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Autodesk 3DS Max Design 2013 COMPLETE X32 & X64 (Working)
Autodesk 3DS Max Design 2013 COMPLETE x32 & x64 (Working)
3ds Max 2013 is available as a stand-alone package or as part of a suite of tools and, for the first time, Autodesk is also offering an Ultimate Suite that includes both 3ds Max and Maya together along with the other suite packages. This provides a solution to artists that lets them choose the best tool for the task at hand instead of deciding at the project's start which package to stick with.
The 2013 version of 3ds Max includes, as usual, a long list of new and improved features for game, design, visualization and CAD users. For game developers, there are many improvements focused on making it easier than ever to work with characters and for the design users, features such as support for importing multiple CAD formats is a much needed addition.
One small interface change was the addition of the Layouts toolbar over on the left side of the screen. This simple little toolbar lets you quickly change the interface layout between several different presets. You can also create and save your own custom layouts to the toolbar for quick recall.
Along the title bar, you can find the new Workspaces drop-down list. This control lets you quickly pick from any of the defined workspaces and you can customize and save your own custom workspaces. This lets you set up the interface for different users or for different tasks. I like to keep a modeling workspace with maximized viewports, another workspace for applying materials that makes the Slate Material Editor accessible and another separate workspace for animation that includes the Track View in a viewport.
The ability to transfer data between Maya, Softimage, MotionBuilder and Mudbox using a single menu option is a great feature and a new option has been added to the list for 2013. 3ds Max data files can now be sent to Autodesk Infrastructure Modeler with a single click.
In addition to a new Send To option, CAT bipedal characters created in 3ds Max that are transferred over to Maya or MotionBuilder are automatically converted to a HumanIK character complete with its skeletal structure and animation. Any changes that are made to the HumanIK character in Maya or MotionBuilder are seamlessly updated back in 3ds Max. This is a huge benefit enabling character animators to build and animate characters using CAT in 3ds Max and then further tweak the animation using the amazing features found in MotionBuilder.
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