Wednesday, March 28, 2012

Autodesk announces Maya 2013.

Today Autodesk introduced all new version of their major software suites. Most of them center around new versions of their flagship products like AutoCAD, AutoCAD Architecture and Revit, used around the world in industrial design, architecture and general product design. The 'Entertainment Creation Suite' centers around Maya and 3ds Max, SoftImage, Motionbuilder, and Mudbox, software used by 3D graphic artists in the creation of new and upcoming games, animations and the coolest visual effects in future Hollywood blockbuster movies!

Ever wonder how everything you see and touch is designed before it was created? From the buildings on the street, to the infrastructure of your city, to the latest gizmo's and appliances you buy in stores everywhere. All professional designers, engineers, architects and artists watch out every year this month for Autodesk to come up with an upgrade to their main software products, giving them the tools to look ahead, envision and build the world the way it'll look like in a couple of years.

Above: One of the new features is a new node editor, enabling you to rewire nodes in a more intuitive environment than the Connection Editor. It allows you to distinguish different data types through color coding.

It takes years to design, plan and create a brand new shopping mall or cruise ship to it's minute detail, but it also takes a lot of time to develop a full length animated feature or video game, or a theatrical movie. So, while Autodesk may have introduced their latest software versions today, with all new features and such, it may take some time for you to catch up with all the cool stuff people will be creating with it.

Check out the videos below and get more information on the new features in Maya 2013, part of the Autodesk 'Entertainment Creation Suite 2013' (playlist contains 5 videos).



The Autodesk Entertainment Creation Suite will be available later this year, usually in April. Here's a  complete list of all the new features found in the Maya 2013:

Maya nHair:
Create stunning, highly realistic hair and other curve-based dynamics with the new Maya nHair module for the Maya Nucleus unified simulation framework. Create complex simulations with multiple dynamic entities all working together, with the ability to interact bidirectionally with both Maya nCloth and Maya nParticles. Use a common system of fields, forces, and constraints for all Nucleus modules.

Viewport 2.0 Enhancements:
Evaluate your work in a higher fidelity interactive environment in order to make better creative decisions. Viewport 2.0 now offers a more functionally complete high-performance, high-quality viewport, featuring High-quality depth sorting, support for image planes and animation ghosting and the ability to use the same hardware rendering technology to batch render larger-than-screen-size frames, producing high-quality animatics and previsualizations in less time

New Node Editor:
Create, edit, and debug node networks more easily with the new Node Editor. Choose from three levels of detail. Rewire nodes in a more intuitive environment than the Connection Editor with drag-and-drop connection editing. Distinguish different data types at a glance through color coding.

Bullet Physics:
Simulate both soft and rigid bodies in a single system, with the high-performance, open source AMD Bullet Physics engine. Create highly realistic simulations of cloth, rope, deformable objects, and ragdoll skeletons. Take advantage of discrete and continuous 3D collision detection.

Heat Map Skinning:
Enjoy a more accurate initial binding of geometry to skeletons in Maya 2013, thanks to a new Heat Map Skinning method that is better able to assign skin to the intended bone as opposed to an adjacent but unrelated one and requires less manual refinement.

Trax Clip Matching:
Visualize how Trax clips overlap in Maya 2013 to build complete character performances from individual animations.Clip Ghosts enable you to view the start and end frames of clips as skeletal wireframes in the 3D view. Match clips with the help of these visual cues, or automatically, using a choice of options for translation and rotation.


Alembic Caching:
Read and write the Alembic open source computer graphics interchange framework format, initially developed in 2010 by teams from Sony Pictures Imageworks and Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd. Distill complex animated and simulated data into application-independent baked geometry. Reduce the overhead and loss of interactivity associated with transferring fully editable scene data between disciplines.

ATOM Animation Transfer:
Transfer animation between characters via the new ATOM (Animation Transfer Object Model) offline file format, in order to repurpose existing animation data as new characters are created. ATOM natively supports keyframes, constraints, animation layers, and Set Driven Keys.


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