i’m agree with Klvnk. the really interesting graphs don’t look trivial at all (means too complicated for people scared of any coding)
i think it’s available. but … “sh!.. i know a secret but tell it nobody… but i know!”
it’s like divx, wpf or qt… added but concealed for a while
actually it’s my fault… of course it can be one file for distribution. it should be – what is the minimum size of the mcg plugin package?
you can replace the Map with a parallelMap to make it multithreaded, should speed it up a bit.
but the combineAllMeshes is the resources hog here, that’s why most mxs will be faster if there is lots of cloning and combining involved.
the bottleneck of any mesh topology changing operations is the mesh update (including updating all caches. rendermesh for example). mesh on node update cannot be multithreaded.
it’s possible to delay updating for an editable poly (MNMesh) which helped me to make polyskin plugin that works about 10 times faster than the max’s built-in skin modifier.
http://area.autodesk.com/blogs/chris/max-creation-graph-mcg-sample-pack-for-3ds-max-2016
Loads of example to download and play with here!
So much miss information in this thread it is ridiculous.
Never going to happen for one simple reason Design Suites. The whole M&E division could go away and 3ds max would live on while Maya would be gone forever. Here are all the Suites available from Autodesk, the only package included in every single one (depending on the level) is 3ds max. Maya is only available in the Entertainment Suite.
AutoCAD Design Suite
Building Design Suite
Entertainment Suite
Factory Design Suite
Infrastructure Design Suite
Plant Design Suite
Product Design Suite
denisT,
Your lines of code and number of nodes in MCG are apples to oranges comparison. I could embed code in a compound and the number of nodes would be 3 (input, compound, output). If you want an apples to apple comparison you need to replace all of your functions, structures, embedded maxscript functions, etc with compounds.
Then there is your question on number of output files from the maxtool. That is like asking how many of your plugins could run without existing or 3rd party libraries. Sure I could break open the compounds and only use nodes in the package and deliver a single file, but that would be like you never using an include or existing functions in the SDK, maxscript, or python. How many of your tools are fully self contained and do not rely on any 3rd party calls or libraries?
On your maxtool distribution question. The maxtool is collection package that could be unpackaged and distributed manually like you would your own tool. It is provided as a maxtool much like an mzp. It unpackages all needed components into the proper locations as needed.
Where you may see large adoption of MCG is from users coming from Softimage and ICE, the Design packages and Dynamo, Cinema4D and Xpresso, Genome, Lab, and possibly some Houdini users. Now is MCG at the same level as all of those? No, but it is on it’s first release.
-Eric
you had to read my question more careful. i was asking what the minimum number of files in MCG package for one plugin. My package is minimum one file.
Minimum is one file, too (when you’re not using compound nodes). I’ve cobbled up and attached a quick example of such maxtool, select by face ID. When you look inside, it’s the graph representation in XML form.
As an aside, as there’re no subobject levels, it needs some modifier like MeshSelect with active face subobject mode to really do anything. I suppose there’s no simpler way… but I’d of course like to be proved wrong.
Autodesk Tutorials
https://www.youtube.com/playlist?list=PLnKw1txyYzRl1IVsbSFwd-c9i9cz-rRJ1
I really love the new MCG, it opens new doors and great things ahead, but now, it’s performance is poor, it’s considerable slower than maxscript, I’ve tested Houdini Engine for maya doing the same in Houdini and its so fast with a lot of poligons, I hope MCG can be improved.
Soon we will see Houdini engine for 3ds max.
Is is multithreated?