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Notes About Installation
Dual Windows NT and Windows 98 Install
If you wish to run 3D Studio MAX under both Windows 98 and NT 4.0, you must install 3DS MAX separately under both operating systems. If you do this, you may install into the same directory.
Display Fonts
3D Studio MAX requires the use of small display fonts. Large display fonts are not supported. To change the display font size, go to the Control Panel, Display. From the Display Properties dialog, In the Font Size box, choose small fonts.
MaxCompression off when using Outlook and 3DS MAX R3.1on the same system. MaxCompression is a product designed for Microsoft Outlook, and is not in any way related to 3DS MAX, despite the similarity of name.
Character Studio
Installation
A complete installation of Character Studio R2.2 is provided on the 3DS MAX R3.1CD for licensed customers who have been using Character Studio R2.1 and R2.0 with 3DS MAX R2.X so they can continue to use Character Studio with this new release, 3DS MAX R3.1. You may also install Character Studio R2.2 if you do not already own a licensed copy, but you will only be able to view and render sample Character Studio files. You cannot create or modify Character Studio files until you purchase the product. No new features have been added to Character Studio R2.2, although behavioral modifications have been made. See the cstudio\Docs\readme.rtf file after installing Character Studio R2.2 for detailed information. See the 3DS MAX R3.1Installation Guide for more information on installation and authorization of Character Studio R2.2.
File Compatibility
There is a compatibility issue when upgrading files containing a Biped object from MAX R2.5 to MAX R3.1 that can potentially corrupt data. Be certain to install the Character Studio R2.2 plug-ins that are part of the 3D Studio MAX R3.1 installation CD-ROM before attempting to load any files created with MAX R2.x and Biped 2.1. Failure to install the plug-ins will result in an error condition that can potentially make the .MAX file unloadable. This condition will present two warning dialogs, one regarding missing DLLs, and another regarding obsolete data. Do not resave the file in this case. You must install Character Studio before attempting to load and save this file.
Windows 98 Limitations
While Windows 98 is supported, 3DS MAX R3.1has the following restrictions that are not found when operating on Windows NT:
Hardware Lock
The Sentinel drivers installed with 3DS MAX R3, version 5.38, will not work with the 3DS MAX R1.2 Hardware Lock on Windows NT. This is not a problem for Windows 98.
OpenGL
OpenGL is supported in Windows NT and Windows 98. All OGL display drivers must be at least OpenGL 1.1 compliant (3DS MAX will not work with OpenGL 1.0 drivers). OpenGL 1.1 is the official version of OpenGL that comes with NT 4. Display slowdowns occur when using modeless dialogs over enlarged viewports in OpenGL. You can speed up the display by turning off Redraw Scene on Window Expose in the OpenGL configuration dialog (File/Preferences/Viewports)
however this may cause artifacts to appear when moving the dialogs. Press "1" to refresh the viewport and clear any artifacts. The display slowdown does not occur in a standard multi-viewport configuration. The 3DS MAX R3.1Virtual Viewport feature is only available when 3DS MAX is using an OpenGL driver. The Virtual Viewport feature allows you to zoom in on a sub-region of the current viewport, creating a "virtual viewport" in which you can perform all the standard navigation, but in a zoomed-in area. You can use the Virtual Viewport on any type of viewport, but it's primarily designed for zooming in on camera views. This lets you perform close-up work, such as tracing, without distorting the relationship between the geometry and a bitmap background. The Virtual Viewport option is disabled if you are using a Software Z-Buffer, HEIDI, or D3D driver.
Benchmarking
There are thirteen benchmark files in the \scenes\benchmark directory on the World Creating Toolkit. These files are provided for anyone wanting to benchmark the speed of their video cards. Each file tests different aspects of display speed within MAX. For a description of what each file tests, see \scenes\benchmrk\R3 Benchmark Descriptions.txt. Also included is a script located on the World Creating Toolkit at \script\utilities\3dsBMarkR3.ms. Instructions for running the script are located at the top of the script itself. To see which cards are certified to run in 3DS MAX R3, and how fast they run the benchmarks, see: http://www.ktx.com/display
CPUs
Machines with non-Intel processors
The MAX Profiler utility uses Intel Pentium specific instructions so it does not load with processors of other types, such as Cyrix or AMD CPUs. This will cause a DLL initialization failure in acap.dll when loading MAX. This utility is installed only if MAXSDK is chosen as an option in the custom install. It is advised to remove the files "\3dsmax3\acap.dll" and "\3dsmax3\StdPlugs\MaxProf.dlu" on these systems.
Mouse Drivers
Make sure you are using the most current drivers for your pointing devices. Old or obsolete drivers may cause unpredictable results and program failures with 3DS MAX. The best method to obtain updated device drivers is to go to the URL for the manufacturer of your device and download the latest from there.
Bitmap Formats
paint*
You must have Discreet paint* 2.1.1 installed to view or manipulate .ipp files, or to view paint maps on any map channel in 3DS MAX R3. paint* maps used as a displace modifier map will not render correctly when a live link exists between 3DS MAX and paint*. To render a sequence of frames correctly in MAX, simply save the loaded project file and deselect the Edit button to terminate the link between MAX and paint*. The UV Offset values in the Coordinates rollout of the Paint map are not honored when painting directly on the object in MAX. To offset the UVW Coordinates of the paint map, apply a UVW Map modifier and a UVW Xform modifier. If, when loading a .ipp file as a project file, the image isn't displayed or rendered properly in MAX, select the Edit button to create a live link. Certain .ipp files rely on separate source images, such as Rub-Throughs and in these instances the live link is necessary for the .ipp file to be viewed and rendered properly in MAX.
Photoshop .PSD
Only Photoshop 3 .psd files are fully supported. The .psd formats from Photoshop 4 and 5 are only supported for images with only one layer. Files containing multiple layers must be flattened in Photoshop before they can be used in 3DS MAX.
Controllers
3DS MAX will shut down when exiting, resetting, or loading a file if an IK controller's End Effector Position is used as a React To object in the Reactor Controller, or as a controller for a Vector variable in an Expression Controller. If a .MAX file was saved prior to this, the file will have no data corruption. However, it will continue to cause an application failure upon closure. You can avoid the failure by creating a dummy and aligning and linking it to the end effector. Pick the Node track of the dummy for use by the Reactor or Expression Controllers. Results will vary some, because the controllers will be responding to the world space position of the dummy instead of its offset from the root bone. If an object has only SubObject animation, and thus is controlled only by a Master Point Controller, rescaling the time through the Time Configuration Dialogue will produce incorrect scaling of its keys. The workaround is to create a key in any of the objects other tracks. Block Controller. Including Note Tracks in a block of animation will cause an application error while writing the block. If note tracks are desired in an animation block, a Note Track can be added to the block after it is written. For example, write the Position track of an object to a Block, expand the MasterBlock and the Block tracks, and add a note track under the Block track or under the Position track. Master Point Controller. If a Master Point Key Info dialogue is open, it will not update its time automatically after moving the key in Track View. An Application Error will occur if a SO key value is adjusted before the Key Info dialogue is forced to update by either reselecting the key or closing and reopening the Key Info dialogue.
Create Panel
Compound Objects
Scatter MAX may crash when entering the Modify panel when a sample Scatter scene is selected, due to Scatter having trouble dealing with a leftover space warp binding. If you remove the binding via Schematic View, MAX will not crash. Loft Vert Topo change to Loft Path w/Steps causes assert. To avoid this, when doing a loft with Path Steps mode chosen, do not change the path shape topology, or, temporarily change the loft to Percentage or Distance mode, change the path and switch back to Path Steps mode.
NURBS Surfaces
Sub-object two rail sweeps with closed rails and more than one cross-section are not guaranteed to work. The Merge checkbox in Displace NURBS has no effect when used for Surface Edge and Displaced Surface settings. In order to get rid of the holes that may occur between adjoining surfaces in a displaced NURBS model, set Merge for the Base Surface only.
Particle Systems
Due to a Visual C++ compiler bug, PCloud may incorrectly display very large numbers of particles (i.e. 10,000). R2.5 path follow space warps did not work with fields. The new path follow does work with fields, but this has caused a slow down under some conditions.
Instanced Particles don't support multiple map channels. If the emitter object used by a PArray particle system moves very quickly in a scene, particles may appear to be emitted in puffs even if sub-frame sampling is turned on. Reducing the speed of the emitter can reduce the puffing effect.
Patch Grid
When creating a Quad Patch, setting length and width segments to 100 or more can cause a program failure.
Customize Menu
Reverting to Startup UI Layout loads _startup.ui , a file that is written as a temporary backup UI when you start MAX. _startup.ui will be identical to MaxStart.cui until Maxstart.cui is changed and resaved during a session. Reverting to Startup UI is not the same as Loading MaxStart in that MAX will still consider your current UI to be the last .CUI file that you loaded. The way to avoid overwriting a Custom UI with your startup UI is to use Load instead of Revert. Configure Paths, Bitmaps, is limited to 50 Bitmap path directories. After entering more than 50 Bitmap path directories, the 3dsmax.ini file doesn't write these paths correctly.
Plug-in Loading
In the General Tab of the Preferences Setting Dialog, when Load Plug-Ins on Demand is turned on, 3DS MAX only loads plug-ins when they are used. When this is turned off, all plug-ins are loaded at startup, which takes more memory. The Default for this setting is ON. If you are running 3DS MAX under Windows 98, it is recommended that this setting be enabled.
File Import/Export
.3DS Format
When exporting to .3DS file format, then importing, you may see meshes have moved from their original position. This situation is due to the fact that 3DS MAX's pivot offset is a matrix containing rotation, translation, and scale, and 3DS DOS is just a translation.
.DWG Format
Exporting entities in the R14 format will result in a warning when the file is opened in AutoCAD R14. The warning will claim that the drawing contains proxy graphics. When you save to an R14 file format, it writes some of the newer objects to an AutoCAD 2000 database to support "round-tripping". The warning can be ignored. Clicking OK and continuing at this point will have no effect on the exported entities.
IGES Import
When merging an IGES file, it is recommended that you save your work first. After a large IGES import, it is recommended that you save your work, and then restart MAX. There may be some instances where the IGES import is trimming the wrong portion of the surface. In this case, select the surface, make it independent, select the trim curve, and flip the trim. The IGES importer uses IGES group and level information to distinguish between objects. All data that is not grouped, and resides in the same level will import to the
same object. To distinguish between separate entities, it is recommended that you use groups or levels when exporting from the originating application. For the fastest import, change your viewport layout to a single viewport, and set the display to wireframe.
Viewing Files
The Autodesk Flic image file setup is dependent on the .AVI settings for Windows MediaPlayer. Since MediaPlayer can by replaced when installing other applications, it can fail at times on Windows 98. To work around this, install QuickTime 4, which is provided with 3DS MAX R3.1, and use it to view these types of files. QuickTime 4 can convert .fli, and .flc files, but not .cel files.
Matte/Shadow Material
Matte/Shadow materials used as sub-materials can render semi-transparent instead of opaque when the Opaque Alpha checkbox is unchecked. Avoid using matte/shadow materials as sub-materials.
Morpher Material
Morpher materials should only be applied to objects with the morpher modifier applied.
RayTrace Material/Map
Raytraced reflections of objects using wireframe materials are not supported. The Lattice modifier can be used to achieve similar wireframe results (in geometry) for appearing in raytraced reflections. Raytrace materials used within Double Sided materials are known to render incorrectly, producing visible "wireframe" artifacts. Avoid using Raytrace materials as a sub-material of a Double Sided material. Global tracks are not being created when loading a Raytrace material or map from a material library. If you do not already have a Raytrace material in your scene you will
need to Hold and Fetch or save and reload the file to get the global tracks to show up in Track View. If a raytraced material does exist in your scene then the preexisting global tracks will be used. Assigning a different controller to a Global Raytrace Engine track and selecting UNDO then REDO will cause MAX to crash. You can assign new controllers to global parameters, but avoid selecting undo then redo directly after the new controller assignment. Disabling Self Reflect/Refract in Raytracer Options gets rid of the edges of the mesh showing on the rendered image when using Raytrace with "surface" entities (Nurbs, Patches). Disabling Self Reflect/Refract for these types of entities also gets rid of other rendering anomalies such as splotchy highlighting.
MAXScript
Mesh Sub-object Rotation
Mesh sub-object rotation and scaling is not implemented in MAXScript. For instance the following will not work in this version of 3D Studio MAX: select $.verts[#(1,2,3,4)] rotate $.selectedVerts [30,60,90]
Barycentric_Morph_Controller Keys
When using the addnewkey() method to create a key for the Barycentric_Morph_Controller controller, the time component of the key value returned is usually not correct. Use the getMKKey() method to access the created key.
Bricks : TextureMap
There is an error in the parameter naming for the Bricks map (in Bonus). The Per_Column property is exposed with the name Change_Row, which conflicts with the existing Change_Row property name. As a result, you can not access the Per_Column property.
Coordinate Display
Using a <format_name> value of #other for setStatusXYZ() does not correctly display the specified point3 value. The X and Y component values are displayed in the Y and Z status boxes, and the X status box is blank.
extrudeFace()
When using the extrudeface function in MAXScript, the sub-object level is changed to 0 if the mesh is active in the modify panel.
Mouse Cursors
setSysCur #squash shows the non-uniform scale cursor
Atmospheric : MAXWrapper
Unlike most MAXWrapper objects, you can not copy an Atmospheric.
RenderEffect : MAXWrapper
Unlike most MAXWrapper objects, you can not copy a RenderEffect.
UVGenClass : Material
Setting the <textureMap.coordinates>.mappingType value sets <textureMap.coordinates>.mapping to 0. In description of <textureMap.coordinates>.mapping: If mapping type is Environment mapping (mappingType = 1) : mapping = 1 Spherical; 2 - Cylindrical; 3 - Shrink-Wrap; 4 Screen should be: If mapping type is Environment mapping (mappingType = 1) : mapping = 0 Spherical; 1 - Cylindrical; 2 - Shrink-Wrap; 3 Screen
stopCreating()
This method stops the creation of the current object, if any. This method does not take a argument.
Bitmap Values
In the last Output section, fn unpack val = for p in val collect (r=p/256^2; g=p/256-x*256; b=mod p 256; color r g b)
should be: fn unpack val = for p in val collect (r=p/256^2; g=p/256-r*256; b=mod p 256; color r g b)
BitmapTexture : TextureMap
The value type for <Bitmaptexture>.starttime is now Time rather than Integer.
File_Output : RenderEffect
The <File_Output>.channelType parameter is no longer animatable.
StandardMaterial : Material
The following parameters have been changed: <Standard>.samplerEnable Boolean default: false -- alias: Sampler_Enable <Standard>.samplerQuality Float default: 0.5 -- animatable, alias: Sampler_Quaility <Standard>.samplerAdaptThreshold Float default: 0.1 -- animatable, alias: Adaptive_Threshold <standard>.UserParam0 Float default: 0.0 -- animatable, alias: Optional_Param0 <standard>.UserParam1 Float default: 0.0 -- animatable, alias: Optional_Param1 <Standard>.useSelfIllumColor Boolean default: true -- alias: Use_Self_Illumination are now:: <Standard>.samplerEnable Boolean default: false animatable, alias: Sampler_Enable <Standard>.samplerQuality Float default: 0.5 -- animatable, alias: Sampler_Quality <Standard>.samplerAdaptThreshold Float default: 0.1 -- alias: Adaptive_Threshold <standard>.UserParam0 Float default: 0.0 -- alias: Optional_Param0 <standard>.UserParam1 Float default: 0.0 -- alias: Optional_Param1 <Standard>.useSelfIllumColor Boolean default: false -- alias: Use_Self_Illumination
Pickbutton
Due to limitations in 3DS MAX, you cannot specify a node using a Pickbutton in the Create panel, for example in a scripted Geometry plugin. The work-around is to only enable the Pickbutton when the object open in the Modify panel.
Persistent Globals
Values stored in a persistent global that are a subclass of MAXWrapper are not retained across a file save/load unless the MAX object is present in the scene. For example, if you said: Persistent global Mat1, Mat2 Mat1=standard() Mat2=standard Box material:Mat2 After a file save/reload Mat1 would be undefined because the material wasnt present in the scene. Mat2 would contain a material value since the material was applied to the box.
bindKnot()
A screen redraw is needed after calling bindKnot() to update the vertex to the bound location. If needed, call redrawViews() after calling bindKnot() to complete the bind operation.
splineOp methods
The splineOp methods simulate a Modify panel button press. In some cases, the actual operation is not performed until Editable Spline runs through its main loop. Since MAXScript and Editable Spline are running in the same thread, the Editable Spline main loop may not be immediately run. For example, if spline es had 4 knots and you ran: ( setKnotSelection es 1 #(4) splineops.delete es format "# knots: %\n" (numKnots es 1) ) format "# knots: %\n" (numKnots es 1) The results would show 4 knots and 3 knots, respectively.
activeGrid
The activeGrid system variable can be set to a node value to set the node as the active grid. The activeGrid variable cannot be set to undefined to reset the active grid to the home grid. Use the max activate home grid command to reset the active grid to the home grid.
getKnotPoint(), setKnotPoint()
When position controllers are assigned to the knots of a splineShape, the controllers are stored in the splineShape. The getKnotPoint() and setKnotPoint() methods get and set the knot positions assigned to the spline stored in the splineShape, but not the values stored in the knot position controllers. When the splineShape is evaluated for display by 3DS MAX, the knot positions are updated based on the positions stored in the knot position controllers. The getKnotPoint() and setKnotPoint() should not be used on animated knots. Instead, the knot controllers should be accessed directly. The above is also the case when operating on the knot tangent handles.
fileProperties.addProperty()
The maximum length of a property name or value is 1024 characters.
isKindOf()
This method does not work properly with NURBS objects. The following function can be used as a substitute: fn isKindof1 obj class = ( local myClass=classof obj if myClass == class do return true if myClass == value do return false isKindof2 myClass class )
OKMtlForScene()
This method does not perform the correct type checking of its argument, and therefor does not work. The following function can be used as a substitute: fn OKMtlForScene1 theMat = ( for obj in objects where (obj.material != undefined and obj.material.name == theMat.name) do return false true )
render()
The netrender option is not supported.
sceneMaterials
The sceneMaterials system variable can contain materials that were used in the scene earlier in the 3DS MAX session, but are no longer being used.
global variable.
skinops.getVertexWeightBoneID()
In 3DS MAX R3, the index returned by this method was 0-based. In 3DS MAX R3.1, the index returned is 1-based.
MAXScript MacroRecorder
Not All Actions are Macro-Recordable
While the majority of 3DS MAX R3.1generates MacroRecorder output, there remain many areas that do not. In general, most of the buttons on the 3DS MAX Menu Bar, toolbars, Status Bar, Create panel, and Modify panel will generate MacroRecorder output, but: If a button invokes a secondary dialog, changing a setting or performing actions in the secondary dialog will not typically generate Macro Recorder output. In the Create and Modify panels, MacroRecorder output will only be generated if a MAXScript can actually create the object or modifier. In some cases, the plug-in implementing an object or modifier has not been updated to support MacroRecorder, so that object or modifier will not generate MacroRecorder output.
Modify Panel
Edit/Editable Mesh
Cut The Cut tool is designed to slice across every visible edge it crosses. In some cases, Cut treats invisible edges as though they were visible and inserts a vertex at the point of intersection with the new edge. Cut is quad-safe, not polygon-safe: it can only handle one invisible edge at a time. The second (, fourth, sixth, etc) invisible edges in a sequence will be treated like a visible edge.
Undo Convert to Editable Mesh following an Undo add modifier, purges the Undo stack Vertex display not available in polygon create mode if show end result on You can turn on the object's Vertex Ticks display property to see the vertices in this case. The vertices will not appear selected, however.
Edit/Editable Spline
Using Snap to Vertex with the Edit(able) Spline Create Line tool, the cursor will snap to itself, making it difficult to snap to existing Vertices. To avoid this problem, use Create Line Shape when using Vertex Snap. Clear Start New Shape to automatically add the new Line Shape and collapse to Editable Spline. To avoid collapsing an Edit Spline, leave Start New Shape checked and Attach the new Line Shape.
Flex
Flex does not immediately affect some cloned objects. The Clone Initializer v1.0 macro script can be used to initialize Flex or Volume Select modifiers on cloned objects. This script, MacroCloneInit.mcr, is installed in the UI\MacroScripts directory. Creating a button for the Clone Initializer macro script ----------------------------------------------------------------------------1. Launch 3DSMAX R3 2. From the Customize menu in the Main Menu bar, select Customize UI... 3. Select the Macro Scripts radio button. 4. Select the Tools category from the dropdown. 5. Select Clone_Init from the list window. 6. Drag the Clone_Init button to any visible toolbar. 7. Close the Customize User Interface dialog. Using Clone Initializer v1.0 -------------------------------------1. Press the Clone_Init button to launch the Clone Initializer floating dialog. 2. Check either Volume Select or Flex. 3. Press Initialize. Any object in the scene containing a Volume Select or Flex modifier is selected and the modifier's parameters are momentarily loaded into the Modify panel. This initializes the modifier, if necessary, after a clone(copy) operation.
Morpher Modifier
When using the morpher modifier, if you notice playback speeds slowing down over time, a file reset will clear this condition. Mopher Modifiers associated Controller Function Curves disappear in Track View during editing when Morpher Modifiers Auto_Reload_Target is checked. The workaround is to uncheck Auto Reload Target when editing function curves of morpher objects.
Surface Modifier
On Windows 98, applying a surface modifier with segments of 1000 or more will cause the program to fail.
Volume Select
A cloned Volume Select modifier does not initialize unless the modifier is currently in stack. Volume Select Auto-Fit does not correctly translate a scaled gizmo. The transforms are organized in a way in the volume select modifier such that the gizmo scale is applied to the incoming translation of the box (from beneath the stack). Volume Select does not fit properly when applied to multiple objects. Animated splines may temporarily disappear when they are used as the "Select By" object. If this occurs, simply add an Edit Spline modifier to the spline object.
Motion Panel
IK
If you create an IK chain and link it to an object, moving the object wont move the end effector. This is how it is supposed to work (so feet stick to the floor). If you want the end effector to move with the parent of the chain, then you have to specify that by linking it, not using the toolbar link, but using the link command under end effector parent in the motion panel.
Object Properties
The Object Properties dialog, Rendering Control section, contains 4 check boxes that are grayed out. These spaces are intentionally left blank and can not be accessed at this time.
Rendering Menu
RAM Player
Some systems, most notably the SGI PC's, have a bus optimized for a 32-bit graphics pipeline. The RAMPlayer is normally using a 24-bit pipeline and that can cause a performance problem on these systems. The RAMPlayer can be configured to use a 32 bit pipeline by adding the following line under the [Performance] section in 3dsmax.ini: RAMPlayer32Bit=1 The drawback is that each frame will require more memory so fewer frames will fit in memory. On a 32 bit optimized system this configuration can increase the frame rate by a factor 3 or more. If you close 3DS MAX while the RAM Player window is still open, you will see an Application Error message. Click OK to proceed.
Network Rendering
Duplicate machine names show up in the Queue Manager if NETBIOS is not installed. We recommend that NETBIOS be installed on any machine that will be used for network rendering. The file output rendering effect does not save all the frames when network rendered. If all frames are rendered when network rendered, they may appear to be out of sequence when played back or the output may be incorrect. The work around is to render the sequence of frames on a single machine.
Missing DLLs
Missing renderer DLLs can cause 3DS MAX to crash on file save after merging materials
from another .MAX file that also uses the missing renderer DLL. The work around is to load the material library from the desired .MAX file into a new .MAX file, then load the .MAX file you want to work on. At that point you can grab the materials from the material library and save the file.
Rendering Effects
Animation tracks cannot be copied in Track View from one effect to another similar effect. The abilities and control of the Lens Effect filter in Rendering Effects are somewhat different, and sometimes less, then that provided by the similar Lens Effect filter in Video Post. If you are not achieving the desired results in Rendering Effects, try the Lens Effect image filter event within Video Post. A small size glow, e.g. size .01, does not work when rendering to fields. To work around this, increase the size of the glow.
Bitmap Filtering:
1 additional byte per pixel if Pyramidal filtered 12 additional bytes per pixel if Summed Area filtered
All surfaces are converted to triangular meshes for processing. The memory required to render a scenes geometry is the number of faces actually given to the Renderer. This is important to remember as some objects (e.g., NURBS, Patches, and XREF Proxies) and modifiers (e.g., MeshSmooth and Optimize) can display much simpler representations in the viewport. The following is required of each master object: Face Vertex Each UVW/ face Each UVW/ vertex 32 28 12 12 bytes bytes bytes bytes
Instanced geometry does take less memory then the original mesh, with the following being required of each instance: Instanced Face Instanced Vertex 5 bytes 20 bytes
that rendering geometry against a black background is the best way to achieve reliable composites in most external applications.
Schematic View
Change in Schematic View functionality in MAX R3.1: Schematic View layouts are not preserved in R3.1 scene files by default. To enable this feature, simply add the following line to the 3dsmax.ini configuration file in the [Performance] section: [Performance] PreserveSchematicView=1 Please note that enabling this feature may substantially increase the file size of scenes containing thousands of objects. Schematic View does not preserve the layout for hidden objects unless the Show Only| Visible Objects filter is turned off. Compound object operands cannot be renamed in Schematic View. The workaround is to rename the operands in the Modify panel, as in R2.5.
Track Bar
When an object has both Master Point (Sub Object) keys and Transform keys, the Track Bar cannot be used to delete a single Master Point key as it will instead delete all the Master Point keys. Deleting of single Master Point keys must be done in Track View.
Utilities
Dynamics Utility
Dynamics provides only limited support for objects with identical names. All objects of the same name are included in the simulation regardless of which one is chosen. Workaround: Verify that each item in a Dynamics simulation is given a unique name prior to setting up the simulation
IFL Manager
Use of the IFL Manager by users not familiar with the MAX R3.1changes to the Bitmap File Dialog may create some initial confusion. The Bitmap File Dialog now contains IFL creation functionality; if using this functionality while using IFL manager, some confusing yet harmless error messages may appear. When accessing the IFL managers Select button, the Bitmap File Dialog will appear as it always has. If the user enables the new Sequence checkbox on the Bitmap File Dialog (to create an IFL from the dialog), and then clicks Open, an Image File List Control Dialog appears. Clicking Ok creates an IFL file successfully, but then returns an IFL Manager unsupported file type error. The root of the problem is that this new Bitmap File Dialogs IFL creation functionality is not appropriate to use from IFL manager. The Bitmap File Dialog still is needed by IFL manager to choose image files; it simply should be used as it has in the past (without
enabling the new to R3.1Sequence button). Alternatively users may want to use the new IFL creation functionality of the enhanced Bitmap File Dialog instead of using IFL Manager.
Video Post
Outputting to more than one .MOV QuickTime file from Video Post can cause a program failure.
BONUS Features
Rendering Effects Depth of Field
Atmospheric effects are incorrect after using DOF. Volume light, volume fog, combustion and fog will produce incorrect results when used with the Depth of Field effect. Changing Antialias filter sizes when using Depth of field will cause artifacts to appear in the rendered image.
With the new antialias filters available in MAX R3, changing filter sizes for any of them, will cause the rendering to be either sharp when using low values or blurry with higher values. The combination of using the higher filter size values and DOF will cause "dirty" pixels to appear around objects. It will also cause two focus bands to appear where the transition between the area in focus and the out of focus area. The first band appears between the camera and the in-focus area; the other appears behind the infocus area. These bands are not filtered by the AA filter and thus appear to be in focus. It also important to remember that render occluded objects should be on for all objects in the scene in order to achieve correct results with DOF. This is an object property, which is brought up by right clicking on the selected objects.
Gallery Effects KPT Convolver- Known crash in KPT code Alien Skins Eye Candy - Crash in Aliens code on setup Alien Skin Black Box 2 - The "Filter Unsupported" dialog message appears.
Reference Corrections
In the following topics, the Online Reference contains correct information that is erroneous in the printed Reference: Displace NURBS (WSM): Workaround removed. Lattice Modifier: "Junction group" should be "Joints group". NURBS > 1-Rail Sweep Surface / 2-Rail Sweep Surface: Graphics are incorrect in print. NURBS > Mirror Surface: Graphics are incorrect in print. NURBS > Extrude Surface: Graphics are incorrect in print. Torus Knot: Graphics are incorrect in print. GeoSphere: Information on Hemisphere is missing. Twist, PatchDeform, and PathDeform Modifier topics: Information on Modifier Stack Rollout and Selection Level is missing. Stretch Modifier: Information on Modifier Stack Rollout and Selection Level is missing, and graphics are incorrect in print. Materials > Global Raytracer Settings Dialog: Graphics and text have incorrect defaults. Materials > Output rollout: Graphic is incorrect. Materials > Bump Mapping: Note about scaling bump mapping is incorrect. In several topics, "Angle of Incidence" is stated at 90 degrees; it should be 0 degrees.
In the following topics, the Online Reference contains more complete information than the printed Reference. Starting 3DS MAX from the Command Line: Information on starting with switches. MAX Default Scanline A-Buffer Rollout: Information on 3dsmax.ini rendering switches and image motion blur. Environment Dialog: Information on 3dsmax.ini rendering switches.
Glossary > Targa Files, Pre-multiplied Alpha, Environment Map, Filtering, and Aliasing/Antialiasing: Information on 3dsmax.ini rendering switches. Surface Mapper (WSM). Virtual Frame Buffer: Information on Sequence and Setup buttons. Skin Modifier: Missing graphic. UVW Map Modifier: Information on UVW Map Centering and Use Pivot Points. File > View File: Information on Sequence and Setup buttons. Select Background Image Dialog: Information on map path behavior. Dynamics Utility: How to avoid unwanted animation in dynamics.
Light Lister and Light Lister Include/Exclude are not documented in print. The following subjects are missing from the printed Reference, but do appear correctly in the Online Reference: "Plate Match/MAX2.5 Antialiasing Filter" and "Select Bitmap Image File Dialog".
Tutorial Corrections
The scene and map files for the tutorials are not installed as part of any install option. The files are located on the World-Creating Toolkit CD in subdirectories under the \tutorials directory. You should copy the files from the CD to a directory on your hard drive for faster access. Occasionally, this is not clearly explained in the printed tutorials. In "How to Speak 3DS MAX," the information on 2D/2.5D/3D Snaps is incomplete. The information is correct and complete in the online version. In the "Modeling a Rhino Head with Surface Tools" tutorial, there are many small changes throughout the document. It is recommended that you use the online version, rather than the printed book, to do this tutorial.
MAXScript Help
Spinner The description of, and the presence of an argument for, the on entered handler is incorrect in the MAXScript Help file. The corrected description for this handler is: on <spinner> entered do <expr> Called when the user types a number into a spinners edit field and then presses ENTER or presses TAB to move the cursor out of the field. The on <spinner> changed handler, if supplied, has already been called at this point and the spinner's value property is up to date. This handler is also called when the spinner is released. The on <spinner> buttonup handler, if supplied, has already been called at this point and the spinner's
FrontEnd Controller
In 3D Studio MAX R3.1there exists a conflict between the new Customizable User Interface and the older FrontEndController class. Due to this conflict the FrontEndController functionality has been disabled.