floating bones or hierarchy bones,
      you need to have a link; this means a node is required at both ends of the link. In most
      cases, you will need a dummy node at the end of the last link.

   •Before applying Physique to 3ds max Bones, check to make sure that there are no circular
      references in your Bones structure. If there are circular references, unpredictable results
      may occur.

   •Any objects that have scaled Bipeds or bone structures that were scaled with any versions
      of Physique prior to v3.11 will need to be manually re-initialized in v3.4.

NETWORK RENDERING
   •To render character studio animations using network rendering, each computer on your
       rendering network must have the same version of character studio. A result of not
       having the same version on all machines is floating feet or incomplete renders.

   •When using Motion Flow Graphs, use UNC path names. For example, if your .BIP file in
      your Motion Flow Graph is named:
c:3dsmax5cstudiomotionsbiprunner.bip.

        change the name of the file in the Motion Flow Graph by right-clicking the clip and
        changing the name in the Clip Name text box to:

                mypc53dsmax5cstudiomotionsbiprunner.bip

        where mypc5 is the network identification of the computer that has the BIP file.

NOTES ABOUT DOCUMENTATION
  These features have changed since the printing of the documentation:

    •The Motion Capture Conversion Parameters default parameters were changed after the
       manual went to print.

    •   In Track View, sliding footsteps are no longer orange, they are the same color as the rest
        of the feet.

    •Steps in the online help topic, Physique Conversion R1 to R3 work for Physiqued files from
        character studio version 1 through 2.x.

PHYSIQUE SDK MODIFICATIONS
   •Physique exports the data based on the link to which the vertex is assigned. The node
      returned is the first (parent) node of the link. If there is branching in the hierarchy,
      Physique reports the vertex assigned to the same node twice. This is correct since the
      vertex is assigned to two links, each with the same root node.

BIPED AND CROWD INTERACTION
   •For information about Biped, Physique, and Crowd extensions in MAXScript, see the online
       and printed Reference, as well as the online MAXScript Reference that ships with
       character studio.

    •It is possible to influence clip selection for bipeds during a Crowd solution by using preferred
          clips. The following biped MAXScript functions allow users to set the biped preferred clip
          during a crowd solution.

        •biped.numPrefClips <biped_ctrl>

            Returns the number of preferred clips.

        •   biped.getPrefClip <biped_ctrl> <index_integer>

            Returns the name of the nth preferred clip.

        •   biped.clearPrefClips <biped_ctrl>

            Clears the preferred clip list.

        •   biped.addPrefClip <biped_ctrl> <name_string>

            Adds the clip to the preferred clip list. Returns true if added, false if not added
            because it was already in the list.

        •   biped.deletePrefClip <biped_ctrl> <name_string>

            Deletes the named clip from the preferred clip list. Returns true if successful, false if
            the clip was not in the list.
•   biped.isPrefClip <biped_ctrl> <name_string>

           Returns true if the clip is in the list, false if not.

       •   biped.getCurrentClip <biped_ctrl>

           Returns the name of the currently active clip for this biped; this is only relevant during
           a Crowd solve.

       The following are examples showing how the crowd system “PerFrameFn”
       <crowd_helper_.htm> can be used to change the biped preferred clip dynamically.

       Example: -- changes the preferred clip as a function of frame number.

       fn PerFrameFn crwd t = (

               if (t == 200f) then

                  (

                       a = $bip100

                 a = a.transform.controller

                 biped.addPrefClip a "jog_L45"

                  ))

       Example: -- changes the preferred clip as a function of the current clip.

       fn PerFrameFn crwd t = (

                 a = $bip100

                 a = a.transform.controller

                 if (biped.getcurrentclip a == "jog_L135") then

               biped.addPrefClip a "jog_L45"

       )
END
Autodesk, the Autodesk logo, Biped, Character Studio, combustion, Discreet, and Physique are
     registered trademarks, and 3ds max, i-drop, reactor, Autodesk VIZ, and Volo View are
   trademarks of Autodesk, Inc., in the U.S.A. and/or other countries. All other brand names,
                 product names, or trademarks belong to their respective holders.

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Readme

  • 1. Additional Notes About 3ds max™ 5 This file contains the latest information regarding 3ds max 5. For continuously updated information on all Discreet® products, visit our website at: http://www.discreet.com/ Installing, Registering and Authorizing 3ds max 5 • 3ds max 5 displays the Register Today wizard upon startup. Choose “Authorize 3ds max 5” and the wizard guides you through the brief registration and authorization process. You then have 30 days to enter a valid authorization code before the software disables itself on that machine. • When running the 3ds max 5 installation, if any C-Dilla-based software is opened, or if the C-Dilla service is running, a message will display: "Installation cannot continue because another application is running. Please close all other applications, wait for 30 seconds, and then continue the installation." This message means that another application (such as 3ds max) that uses C-Dilla drivers is currently loaded. To correct this: Close 3ds max or the other C-Dilla-based application and wait for the C- Dilla service to shut down (usually 20-40 seconds after you close the application). If the same error message occurs when starting 3ds max 5, terminate the CDilla64 and CDilla10 services using the Task Manager. After the conflicting application has closed, clicking OK will resume the installation. You can also cancel the installation, reboot your computer, and restart the installation to solve this problem. • Under certain circumstances, the software lock components might not get installed properly. If after you install 3ds max 5, you get errors [7.1.29] or [19.1.93] when starting the program, it is an indication that the software lock components are not running. First, try rebooting the machine. If that fails, make sure (under Microsoft® Windows NT or Windows 2000) that you are logged on as Administrator of the computer, and then (1) Go to the folder labeled 3dsmax5swl and run cdsetup.exe; (2) click Install; (3) when the installation is complete, click Exit and reboot before launching 3ds max again. • After uninstalling 3ds max 5 there might be files left in the 3ds max 5 folder. Before reinstalling 3ds max 5, please delete any files that have not been uninstalled, or install to a different location • The hidden folder c:c_dilla is related to the 3ds max install and is required for 3ds max to run. DO NOT DELETE OR RENAME THIS FOLDER. • Before a user with Restricted Privileges can run 3ds max 5 under Windows, an Administrator must launch it at least once. The first launch generates registry information, which completes the install.
  • 2. If you uninstall 3ds max 5 and then reinstall 3ds max 5 with Backburner in a different folder than it was originally installed in, you will need to remove the old path to backburner from the windows path environment variable. On your desktop, right click on the My Computer icon, choose Properties, Advanced tab, Environment Variables, choose the Path system variable and hit the edit button. Remove the old path to Backburner. • Under some circumstances on Windows 98, the Setup will ask for a newer version of oleaut32.dll. You can solve this by installing IE 6. Navigate to the IE6 folder on the CD and run ie6setup.exe. • When running the installation of 3ds max 5 on a Windows NT or Windows 98 operating system, a "File in Use" dialog box will display. Click the "Ignore" button to continue with the installation. Network License Versions • Network licensing enables 3ds max to obtain authorization from a network license server. Before activating the network license server, you must upgrade to or purchase the network-enabled version of 3ds max. When using network licensing with 3ds max, you may also use network licenses of character studio®. The character studio licenses function independently of 3ds max licenses. For example, you may purchase fewer character studio licenses than 3ds max licenses and "float" the character studio® licenses among the 3ds max stations – as long as all are floating licenses (node locked licenses of character studio do not function with 3ds max floating licenses). For license manager details, please refer to the Network Administrator's Guide, available by launching the Network Setup Wizard from the Choose Setup Programs dialog (setup.exe in the root of your Product CD), and then clicking the "View The Network Administrator’s Guide" button. • Please refer to the network setup readme ( {CD root}3dsmaxNetsetupReadme.rtf ) for quickstart steps to adding 3ds max and character studio licenses to existing Autodesk license servers. Note About 3ds max 5 Features THIRD PARTY PLUG-INS AND SCRIPTS • Plug-ins and scripts developed for 3ds max 4 should work in 3ds max 5 without the need to recompile. Plug-ins using API calls outside of the version 4 SDK may need to be recompiled. • While you probably will not need to obtain new versions of commercial plug-ins from their manufacturers, you might need to obtain a new authorization if the publisher ties their product to either the 3ds max version, serial number, or security ID. ACTIVESHADE • An ActiveShade floater or viewport updates every time a render element is added using the Render Scene dialog. • Changing the RectangleXYWH value in the [FloatingActiveShadeWindowRectangle] section of the 3dsmax.ini file has no effect on the ActiveShade window position or size. • Using Raytrace materials can cause the ActiveShade window to lose focus, activating the main UI keyboard shortcuts. Click the ActiveShade window to reactivate ActiveShade
  • 3. keyboard shortcuts. ASSET BROWSER • Autodesk Volo™ View is currently not supported. • The “Display obsolete file” message option does not apply to files that you drag and drop (as opposed to those that you open with File > Open). • Scene XRef drag and drop of files with scripts that depend on explicit scene object references can cause unpredictable results or program failure. BONES •Bones creation behavior can be unpredictable when using Snap Override. When you use SHIFT+right-click to invoke Snap Override, the Bones system interprets this as a left- click and places a bone in the scene. • The Macro Recorder does not support Bones creation. However, you can manipulate the bones with the Macro Recorder after creating them. •When Reassign Root is used it deletes and recreates new bones. Any animated parameters, controller setups, and custom bone settings are lost, including IK chain assignments. You should use this tool before making any adjustments or IK assignments to your bones. BOOLEANS • Edges created during a Boolean operation involving compound (nested) Booleans may be visible when they should be invisible. This affects only viewport display modes that display visible edges, such as Wireframe, Lit Wireframes, and Edged Faces. These edges can be made invisible through mesh editing. CHARACTERS • Adding Groups to a character by selecting it from the viewport is not supported. Pick Object must be used to add Characters to Groups. • In some instances, the Character Error dialog box may appear with no nodes listed. If this occurs, try reselecting or selecting part of your hierarchy and then using Add Member to add more objects to your character. • Before entering the Skin Pose Mode for a Character or Group, it is advised to first set keys for all the members. The easiest way to do this is to click Set Key Pose. COMBUSTION MAPS (FORMERLY PAINT*) • Loading IPP files from paint* is not supported. To use an IPP file, load it into combustion™ and save it as a CWS file. • combustion needs to be installed on your system in order to view CWS files. It should also be installed on all network-rendering servers if you are going to net-render a scene that contains CWS files. combustion does not need to be authorized to process CWS files used within 3ds max net rendering servers, but does need to be present. • CWS files that were created as “rub-throughs” won’t display unless combustion is installed on your computer. • In the Combustion Parameters rollout, when Track Time or Custom Resolution > Enable is turned on, viewport selections are not highlighted. • When you use a Combustion map with a Displace modifier or as a projector light map, the scene will not render correctly while a live link exists between 3ds max and
  • 4. combustion. To render correctly, save the loaded workspace file, and then turn off the Edit button to terminate the link between 3ds max and combustion. • Using the Combustion map (within 3ds max 5) with combustion and attempting to change the UV Coordinates while Unwrap is selected and the Unwrap operation is visible in combustion, you might experience a disconnection error in 3ds max. To correct this, verify that all your UV settings are in place before you attempt to edit your map within combustion. The disconnection alert only appears when you have an object selected in your scene, so if you unselect your object and change the Unwrap UV channels, no disconnection error should appear. • The UV Offset values in the Coordinates rollout of the combustion map are not honored when painting directly on the object in 3ds max 5. To offset the UVW Coordinates of the combustion map, apply a UVW Map modifier and a UVW XForm modifier. CONTROLLERS • SHIFT+cloning path-constrained objects might not position copies properly. Creating clones of a path-constrained object using the SHIFT+Move technique will not evenly space each clone apart from its previous sibling. • Boolean Controller is a new controller that produces True/False values and can be used for checkboxes, etc. It is designed to be a direct replacement for On/Off controller and can be successfully used in its place. It is highly recommended for use with Set Key. This is because the value of a Boolean keyframe is either 0 or 1 whereas the value of an On/Off keyframe represents a change in value. Use of the Boolean controller with Set Key will preserve the current keyed state. An On/Off key will change the current state to the opposite one. • There is currently no Action Item for Gimbal coordinate system. • Mirroring an object constrained by the Look-At constraint flips the look-at axis. To correct this, use the new Mirror Bones option, which prevents the Mirror tool from inverting the object’s scale. You can also activate the Flip check box in the Look-At constraint’s upnode Source Axis group. • In 3ds max 4, the TCB Controller was enhanced with the capability of performing quaternion rotations of greater than 180 degrees. This enhancement allows objects to be “wound up” interactively in the viewports. This enhancement produces a side effect when editing rotation keys in the timeline or in Track View. As a general rule, a quaternion rotation takes the shortest path between rotation poses. However, when editing TCB rotation keys via Delete, Cut and Paste, or Drag and Drop, or if keyframes are added in the middle of existing keyframes, the animation near the edited keys might rotate opposite to its original direction. That is to say it takes the long way around to arrive at the same pose at the next keyframe. If this is undesirable there are several remedies: In 3ds max 5 a check box has been added to the Motion Panel for TCB called Rotation Windup. When unchecked the rotations are limited to <180 degrees. This will preserve any editing of rotation keyframes. When checked rotations larger than 180 degrees are possible. It is recommended that you leave Rotation Windups off until you require it for specific animation. You may also wish to change to the EulerXYZ Controller that will always produce correct rotation poses after editing, regardless of windups at any keyframe. EulerXYZ is the MAX default for 3ds max 5. • If an older scene containing Local Euler Controller is loaded into 3ds max 5.0 it will be recast as Euler XYZ. The animation data and resulting animation will be precisely the
  • 5. same. • NURBS Point controllers should be individually re-assigned from the Surface sub-object level rather than at the Master Controller level in Track View in order to see their effect. • Master Point controllers are compound controllers, and depend on sub-controllers and their structure; therefore you cannot cut and paste Master Point controllers. • Adding a float list controller to a property with no keys, then adding a Bezier or TCB float followed by procedural float controller (noise or waveform, for example) might cause product instability. To avoid instability assure animation is on the object prior to adding controller. CUSTOM ATTRIBUTES • Making a copy of a material that has custom attributes also copies the custom attributes. Any custom attribute changes then affect both materials. Using Delete All to delete the Custom Attributes rollout on the copy should end this behavior. • The Default value in the Integer UI Options rollout is ignored when creating a new Integer custom attribute. The value in the Float UI Options rollout is used instead. When creating a new Integer custom attribute set the default value in the Float UI Options rollout first before defining the other values in the Integer UI Options. DAYLIGHT (IES SUN & SKY) • Even though IES Sky has a slider to control the Sky cover the slider will not work gradually, but will instead display 3 different sky intensities. This is due to the fact that the IES Sun and Sky intensity are calculated according to the “IES RP-21 Calculation of daylight availability” standard. This standard considers only 3 levels of sky coverage and considers the sky as emitting 0 lux/fc once the sun is below the horizon. • The positioning controller of the Daylight system does not exactly correspond to the one described by the “IES RP-21 Calculation of daylight availability” standard, thus resulting in slight intensity variations at certain times and locations. DEPTH OF FIELD • Using Atmospheric Effects with the Depth of Field rendering effect is currently not supported. DOPE SHEET EDITOR • Opening the Dope Sheet Editor Extras toolbar might cause display irregularities and might require you to refresh the Dope Sheet Editor. • Performance may degrade when moving or coping keys for objects requiring intensive re- calculations based on previous keys (for example HD IK.). DISPLAY • Direct3D display may not work correctly on video cards with less than 32 MB of video memory. 64 MB is recommended to access the maximum number of Direct 3D abilities. • Direct3D "best" mode transparency requires that the video card support d24s8 textures and have a z-comparison operator function to display correctly. Cards that do not support these features will use "simple" transparency mode instead. • Direct3D Metal Bump viewport shader only supports .dds files as cube maps. • Wave, Ripple, Bomb, Drag and UdynaFlect space warps will display with incorrect coloring under Direct3D.
  • 6. Some video cards might display only half the lines on wireframe objects. To fix this, turn off the toggle Use Wireframe Faces (Custom Driver Extension) in the Configure OpenGL dialog, located under Customize > Preferences > Viewports panel. • Viewport antialiasing of shaded geometry is not supported under Direct3D® or OpenGL.® • Running 3ds max 5 with the track bar UI hidden can increase viewport performance. The track bar UI can be turned off through Customize > Show UI and turning off Show Track Bar. • Running 3ds max 5 with some Matrox cards can cause the 3dsmax.exe process to remain in the task manager after closing 3ds max. • Running 3ds max 5 under D3D with Microsoft's Net Meeting may cause display problems or product instability. • The Metal Bump Shader is only supported for Editable Mesh objects. • Direct3D does not support two sided display for materials. DYNAMICS UTILITY • The Dynamics Utility is included within 3ds max 5 for legacy files only. For superior results, reactor should be used for any dynamics simulations. The Dynamics Utility will not be supported in future versions of 3ds max. EDITABLE MESH • The Redraw Viewports shortcut key 1 doesn’t work with Edit Mesh or Editable Meshes. To fix this, go to the Customize > Customize User Interface dialog, Keyboard tab, under Group: Edit/Editable Mesh, and remove the shortcut (1 by default) assigned to Vertex Level. • 3ds max 3.x files that have a stack where an Edit Mesh modifier containing sub-object collapses is above a MeshSmooth modifier, may load into 3ds max 5 with missing faces and distorted geometry. To correct, load the scene in 3ds max 3.1 and collapse the object to the highest MeshSmooth level in the stack (that's under the Edit Mesh modifier with sub-object collapses) and save that file. EDITABLE POLY & POLYMESH OBJECT • If an Editable Mesh has face normals flipped in a non-uniform manner, converting it to an Editable Poly can cause problems. The conversion process attempts to divide the object into elements to keep a legal condition. The division method might be unpredictable and will probably be based on how many vertices are shared between flipped and non-flipped faces. Unifying the normals before conversion is recommended. Or, you can detach the flipped faces as elements before conversion, and the elements will be respected by the Editable Poly conversion. This ensures a more orderly and predictable conversion. • Interior patch edges that are not displayed will always appear as visible edges after converting to Polymesh. • Pasting animation using Copy or Instance into animatable spinner fields is not supported for Editable Poly. Copying or pasting the controllers in Track View will achieve the same functionality. EXPOSURE CONTROL • Turning on Process Background will not render Background Color. Bitmaps and texture backgrounds render correctly, but simple Background color does not. A workaround is to use a checker map with the 2 colors equal to the Background color.
  • 7. FILE I/O • 3DS files created by the Rhino product (from Robert McNeel & Associates) can cause instability when imported into 3ds max. If an assert error dialog is encountered, Retry may result in a successful import, but this might cause your session to destabilize. FILE MENU • 3ds max 5 files are not backward compatible with previous versions of 3ds max, and will not load within earlier versions. FLEX • Flex single-frame rendering can take a substantial amount of time. When a scene containing Flex is rendered at a point in time far away from the Flex reference frame, the modifier must calculate the solution for all flexed points from the reference frame to the current frame. During single-frame tests or net rendering, this could contribute to a significant delay in overall rendering time. To correct this, add a Point Cache modifier above Flex and record the flexed point data to disk. Then, disable all modifiers below Flex before you render. HSDS • Using HSDS on a mapped object breaks vertices and can distort the texture. This is a limitation, as there is no provision for more than one texture vertex per vertex. To work around the problem, texture the output of HSDS instead of the input. • HSDS is not available when running on either Windows 98 or Windows ME due to incompatibilities with supporting libraries. The respective DLL file will not load under these operating systems, and scenes containing HSDS modifiers will have stand-in’s. INI FILES • Before editing 3dsmax.ini, or any other INI file, it is advised that you save a copy for backup. You can restore your 3dsmax.ini to factory defaults by removing it from the root 3dsmax5 directory and launching 3ds max. INVERSE KINEMATICS • Invalid IK dependency loops might not trigger a warning. It is possible to create an IK dependency loop that generates an undesirable solution. No warning is given to indicate this occurrence; however, the results are generally evident immediately and usually undoable. • Setting joint limits on HI IK start joints might lead to non-intuitive behavior. The joint limits on a start joint might interfere with the HI requirements to create an IK solution. In this event, the resulting configuration of the chain might be unexpected. To correct this, free up as many degrees of rotational freedom as possible. It can also help to adjust the preferred angles of the start joint. • A conflict may occur when you have an HI IK chain and use Assign Vertex Colors on the bones that make up that chain. This conflict may cause subsequent file load problems. To correct, either collapse the stack after using the Assign Vertex Color modifier, or add a VertexPaint or STL Check modifier to the top of the stack. • For HI IK, no MAXScript or Parameter Wiring is available for the Enabled state. This is as designed, as the Enabled state is controlled by the new Boolean Controller, which can be copied and instanced. LAYERS • When the Layer’s Shaded Viewport Display is used, it will be set to Facet if the Viewport itself is displayed in non-Smooth mode. Once the Viewport is set to Smooth + Highlights by right-clicking the viewport label, this will change the Layer’s default Facet display to
  • 8. look Smooth. • Display As Box under the Display Properties does not work for layers set to Wireframe display. To use Display As Box in Wireframe mode set the Viewport Display to Viewport and have it be in Wireframe there. • Scripting Access only allows turning on, off, lock, unlock, name, wirecolor, includeGi, excludeGi. Advanced parameters are not exposed to MAXScript LENS EFFECTS • A glow of small size doesn't appear to work when rendering to fields. To correct this, increase the size of the glow before rendering. • Glow, on an Environment map, using Effects ID, will not work if Anti-Aliasing is on. • Resetting 3ds max while the Video Post Lens Effects Setup dialog is displayed is not recommended. MACRO RECORDER • Not all features are macro-recordable at this time. MANIPULATORS • The Transform Type-In controls on the status bar don't re-enable properly after you've been in a sub-object mode. To correct this, deselect and then reselect the object. MATERIAL EDITOR • Blur and Blur Offset controls are enabled for all 3D maps, but can be used only with antialiased 3D maps such as Noise. • If textures are not found on merge, use File > Open instead of Merge. • The Make Unique button in the Material Editor also works on the map level of a material when you have a map instanced to different channels of the same material. • Installing Microsoft Access® after installing 3ds max 5 results in the MAT file type being reassigned as an Access table file and not a 3ds max materials library file. To correct, use Windows Explorer > View > File Types to reference the file type back to 3ds max 5. • Texture mapped objects that are invisible at frame 0 and are missing UVW mapping coordinates will not be textured in a rendered sequence when visibility is changed during the animation. To alleviate the problem make sure to have a UVW Map modifier on the object. • The use of recursive IFL files is not supported. MERGE ANIMATION • When using Merge Animation at the sub-object level, the Target object will first need to have animation controllers assigned to it. Sub-object vertices, control points, and so on require animation controllers prior to merging to process the merged animation. For example, when merging FFD lattices you must click Animate All before merging lattice control points. MESHSMOOTH • When using Smoothness on a mesh that has had control-level editing, Smoothness will smooth down to the highest level that has had control-level editing applied to it, or to the currently active control level, whichever is higher. • At this time, control-level editing in MeshSmooth should be considered a modeling tool
  • 9. only. Having an animated deformer placed before a MeshSmoothed object that has had control-level editing can result in the MeshSmoothed object becoming distorted. It's recommended that deforming modifiers be placed after the MeshSmooth modifier in the stack if you're using the deformers for animation. For best results, using a deforming modifier before the MeshSmooth modifier in the stack, you'll need to limit your control- level edits to moving vertices in their local Z axis. • Using MeshSmooth with values of more than 10 iterations is not supported. • When MeshSmooth set to 0 iterations, a polygon conversion of the MeshSmoothed object still occurs and viewport performance will be impacted. For optimal playback, set the MeshSmooth modifier to be Off in viewports, rather then set iterations to 0. • Pasting animation using copy or instance into animatable spinner fields is not supported for the MeshSmooth modifier. Copying/pasting controllers in Track View can achieve the same functionality. MODIFIERS • Changes to the alpha value of a sub-object cannot be undone in an Editable Mesh if you type the number in the Alpha field. Use the spinner instead. • Using PathDeform and Stretch can leave remnants in the viewport. Press 1 to refresh the display. • A Helix object with Display Render Mesh On that uses an FFD modifier will no longer appear in the viewport if an Edit Mesh modifier is added to the stack. To correct, convert the Helix to an Editable Spline by either collapsing or adding an Edit Spline modifier somewhere before Edit Mesh. MORPHER • Windows 98 or Windows ME may loose adequate system resources (UI elements may no longer display) through scrolling the Morpher Channel List, repeated interaction with Morpher scene elements, or simultaneous use of 3ds max with other applications that require large amounts of resources. To resolve the problem, save your file, exit, and re- launch 3ds max and/or close other resource intensive applications. If possible, avoid excessively scrolling the Morpher command panel when using these operating systems. • When adding new targets to a progressive morph, target percents will be re-normalized. If target percents have been customized, it is recommended that you make a note of current target percents before adding new targets. • Moving a Morpher Channel List target to another slot will currently cause progressive morph target percents to default to 0. Before moving a channel list target to another slot, make a note of any customized progressive morph target percents. • Progressive morph tension value is reset to .5 when the .MAX file is saved and reloaded. Please readjust the tension value manually before rendering. MORPHER MATERIAL • Copying Morpher material to different material editor slots can cause unexpected results particularly if using Undo and Redo. • Morpher material requires associated geometry to work correctly with Set Key. MOTION PANEL • When a trajectory of an object is derived from a spline using the Convert From feature, the Previous Key and Next Key buttons on the Key Info (Basic) rollout do not work unless
  • 10. Time Display (in the Time Configuration dialog) is set to FRAMES:TICKS. This is because the keys are created between frames. MULTIRES • Instanced MultiRes modifiers will display their Vertex Percentage values, and will hide their Vertex Counts, when more than one object is selected. • The MultiRes modifier currently does not support materials applied to any channels other than channel 1. UVW mapping coordinates, for channels other than channel 1, can be reassigned with a UVW Map modifier applied above the MultiRes modifier in the modifier stack. • When using Set Key, remember that the MultiRes modifier detects any keys that are set on Object Parameters as changes in the underlying object's mesh, and this may require the MultiRes mesh to be regenerated. . NETWORK RENDERING • You Should turn on Compress On Save, and then save your MAX file, before you try to render a scene who’s MAX file is larger than about 150MB. It is recommended to always us Compress On Save for optimal network rendering performance. • If you uninstall 3ds max 5 and then reinstall 3ds max 5 with Backburner in a different folder than it was originally installed in, you will need to remove the old path to backburner from the windows path environment variable. On your desktop, right click on the My Computer icon, choose Properties, Advanced tab, Environment Variables, choose the Path system variable and hit the edit button. Remove the old path to Backburner. PARAMETER WIRING • Wiring a parameter to a value outside the constrained range of that parameter can cause unpredictable results. • Cloning an object, wired to another object, results in a clone with an unattached parameter wire. Selecting the unattached parameter in the Parameter Wiring dialog displays a warning dialog asking if the unattached parameter wire should be disconnected. Choosing “Yes” to disconnect will result in program failure. To resolve this, do not use the Parameter Wiring dialog to disconnect. Assign a new controller to the orphaned wire tracks in Track View. • Turning on Display Render Mesh after wiring a NURBS point curve can cause instability. Workaround is to assign a bezier float controller to the curve's sides track and insert a key. Values can then be changed, and Display Render Mesh can be used without problem. PARTICLE SYSTEMS • When the source particle system of a Mesher compound object is set to Mesh Viewport Display, it will not update properly in viewports. Use the Dots or Ticks Viewport Display options with a Mesher compound object. •DynaFlectors do not solve properly in Dynamics simulations. PLUG-IN MANAGER • Under Win98 and WinME, plug-ins that are currently loaded are marked as "Unloaded" instead. • The Defer option for selected or tagged plug-ins has no effect. • The Load option for selected or tagged plug-ins loads a plug-in for the current 3ds max 5
  • 11. session, but doesn't load for subsequent sessions. • Plug-ins loaded using the script function "loadDllsFromDir" do not appear in the Plug-in Manager. QUAD PATCH • Performance is slow when creating Quad Patches with 100x100 segments. RADIOSITY • For best result, always use Exposure Control when working with radiosity. • If you try to edit a scene material after you process radiosity, the system response might be slow and even appear locked. The system will not have locked but is processing redraws for every change in every object containing the material. Potential workarounds would be to reset the radiosity solution prior to performing material edits or assigning a new material to the object prior to editing. • Do not use Views > Activate All Maps after processing a Radiosity solution. This may take a long time to process and your system may appear to lock. Reset the Radiosity solution before using it. • Changing an object's layer (when its properties are set to By Layer) will not invalidate a radiosity solution. You need to do a Reset All and reprocess radiosity to update the radiosity solution with the new settings. • After processing radiosity, some maps might display incorrect colors in the viewport. To fix this, make sure you turn “Show Map In Viewport” for the parent material, not for the map. • Radiosity does not support Light Include/Exclude lists. • Coincident faces may cause artifacts with radiosity calculations. Splines using an Extrude modifier with an Extrude Height of 0 and both Cap Start and Cap End turned On usually produce coincidental faces. To correct, turn one of the Cap options Off, or make the Extrude Height > 0. • Rectangular or scaled Spotlights are considered as standard conical spotlights by the Radiosity solver. • Radiosity does not distinguish lights where Affect Ambient, Specular or Diffuse is toggled. All are treated the same way. If you need these lights to affect only the specified channels, exclude them from Radiosity. • When objects are excluded from Radiosity, they will render black when using “Re-Use Direct Illumination From Radiosity Solution”. If you want to avoid rendering Direct Illumination, you can Store Direct Illumination for all lights and add lights that are excluded from Radiosity. • Creating new Splines (not Renderable), helpers, and cameras will not invalidate the Radiosity Solution. However, if you apply a modifier to a 2D Spline and convert it to a 3D object it will still not show the solution as invalid. On the other hand, as soon as you click Start, Radiosity will recognize the new object and will then warn you that the solution is invalid and needs to be reset. • Opening previous 3ds max scenes sets “Compute Radiosity when required” to On by default. • Radiosity does not support Wireframe materials. Use the Lattice Modifier or an Opacity
  • 12. Map to get the desired affect. • In 3ds max 5, Radiosity is computed based on the Ambient Color. If you have old files where the Ambient Color is different than the diffuse color, or it’s darker, your scenes might render unexpectedly. For predictable results, either lock the Ambient and Diffuse color or at least to make them very similar. Autodesk VIZ 4 only uses the Diffuse color to compute Radiosity, so results from it may be dissimilar from 3ds max 5. • Radiosity does not support materials with the Face Map toggle turned on. Objects need to have explicit UVW coordinates. To use Face Map, apply a UVW Map Modifier to the objects and choose Face. This has the same effect as turning on Face Map in the material. • When using XRef Scenes, and the XRef Scene has been changed, the radiosity solution will not be automatically invalidated. You need to click Reset All and restart, so the radiosity solution can be updated. • Files that contain Radiosity solutions are usually very large. Turning on Compress on Save in Customize > Preferences, files will reduce significantly in size. RAYTRACE • Using the Raytrace material on double-sided materials is currently not supported. • It is almost always better to use supersampling, rather then antialiasing, at the material level. The only time you might want to use Raytrace antialiasing is to blur or defocus reflections or refractions. If you do use Raytrace antialiasing, the default blur value, 0.0, is usually too small. Try using 0.5 or 0.6 and set all of your materials that use the Raytrace map to Adaptive Halton supersampling to improve image quality. • Some 3ds max 4.2 files using raytrace maps in the refraction map slot of a standard material shader may render slower in 3ds max 5. To improve performance, go to the raytrace maps in your scene, open the Refractive Material Extensions rollout, and turn off Treat Refractions as Glass (Fresnel Effect) checkbox. • 3ds max 4.2 MAX files using raytrace maps in the refraction map slot of a standard material will render differently from 3ds max 5 due to improvements made in refraction map. REACTOR • reactor 1.4 is included with 3ds max 5 and no additional authorization is required. To launch reactor, click the reactor button in Utilities panel. • The interactive reactor preview uses its own graphics display. Although we have tested its OpenGL 1.1 and Direct3D 7.0 rendering engine on a wide range of video cards, we have by no means tested all of them. The cards we use in house are the 3DLabs® Oxygen® cards, and all of the NVIDIA range of chipsets. We have also tested on cards such as the Matrox™ G400, ATI® Rage cards and 3Dfx Voodoo series cards. Cards that only do full screen acceleration such as the 3Dfx Voodoo3, generally work in slow software windowed mode. To use 3D hardware acceleration, ensure you check the full screen option before previewing the scene. If you experience problems which include the above mentioned render problems that prevent the preview window from running (blank, black screen, or the window hanging), please contact product support with information about your card: chipset, manufacturer, driver revision and operating system information (including service pack version) so we can work to correct it. • In the case of a scene not completing a Solve, there are various ways of simulating the same scene:
  • 13. Take your original scene and increase the substeps/keyframe value (Animation & Export Rollout). Increase the collision tolerance for your scene so that it’s approximately 1/10th of World Scale (Advanced Rollout). If this increase causes too large a gap between objects, scale the objects up and scale gravity up by an equal percentage. For keyframed and deformable objects increase the updates/keyframe value. • The addition of body or collection types to a scene can change the scene’s simulation. Adding types of objects will not usually have a noticeable affect on the scene’s simulation but it is advisable to create scenes as close to entirety as possible, before tweaking the parameters for a desired result. REGATHER • Rendered images may look inconsistent when rendering with a number of rays per sample smaller than 40 on systems with 2 or more processors. Differences will also be noticed between Autodesk VIZ 4 and 3ds max 5, because 3ds max 5 supports multi- threading for Regather while VIZ 4 does not. RENDER ELEMENTS • Adding Render Elements to a newly opened file does not mark the scene as modified. To correct, save the scene before opening a new scene or closing 3ds max 5. • Scenes from 3ds max 4 with Z Depth render elements load incorrectly when filtering is enabled. To correct, disable filtering for these elements within 3ds max 4 prior to loading in 3ds max 5. • The Diffuse and Shadow elements might have unexpected results when rendering with Light Tracer • In order to render sequential frames using the CWS file format you must first render one frame of your sequence with Output to Combustion enabled. • In order to capture sequential frames when rendering elements Enable Ranger Render must be used. RENAME OBJECTS TOOL • Rename Objects Tool does not support Undo. It is recommended that users save or use Hold prior to using the Rename Objects Tool. RENDER EFFECTS • The File Output render effect does not support network rendering. RENDERING • When rendering scenes containing more than 5 million polygons, increase your virtual memory to 1.4 GB or higher for better performance. • Image Motion Blur is a memory intensive operation requiring a large amount of RAM that scales linearly with the number of pixels in the rendered image. You may not have sufficient memory to allocate the image motion blur buffer if you are also using high- resolution background maps. To correct, composite the blurred image against the background image in postproduction rather then rendering when Image Motion Blur is calculated. • Texture-mapped objects that are invisible at frame 0 and are missing UVW mapping
  • 14. coordinates are not textured in a rendered sequence when visibility is changed during the animation. To alleviate the problem, make sure to have a UVW Mapping modifier on the object. • When rendering Fields with Image Motion Blur and Work With Transparency turned on the final images might contain artifacts. RENDER TO TEXTURE • A warning will be displayed when you use Render To Texture on a patch object, and results may be less than satisfactory if you choose to continue. For best results, add either a Turn To Mesh or UVW Unwrap modifier to patch objects before using Render To Texture. RESOURCE COLLECTOR • The Resource Collector does not collect Environment, Displacement, or Projector maps. • The Resource Collector does not collect the image files used by IFL files, only the IFL file itself. • The Resource Collector does not collect XRef'd Objects or Scenes. SCHEMATIC VIEW • Compound objects cannot be renamed. SET KEY • Set Key requires a controller to be present to create a key. While all objects have default controllers for their transforms, parameters and sub-objects (such as mesh and spline vertices, NURB CV’s, etc.) do not. Controllers must be assigned to these entities before Set Key can create keys for them. • Leaving Set Key on during material creation can lead to unexpected results. It is recommended that you turn Set Key off while setting up materials and maps. • Set Key action items will only work with XYZ controllers. For all other controllers use Keyframe Tools action items. Note that 3ds max 5 now defaults to XYZ controllers. • Set Key does not respect the changes made in the active material, unless you have enabled the Set Key Material Filter. • Set Key does not fully support the animation of Manipulator Helpers and using them can result in unpredictable results. Manipulators should be used with Auto Key. • Block Controllers do not work with Set Key only animation. If the Block contains an object animated with Auto Key, then all objects animate correctly. The Auto Key object can be a simple dummy, and it can be deleted after the block is created. • The Follow/Bank utility does not support Set Key animation. • Right click drag of the time slider changes the current time without updating the animation in the viewport and can be used for copying an object's existing animation to new points in the timeline (among other things). There is a known issue with Set Key mode using this method. If a keyframe exists at the current time for the selected object, and the object is transformed in the viewport, then the time is changed via right click drag of the time slider and a new keyframe is created at the new time, the original keyframe will be deleted. To avoid this, first begin at the existing keyframe and right click drag the time slider to the new time, then edit the pose and save a new keyframe at the new time. This
  • 15. will preserve all existing animation and produce the desired result. SPLINE IK • Spline IK calculations do not allow for the inclusion of the spline, IK handle and bone chain to be in the same hierarchy. Spline IK solutions will become unreliable if the bone chain and the spline are Linked in any way. Features relying upon hierarchies will also be be affected, including Character nodes and Xref objects • Spline IK will only work when referencing a shape or spline object, meaning the referenced object’s stack must end as a spline. Modifiers may be used on the referenced spline as long as they do not convert it to another geometry type (e.g., Edit Spline, FFD, and Bend will keep a Circle object a spline and are allowed but adding an Extrude or UVW Map will convert it to a mesh and are not allowed). • Using Path animation on the first bone of a SPIK chain is perfectly valid. If Twist is employed however, and the bones are allowed to animate off the end of the spline, their twist will not be preserved. SUBDIVIDE MODIFIER • The Subdivide Modifier cannot be applied to NURBS Curves, even if they’re renderable curves. Instead, use the Subdivision Properties to adjust the curve's mesh density. • Very low Size values can exhaust system memory and cause session instability because Subdivide will create extremely large quantities of faces. Be sure to use reasonable Size values. If subdivide is taking a long time to calculate, use the ESC key to abort the subdivision, then set the Update method to Manual so you can change the Size value to something more appropriate. TRACK VIEW • Deleting the trackview.ini file may cause icons to disappear. To resolve this, try loading the trackview.ini file from the 3ds max 5 CD. This action will bring your Track View settings back to their defaults. TRANSFORM TOOLS • Transform Tools will not update while dragging at a sub-object level. • The Rotate Gizmo can rotate backwards with its first use in a session. After the first use, all further rotations go in the correct direction. • The Screen Handle for the Rotate Gizmo does not transform around a common center with multiple object selections. Instead the selected objects will rotate, relative to the view, around their individual pivots. • The Transform Gizmo may disappear when snaps are enabled at the sub-object level. Rolling the cursor over the missing Gizmo will cause it to reappear. USER INTERFACE / CUI • CUI files created in previous versions of 3ds max are not forward-compatible. These files need to be re-created for use in 3ds max 5. • CUI files should not be removed from the UI folder. If 3ds max 5 looks for a CUI file that is not in the UI folder upon startup, the application can fail. This can be a problem if multiple users are using the same configuration settings, but don’t have the correct CUI
  • 16. files associated with that configuration. • The proper highlighting of UI elements (mainly check boxes and radio button fields) might not appear in the Command Panel during keyboard tabbing when running 3ds max 5 under Windows 2000. To force the highlighting to display properly, undock the Command Panel. Then the highlighting will display and properly show where UI focus is. Once you have tabbed while the Command Panel is floating, you can re-dock the Command panel and highlighting will operate properly. • Large fonts are not supported in 3ds max 5, and can produce unpredictable display results. • The grid draw options dropdown in Advanced Options is not supported. • When working with memory intensive files and process, you may notice the tools below the track bar disappear. Simply click the Maximize/Restore button at the upper right corner of the application’s window. This will cause the missing tools to redraw at the bottom. • When 3ds max 5 is launched for the first time, the tool bar icon for the override keyboard shortcut will appear to be off even though the function is active. Click the button once to turn this function off. The button will stay in a non-active state. Click it again, and the desired functionality will follow. • If you want your system to default to your keyboard shortcuts from 3ds max 4, copy your keyboard shortcuts over as MaxKeys.kbd. into the 3ds max 5 UI folder. • Closing the Customize User Interface without saving will automatically save the KBD file. UVW MAP • UVW maps assigned below a Displace Approximate Modifier may block changes made at the Displace Level. Setting the UVW modifier to Off in the viewport solves the updating problem. UNWRAP UVW • Normals Mapping with Patches is not supported by Unwrap UVW. • Unfold mapping with Patches is not supported by Unwrap UVW. • Unfold mapping with Selected Faces can give unexpected results and is not recommended. • In certain patch models, the Stitch operation can cause tangent handles to be welded when Align Clusters is turned on. Turning off Align Clusters should solve the problem. • When there is a sub-object selection below Unwrap UVW in the stack, the Unwrap modifier uses those faces and disables its own Select Face sub-object mode. Closing the sub-object selection below the Unwrap will allow you to enter the Select Face sub-object mode in Unwrap by clicking the title bar, and the sub-object plus symbol in the stack will refresh after changing to another panel and back. • The Sketch Vertices feature should be used with the interactive feature On, as having it Off can lead to situations where Undo will not work. • Adding Unwrap to a closed spline and performing a Flatten Mapping operation is not supported. The spline should be converted to a mesh or poly and edited in some way (extruding, for example) before flattening occurs
  • 17. VIDEO POST • Close the Video Post Lens Effects setup dialog before you choose File > Reset. • Lens Effects Focus does not affect overlapping portions of objects. • Video Post does not support Multipass Depth of Field and Multipass Motion Blur. VIEWING FILES • The Autodesk FLC image file setup depends on the .AVI settings for Windows Media™ Player. Since Media Player can be replaced when installing other applications, viewing FLC files can fail at times. To work around this, install QuickTime® 5, which is provided with 3ds max, and use it to view these types of files. QuickTime 5 can convert FLI™ and FLC files, but not CEL files. XREF • XRef Automatic Update has more restrictive functionality under Windows 98. XRef objects and scenes can be set to update automatically whenever a file change is detected. Under Windows 2000, this occurs each time the source file is saved. Due to different system notifications in Windows 98, the automatic update only occurs when the source file is closed by exiting 3ds max 5 or by loading another file. Manual Update works as expected. • When clicking to unbind the highlighted XRef(s) from whichever parent they'd been bound to, the XRef scene does not return to its origin, typically the 0,0,0 world origin of the MAX file scene it came from. • Drag and drop when running under Windows 98 requires the Local Intranet security level to be set to Low in IE. This setting can be found in the IE Options dialog, under the Tools Menu. Notes About the 3ds max 5 Scripter (MAXScript) and the 3ds max 5 SDK Notes about MAXScript (Scripter) • A material may be specified as the second, optional, argument to showTextureMap. The syntax for showTextureMap is: showTextureMap <material> [<texturemap> | <material>] <boolean> If the optional texturemap or material is not specified, Show Map in Viewports is set for the argument 1 material. If the optional texturemap is specified, it will be searched for in the argument 1 material. If the optional material is specified, it will be searched for in the argument 1 material. • For all methods and system globals where a file-name string is specified, '/' can be used instead of ''. For example: getSaveFileName filename:"f:/3dsmax3/images/" • The return value type of the wire controllers’ interface method getWireSubnum was changed from <integer> (0-based) to <index> (1-based). • The following properties were added to rolloutFloater:
  • 18. <rolloutFloater>.inViewport Boolean, read-only. Signifies whether the rollout floater is currently displayed in a viewport. <rolloutFloater>.open Boolean, read-only. Signifies whether the rollout floater is currently displayed. <rolloutFloater>.dialogBar Boolean, read-only. Signifies whether the rollout floater is used as a dialog bar. • The following options in the MAXScript tab of the Preferences dialog have no effect: o Auto Start MAXScript o Load Controller Scripts o Auto Open Listener On Output • Getting and setting <node>.dir now respects current coordinate system. Previously, this property was always in world coordinates • PolyOp.deleteEdges, PolyOp.deleteVerts, PolyOp.deleteFaces - The behavior of these methods has changed. Now when using these methods, all SO elements that use the deleted elements are also deleted. What used to be the (internal) Delete method is now the (internal) Remove method. This new method isn't exposed through the polyOp structure, so you will need to work through the epoly interface. The signature for this interface method is: <bool>Remove selLevel:<enum> flag:<DWORD> selLevel enums: {#Object|#Vertex|#Edge|#Face|#CurrentLevel} selLevel default value: #CurrentLevel flag default value: 1 An example replacement function which will work in both version 4 and 5 is: fn polyop_deleteEdges obj which delIsoVerts:= ( if (MaxVersion())[1] > 5000 then ( local bit30 = bit.set 0 30 true polyop.setEdgeFlags obj which bit30 obj.EditablePoly.remove selLevel:#edge flag:bit30 if delIsoVerts == true do polyop.deleteIsoVerts obj ) else polyop.deleteEdges obj which delIsoVerts:delIsoVerts ) • The following MAXClass aliases were defined to maintain compatibility with Autodesk VIZ scripts: o Advanced_Ray_traced (new class name: Adv__Ray_Traced) o HSDSObject (new class name: HSDS) o Radiosity_Override (new class name: Advanced_Lighting_Override) o Texture_Sky (new class name: Skylight) o VIZ_Radiosity (new class name: Radiosity) • The following RenderElementMgr interface methods were added. These methods are used for getting and setting the output file name for render elements. <void>SetRenderElementFilename <integer>index <string>filename <string>GetRenderElementFilename <integer>index • The following properties were added to SplineIKChain: <SplineIKChain>.upnode type:Node
  • 19. <SplineIKChain>.useUpnode type:Boolean • The following maxOps interface method was added. This method returns true if Set Key mode is active <boolean>getSetKeyMode() • A new property has been added to the Matte/Shadow material: <Matte>.additiveReflection Integer default: 1 -- UseReflMap • The IKChainControl Interface methods are listed in the 3ds max 5 MAXScript Online Reference with a different return value class. The IKChainControl Interface has the following definition: IKChainControl interfaces: Methods: <boolean>snap() -- Action Interface <boolean>ikSnap() -- Action Interface <boolean>fkSnap() -- Action Interface <boolean>toggleEnabled() -- Action Interface <boolean>setPrefAngles() -- Action Interface <boolean>assumePrefAngles() -- Action Interface Actions: • The return value class of the show() method in the Plug_in_manager interface is now boolean. It used to be float. Plug_in_Manager interfaces: Methods: <boolean>show() -- Action Interface • There is an undocumented interface to the mental ray Shader available when the mental ray optional renderer is installed on the system. Interface: mentalrayShader Properties: Methods: <boolean>Editor <HWND>window <maxObject>target <maxObject>Browser <HWND>window <integer>type Actions: • The Photometric Lights classes have been re-exposed to MAXScript after the 3ds max 5 MAXScript Online Reference has been finalized. The Photometric Lights Common Properties and Interfaces are now as follows: <Photometric_Light>.affectDiffuse Boolean default: true -- Affect_Diffuse <Photometric_Light>.affectSpecular Boolean default: true -- Affect_Diffuse <Photometric_Light>.ambientOnly Boolean default: false -- Ambient_Only <Photometric_Light>.atmosColorAmt Float default: 100.0 -- animatable; Atmospheric_Color_Amount <Photometric_Light>.atmosOpacity Float default: 100.0 -- animatable; Atmospheric_Opacity <Photometric_Light>.atmosShadows Boolean default: false -- Atmospheric_Shadows_On <Photometric_Light>.castShadows Boolean default: true -- Cast_Shadows <Photometric_Light>.contrast Float default: 0.0 -- animatable; Light_Contrast
  • 20. <Photometric_Light>.falloff Float default: 60.0 -- animatable; Field_Angle <Photometric_Light>.flux Float default: 0.0 <Photometric_Light>.hotSpot Float default: 30.0 -- animatable; Beam_Angle <Photometric_Light>.intensity Float default: 1500.0 -- animatable <Photometric_Light>.intensityAt Float default: 39.3701 -- Intensity_At <Photometric_Light>.intensityType Integer default: 1 -- Intensity_Type <Photometric_Light>.kelvin Float default: 3600.0 -- animatable <Photometric_Light>.light_length Float default: 39.3701 -- animatable; world units <Photometric_Light>.light_width Float default: 39.3701 -- animatable; world units <Photometric_Light>.lightAffectsShadow Boolean default: false -- Light_Affects_Shadow <Photometric_Light>.multiplier Float default: 100.0 -- animatable <Photometric_Light>.on Boolean default: true -- Light_On <Photometric_Light>.originalFlux Float default: 0.0 -- Original_Flux <Photometric_Light>.originalIntensity Float default: 0.0 -- Original_Intensity <Photometric_Light>.projector Boolean default: false <Photometric_Light>.projectorMap textureMap default: undefined -- Projector_Map <Photometric_Light>.rgb Color default: (color 255 255 255) -- animatable; Light_Color <Photometric_Light>.rgbFilter Color default: (color 255 255 255) -- animatable; Filter_Color <Photometric_Light>.shadowColor Color default: (color 0 0 0) -- animatable; Shadow_Color <Photometric_Light>.shadowColorMapEnable Boolean default: false -- Use_Shadow_Color_Map <Photometric_Light>.shadowMultiplier Float default: 1.0 -- animatable; Shadow_Density <Photometric_Light>.shadowProjectorMap textureMap default: undefined -- Shadow_Projector_Map <Photometric_Light>.showCone Boolean default: false -- Cone_Display <Photometric_Light>.softenDiffuseEdge Float default: 0.0 -- animatable; Diffuse_Soften <Photometric_Light>.targetDistance Float default: 240.0 -- animatable; Target_Distance <Photometric_Light>.useGlobalShadowSettings Boolean default: false -- Use_Global_Params <Photometric_Light>.useKelvin Boolean default: false -- Use_Kelvin <Photometric_Light>.useMultiplier Boolean default: false -- Advanced_Effects <Photometric_Light>.webFile String default: "" -- filename; Web_Filename <Photometric_Light>.xRotation Float default: 0.0 -- X_Rotation <Photometric_Light>.yRotation Float default: 0.0 -- Y_Rotation <Photometric_Light>.zRotation Float default: 0.0 -- Z_Rotation Photometric_Light interfaces: Interface: LightProperties Properties: .type : value : Read|Write .distribution : value : Read|Write .excludeList : value : Read|Write .includeList : value : Read|Write .shadowGenerator : value : Read|Write .shadowGeneratorByName : value : Read|Write .raytracedShadows : value : Read|Write .color : color by value : Read|Write .enabled : bool : Read|Write Methods: Actions:
  • 21. The ‘max set key others filter’ command was removed, and the following Set Key max commands were added: max set key all postion Set position keys max set key all postion Set position, rotation, and rotation and scale scale keys max set key all rotation Set rotation keys max set key all scale Set scale keys max set key all x postion Set key on X track of position XYZ controllers max set key all x rotation Set key on X track of rotation XYZ controllers max set key all x scale Set key on X track of scale XYZ controllers max set key all y postion Set key on Y track of position XYZ controllers max set key all y rotation Set key on Y track of rotation XYZ controllers max set key all y scale Set key on Y track of scale XYZ controllers max set key all z postion Set key on Z track of position XYZ controllers max set key all z rotation Set key on Z track of rotation XYZ controllers max set key all z scale Set key on Z track of scale XYZ controllers max set key clear Clear pending changes max set key customattributes Toggle Custom Attributes filter filter setting max set key ikparams filter Toggle IK Parameters filter setting max set key materials filter Toggle Materials filter setting max set key modifiers filter Toggle Modifiers filter setting max set key objectparams filter Toggle Object Parameters filter setting • The ‘max set keys on selected’ command is now ‘max set key on selected’. • The <Damper>.Generate_Mapping_Coordinates default value is 0. It is listed as 1 in the 3ds max 5 MAXScript Online Reference. • The <GeoSphere>.mapCoords default value is false. It is listed as true in the 3ds max 5 MAXScript Online Reference. • The <Hose>.Generate_Mapping_Coordinates default value is 0. It is listed as 1 in the 3ds max 5 MAXScript Online Reference. • The <Plane>.mapCoords default value is false. It is listed as true in the 3ds max 5 MAXScript Online Reference. • The <Spring>.Generate_Mapping_Coordinates property’s default value is 0. It is listed as 1 in the 3ds max 5 MAXScript Online Reference. • The <Torus_Knot>.Gen_UV property’s default value is 0. It is listed as 1 in the 3ds max 5 MAXScript Online Reference. • The <float_list>.weight default value is #(100.0). It is listed as #(1.0) in the 3ds max 5 MAXScript Online Reference. • The <point3_list>.weight default value is #(100.0). It is listed as #(1.0) in the 3ds max 5 MAXScript Online Reference.
  • 22. The <Noise_float>.noise_strength property’s default value is 5.0. It is listed as 50.0 in the 3ds max 5 MAXScript Online Reference. • The alias of the <standard>.translucentColor property is Translucent_Color. It is listed as Specular_Color in the 3ds max 5 MAXScript Online Reference. • DaylightAssemblyHead helper objects are available in 3ds max 5. Instances of this class are used as the light object for Daylight system objects. MAXScript known problems and workarounds: • Due to the change in the default position and rotation controllers to XYZ controllers, some scripts may no longer work correctly. Due to how MAXScript accesses subAnimatable controllers, what previously was returned as a controller may now be returned as a subAnim. An example of this is the ‘center’ subAnim on Bend modifiers. If a simple controller has been applied to this subAnim (for example, a bezier_position), you can directly set the center’s value: b.center = [100,100,0]. With a compound controller (for example, a position_XYZ) you have to set the value of the controller or its sub-controllers: b.center.controller.value = [100,100,0]. This also means that you cannot set the value for center as a construction property: b = bend center:[100,100,0]. Instead, the subAnim’s value will need to be set post • Scripted Shape plug-ins are not supported in 3ds max 5. • Saving a scene with missing scripted plugin definitions may corrupt the data associated with instances of the missing plug-in definitions. • If the controller for a UI spinner performs automatic scaling (for example, a controller assigned to a rotation track where the controller stores angles in radians, but reports the angle in degrees), the spinner may behave inconsistently and show incorrect values. • The Editable Poly SetSelection FPS method does not work properly, and may corrupt memory in some cases. Use the polyOp.setFaceSelection, polyOp.setEdgeSelection, and polyOp.setVertSelection methods instead. • Bringing up the MAXScript Help file by pressing F1 in Listener may cause the mouse to freeze, requiring in a 3ds max or system restart. • You may not use maxOps.cloneNodes inside an undo off context. Doing so will crash 3ds max 5 when using the Undo function. • If you create a node using the target keyword, the name of the target isn't derived from the name of the object being created. For example: targetSpot target:(Targetobject()) creates a Target Spot ($Spot01) and target ($Target01). If you create the Target spot in the UI, the target name would be $Spot01.Target01. • Not all properties’ aliases as shown by showProperties are supported for the objects: o Free Camera o Target Camera o Spray Particle System o Snow Particle System • SubObject move transform is currently supported only for Editable_Mesh, Editable_Poly, and NURBS.
  • 23. SubObject rotate and scale transforms are not supported with: Editable_Mesh, Editable_Poly, Editable_Patch, NURBS, MeshSmooth, and HSDS modifiers. Notes about the SDK • Version 5 is compatible with 4.x with certain exceptions (see help). To make plugin for version R5 only, API number has to be changed //#define MAX_API_NUM 8 // R4 #define MAX_API_NUM 11 // R5 • Sdkhelp.exe utility (located in maxsdkhelpsdklink.zip) for previous versions has been retired. • samplesgupcomsrvmaxclientmaxclient.mak Requires that you build the COMSRV project first before compiling. • samplesmodifiersbonesdefbonesdef.mak Requires that you build the MAXComponents project first before compiling. • To use the hardware shader plug-ins located in 3dsmax4pluginsHardwareShaders, you will need to add 3dsmax5pluginsHardwareShaders to your Customize > Configure Paths > Bitmaps and Plug-In panels. • The asciiout utility has been retired; the file asciiout.cpp is moved to the retired folder. The current standard text exporter is asciiexp, which is included in the SDK, in maxsdksamplesimpexpasciiexp. • Class IKMasterControl: Several types of controllers return a non-NULL pointer when GetInterface(I_MASTER) is called on them. To get an interface to this class, use the following code: ReferenceTarget* ref = NULL; IKMasterControl* themaster = NULL if (controller) ref = (ReferenceTarget*)controller->GetInterface(I_MASTER) if (ref && ref->ClassID() == IKMASTER_CLASSID) themaster = (IKMasterControl*)ref; • Creating vertical toolbars is not supported at this time, the standard Windows API could be used instead. • To create the treeview child windows that contains a menu bar and toolbars, flag TVSTYLE_SHOW_CUI has to be used in Interface::CreateTreeViewChild(). If this style has been set, ItreeviewUI::GetHWnd() can be used to get the handle to the window housing the CUI elements. • In order to compile the SDK samples for network rendering (JobAssign and ListJobs) the following must be added to the project: #define DF_MGRPORT 3234. • To prevent naming conflicts in MAXScript, the ClassName and InternalName returned by a plug-in class should be different than any already used in 3ds max. This will prevent a potential renaming of existing plug-in classes as exposed by MAXScript. For each plug-in class, MAXScript attempts to create a global variable with the name returned by ClassName (and one for the name returned by InternalName if it is different) to represent the class. If a global variable with that name already exists, the superclass name is appended to the class name. Thus, if you create a modifier plug-in class whose name is
  • 24. "Dent", your modifier plug-in class will be assigned the global variable name Dent in MAXScript, and the existing Dent texture map plug-in class will be named DentTextureMap instead of Dent. This name change will break user scripts. To verify that there is no MAXScript name conflict, you can run the following in MAXScript Listener: apropos <class name string> implicitWild:false If the result is just 'OK', no naming conflict exists. Additional Notes About Character Studio® 3.4 INSTALLATION AND AUTHORIZATION •character studio 3.4 installs from within the 3ds max 5 setup program. COMPATIBILITY •character studio 3.4 requires 3ds max 5. It is not supported with earlier versions of 3ds max. All character studio 2.x data files remain forward compatible to character studio 3.x. •Backward-compatibility between version 3 and all previous versions of character studio is not supported. Thus, files saved with any 3.x version of the software cannot be used by earlier versions of character studio. WHAT'S NEW IN CHARACTER STUDIO 3.4 •character studio 3.4 now supports floating network licensing with seats of 3ds max 5 that have network licensing. Contact your reseller for network license pricing. •Physique® now properly and automatically updates character studio 2.2 files that use the Physique modifier. Re-initializing upon import into character studio 3 is no longer required. •Biped® problems from frame rate change after Motion Flow and reset have been fixed. •Some Biped parameters in the Motion panel were not correct until biped was selected. •Several Biped MAXScript bugs were fixed. •Extracting footsteps with tolerance from Z level is now working. •3ds max no longer exits when resetting with a Crowd MAXScript instance open. •Windows 2000 assignment selections no longer highlight all. Notes About Character Studio Features BIPED •Old .MAX and .BIP footstep motions are automatically converted to Biped 3.0's new pivot- based system when loaded. In Biped 3.0, more control over the IK pivoting is possible. •This conversion may introduce "sliding" footsteps that allow the IK key to move anywhere in the coordinate space of the footstep, rather than being forced onto the footstep. A sliding footstep is created whenever an IK key is allowed to be free by not being joined to the
  • 25. previous IK key. This does not necessarily mean that sliding is introduced; it only means that sliding is allowed. •When feet are linked to dummy objects (IK Blend =1), entering and exiting Figure mode may cause the feet to rotate. To return the feet to their correct position, enter and exit Figure mode twice more. It is recommended that you try to do as much of your Figure mode work before using IK Blend with dummy objects. It is not recommended using IK blending in Layers Planted or Sliding Keys. The limbs will snap to a different position than expected. Free keys work fine. •Before importing motion capture files (.BVH or .CSM), please consult the reference, or the bvh.rtf and csm.rtf documents in the cstudiodocs directory. The .CSM files in the HouseOfMoves directory all start with a calibration pose because Biped 3.0 uses the first frame to determine figure size and calibration of hip and feet angles in the absence of a Talent Definition .FIG file. However, this is only for convenience of quick viewing. •For best results, we strongly recommend that you always follow the guidelines in the csm.rtf document: 1. Create "Talent Definition" files (.CAL and .FIG) for a given performer from a specifically recorded "calibration pose motion." 2. Create .BIP motions from the talent's CSM motions using the same “Talent Definition” files from step 1. •Furthermore, using the “Talent Definition” files allows you to skip over the first frame so that it does not influence key-reduced motions. •Smoothing parameters in the biped.ini file are now set to zero, which produces better results. The biped.ini file can specify multiple path names for locating animation files for the Motion Flow Graphs. •When using the Motion Flow Graph, there must be a key set for the horizontal COM; otherwise your results may be unpredictable. •If a Motion Flow Graph to do a looping motion results in accumulated turning, then you may need to adjust the Angle in the Edit Transition dialog. This is because the program matches the orientation of the COM at the start of the transition. If this orientation is different from the direction of the motion, some compensation is necessary. •Merging a partial biped can cause a program failure. Saving a partial biped is possible, but not supported. •Loading a shared Motion Flow Graph, and then adding a biped followed by an undo, may cause a program failure. •In Track View, sliding footsteps are no longer orange; they are the same color as other footsteps. •Biped is not designed to work with 3ds max 5 Set Key. CROWD •In Motion Clip, when saving Global Clip .ANT files, it's best to clear the scene of all Delegates and Master Clip objects. Otherwise, a defect results that causes some of that data to be present upon reloading of the .ANT file. •Biped crowds solve faster, with less backtracking, if the biped Motion Flow Graphs contain motion clips with many alternative choices in direction of motion.
  • 26. •You can create additional clips for this purpose by bending an existing motion, using footstep-extraction or footstep-bend features. Including slightly turning clips is useful for enabling the Biped Crowd members to make fine adjustments in heading toward goals. Note that adding stopping motions connected to loitering motions is necessary for natural human crowd dynamics, since "waiting your turn" is an important option when seeking a goal in a crowded space. •In the Edit Multiple Delegates dialog, the program may fail if you add the Delegate, select All Sets, click Apply Edit, and then restart 3ds max. The workaround is not to have All Sets selected. •When using the Surface Arrive behavior, if you change the .BIP files after a solve, the Z data is lost. •Biped Crowd scenes must be solved starting from frame 0. •The program may fail when turning off Priority "Pick/Assign"; the workaround is either to deselect the crowd object after setting priorities this way, or to set priority using Assign by Computation instead. MAXSCRIPT •It is not recommended to use the 'copy' command on Biped structure. For example, the following may result in an out-of-memory error and program failure: bp = biped.CreateNew 100 -90 [0,0,0] bp_obj = $Bip01* bp_obj1 = copy bp_obj •Many of the features of character studio 3 do not support the Macro Recorder. PHYSIQUE •Physique can be assigned to any object type; however if you assign it to non-Biped or non- Bones hierarchies, such as lights, cameras, or helper objects, and then initialize, the program may fail. •If you merge a Physiqued mesh from a .MAX file to a biped, the program may fail. The workaround is to merge the mesh and the biped, remove the Physique modifier from the mesh, and then delete the biped. •Physique is assigned to links, not nodes. To assign either floating bones or hierarchy bones, you need to have a link; this means a node is required at both ends of the link. In most cases, you will need a dummy node at the end of the last link. •Before applying Physique to 3ds max Bones, check to make sure that there are no circular references in your Bones structure. If there are circular references, unpredictable results may occur. •Any objects that have scaled Bipeds or bone structures that were scaled with any versions of Physique prior to v3.11 will need to be manually re-initialized in v3.4. NETWORK RENDERING •To render character studio animations using network rendering, each computer on your rendering network must have the same version of character studio. A result of not having the same version on all machines is floating feet or incomplete renders. •When using Motion Flow Graphs, use UNC path names. For example, if your .BIP file in your Motion Flow Graph is named:
  • 27. c:3dsmax5cstudiomotionsbiprunner.bip. change the name of the file in the Motion Flow Graph by right-clicking the clip and changing the name in the Clip Name text box to: mypc53dsmax5cstudiomotionsbiprunner.bip where mypc5 is the network identification of the computer that has the BIP file. NOTES ABOUT DOCUMENTATION These features have changed since the printing of the documentation: •The Motion Capture Conversion Parameters default parameters were changed after the manual went to print. • In Track View, sliding footsteps are no longer orange, they are the same color as the rest of the feet. •Steps in the online help topic, Physique Conversion R1 to R3 work for Physiqued files from character studio version 1 through 2.x. PHYSIQUE SDK MODIFICATIONS •Physique exports the data based on the link to which the vertex is assigned. The node returned is the first (parent) node of the link. If there is branching in the hierarchy, Physique reports the vertex assigned to the same node twice. This is correct since the vertex is assigned to two links, each with the same root node. BIPED AND CROWD INTERACTION •For information about Biped, Physique, and Crowd extensions in MAXScript, see the online and printed Reference, as well as the online MAXScript Reference that ships with character studio. •It is possible to influence clip selection for bipeds during a Crowd solution by using preferred clips. The following biped MAXScript functions allow users to set the biped preferred clip during a crowd solution. •biped.numPrefClips <biped_ctrl> Returns the number of preferred clips. • biped.getPrefClip <biped_ctrl> <index_integer> Returns the name of the nth preferred clip. • biped.clearPrefClips <biped_ctrl> Clears the preferred clip list. • biped.addPrefClip <biped_ctrl> <name_string> Adds the clip to the preferred clip list. Returns true if added, false if not added because it was already in the list. • biped.deletePrefClip <biped_ctrl> <name_string> Deletes the named clip from the preferred clip list. Returns true if successful, false if the clip was not in the list.
  • 28. biped.isPrefClip <biped_ctrl> <name_string> Returns true if the clip is in the list, false if not. • biped.getCurrentClip <biped_ctrl> Returns the name of the currently active clip for this biped; this is only relevant during a Crowd solve. The following are examples showing how the crowd system “PerFrameFn” <crowd_helper_.htm> can be used to change the biped preferred clip dynamically. Example: -- changes the preferred clip as a function of frame number. fn PerFrameFn crwd t = ( if (t == 200f) then ( a = $bip100 a = a.transform.controller biped.addPrefClip a "jog_L45" )) Example: -- changes the preferred clip as a function of the current clip. fn PerFrameFn crwd t = ( a = $bip100 a = a.transform.controller if (biped.getcurrentclip a == "jog_L135") then biped.addPrefClip a "jog_L45" ) END Autodesk, the Autodesk logo, Biped, Character Studio, combustion, Discreet, and Physique are registered trademarks, and 3ds max, i-drop, reactor, Autodesk VIZ, and Volo View are trademarks of Autodesk, Inc., in the U.S.A. and/or other countries. All other brand names, product names, or trademarks belong to their respective holders.