Max 7 Impressions

Any impressions yet as to how this latest package is? Your likes and dislikes?

max 7 = 6 only turbosmooth for me its the only good thing, not crashed yet…

I really like the new objects culling system. Just type in the desired framerate (like 100) and moving objects around in huge scenes is a snap :smile: I use it almost all the time and it didn’t crash once :o

I really like the new Edit Poly modifier. And the fact that you can open and close windows with the same button (for example F10 to open and close render window)

yes object culling + the new first person camera is good

Did they improve their boolean operations at all?

What about NURBS?

I dont like new snaps.

Max7 arrived one week ago in our studio (subscription). While first everybody seamed to be suspcius about the update (we all where disappointed with Max6) it seams now that everybody is exicted about the update.

We are currently doing an animation spot with lot of characters. Max 7 got a lot news like Reactor Manager, working IK limits, better skin modifier etc. It’s really great!

For Modelling, there is little news. Snaps have been improved, I hate now Max 6 snaps.

If you like to work with Nurbs / Booleans take a look at nPower Solids. They even bring a whole now Nurbs modeller for Max soon (Preview).

regards,

robert

Well

the viewportenhancements are real the biggest boost, max ever had. lol lol

but i think the character enhancements are realy goood while i rather would troust someone who realy deals much more with characters in this.

the edit poly is great. but i for example cant find a way for making a shortcut with bridge. (as usual to many programmer teams who dont speak with each other :wink: ).

overal the interface seems to be much more consistent than before , thinking for ex of F10.

worst thing, vray still isnt build in.

and viewport speed still will come with max 13.

Tom

Like most Max upgrades there are a lot of little improvements that generally make the upgrade worthwhile.

However, I have to agree with Giraffe that there is something horrilby wrong the new snap/axis constraint implementation. I b!tched up a storm on the Discreet Max forum. Apparently I’m not the only one going insane with the new snap/axis constraints. I really hope it’s a bug and not a new “feature.” Right now I don’t think I can use Max 7 for production work until they fix this issue.

hey all
we have upgraded and been using for the past 2 weeks
i already not even dream of going back to 6
coolest thing the walkthrough camera for us
especially when combined with the following script

as we do arch viz we are crap at animating and the above has been a godsend
culling is extremely useful as well
asset browser though crashes here all the time
apart from that i m pretty happy
regards
alkis

Wow Alkis. That’s a glowing review. I’d be curious to see an example of RecordNavPath and in which way it improves your workflow. Thanks everyone else for your input.

yes I think it is better than max6.

when I apply editpoly to an object, the keyboard shortcuts stop functioning.
I think this is a bug.

yeah i agree with giraffe … snaps suck …and i cant nudge with my arrow key’s anymore :twisted: … something that i used all the time..

I’m extremely happy with it…and no crashes yet! My favorite things so far are the paint deform and the character studio/reactor integration. Still need way more time to playy though…just got it a couple of days ago.

giraffe:
I think i had a similar problem in max6 as well. I think the reason is because when you add that mod, it then changes to a different keyset, thus making your set keys not work. I fixed it by going and removing all preset key assignments related to edit poly.

Might help :slight_smile:

I quite like max7 as well. The walkthru camera is right up my alley!!

Is there any real improvement n Max 7 Osnaps,
or they are the same ones with a toolbar and some icons assigned?
Thanks

It’s not a bug, but you have to enable / disable keyboard overrides, or remove the duplication of keyboard shortcuts between main UI and edit Poly UI.

There are more usefull features than I expected
from this release.

What I like:

Normal Mapping works fine, even if the workflow is not very intuitive.
Also vray works well with normal mapping. Great new feature !

The MR skin and ambient occlusion shader produce nice results !
Both are very fast.

New editable poly enhancements are usefull (bridge etw.).
And you can animate extrude, bevel etw. now. whoaa.. this rocks !!

The parameter collector is ok. But it could be much better if it would
automatically activate selected track in the trackview
:roll:

The “substitute” modifier is worth a lot when animating complex geometry.

The turbo smooth is ok, too.

What I don´t like

The problem with the extremly slow PolyMeshes in viewport was once again ignorred. Instead we got some workarounds like the object culling,
wich is nice but doesn´t solve the problem itself ! (Try XSI if you want to see really fast poly objects)
Also no enhancements of the Nurbs or the booleans.
Damn Microsoft menatlity.

It´s still not possible to write a bitmap out of the unwrapper.
well.. ok enough freeware tools available. :slight_smile:

The DirectX connection to Standard Materials doesn t seem to work.
Viewport switches to wireframe if activated.

The DEM import doesn´t seem to work.

This is what I tested so far !

cheers