I’m already there. That’s why I’m so disappointed …
(BTW. I’ve voted for #3)
Unfortunately, Autodesk by its own just throws out of the process such developers and potentially a MCG popularizers like me
Unfortunately MCG does need better documentation and information, but where do those resources come from? Do you stop development on MCG to move the resources (budget and man hours) to create documentation and samples? I think the AREA posts by Martin Ashton and the facebook page are good resources.
I don’t remember how much documentation and support there was when Softimage 7 was released with the initial version of ICE. One question I have for you is what would you consider proper documentation and training literature from Autodesk for MCG?
In my opinion MCG is a mid ground between MS and C++, closer to C# code as documented in the help here. I am sure you already know that, but may help others understand it better. I enjoy working with MCG as it has made somethings that were too difficult to code in MS to create in MCG. In other cases the MCG was more difficult or not possible. It also makes you think about and see the data differently. In MS where is every function used? In MCG that is easy to visualize as you follow the tree through the graph. Will it be for everyone, probably not. Is it better for code creation through a visual interface, sure. I can’t comment on how it compares to ICE or Houdini, but I am guessing either of those to MCG would be easier than to MS or C++.
-Eric
how can i get full list of MCG nodes with brief description what every one does do?
With 2018 there were some help updates.
Basic workflow for different data types.
List of Nodes and release changes (bottom of the page)
Once you have max installed the description list based on what is defined in the node or compound is available here and viewable in a browser:
C:\Users[UserID]\Autodesk\3ds Max [####]\Max Creation Graph\operators.html
-Eric
don’t think you get the nice html version with 2018 anymore…there is a crappy xml version tho…
The nice thing about the operators.html is it is dynamically generated and what is shown in the generator so as new nodes or compounds are added or updated (including custom or 3rd party) they will show up there as well.
-Eric
I know kind of scary right, but then again that is the truth for any written media.
I will have to check it out in my free time. Don’t have 2018 installed at the office yet.
-Eric
I’m looking forward to taking MCG for a spin when I eventually upgrade Max. From my limited perspective, it looks like it doesn’t have as much animation hooks as I’d like, at least in its initial implementation. If that changes, I could see it being a boon to those of us who want to create quick ‘n dirty tools but may not have the scripting chops to do so.
It’s a promising concept, but I don’t know how useful it will be in practice.
I understands your guys arguments, I honestly got really excited when they first announced MCG as I thought it would be something more like the Node Editor in maya which I miss dearly I had a really good time with it while working in Maya for about a year.
Working in games I found that the only things I can really use are the new scripted Plugins they have provided since launching MCG, the animation one specially, however I have yet to replace my auto rigging animation controllers handling with scripted plugin versions…
Vu and some other users have done some really cool stuff in MCG! I follow the FB group and always try to check out what people are coming up with, but I never see anything that I could apply to my pipeline maybe If i was working in TV commercials and VFX things might have been different.
I have also started to play around with Houdini, since Autodesk seems to just be ok with falling behind when it comes to support and bug fixing.