[Closed] The most disappointments in th MAX
thanks spacefrog that did the trick, seems ok with a padding of 1 as well.
the fact that the sdk reference compilers think all developers have an encyclopedic knowledge of every class and in which version of max it was introduced, hello thats why it’s called reference. for christ sakes give us a frigging bone here.
are you sure, i’ve been bitching for how many years? they never listen…look at the autodesk forum …this forum much more livelier than there…
i deleted this dll from my framework because of noway to utilize it and having problems by keeping it in the system.
I can see some uses if they opened up the ‘tracking’ API within it, that way we could have a proper macro builder for max and maybe a few more useful callbacks. But it’s a closed box…
Most disappointments expressed relate to certain feature sets…
my biggest disappointment is much more fundamental: A Fixed Z-up Right handed world coordinate system. This makes it very unfriendly for Game development. Lots of things going sideways or backwards. In Maya have the option to choose Y or Z as up.
I also think the help docs (for MXS) are effectively unsearchable. You kind of have to learn the secret inner map of how they were laid out before you can readily find what you want. Again contrast with maya: select a keyword, hit f1, boom: a page on your selection.
There’s nothing preventing you from modeling your game assets on a +Y axis… just swap your viewports around.
orientation of the models is a trivial issue, FBX exporter has a checkbox for that.
Creating nodes for predictably attaching props or effects at runtime is where the inconvenience of fixed world coordinates/hadedness rears is ugliest head. Add to that the fact Max bones are fixed along the X axis and you get a high level of friction between art and implementation.
the staggering memory usage of the latest verions of max even for an empty scene :hmm:
Managed Memory Heap from using .Net code. Don`t use the task manager for measuring it.