Hi there,
I was holding back on sending this out until all platforms were available (there was a slight delay on the Mac). Mudbox 2018.1 Update, an important stability and quality release, is now available for download.
We've fixed over 75 serious defects (https://knowledge.autodesk.com/sites/default/files/file_downloads/Mudbox2018.1_Update_Release_Notes_...). We've particularly focused on some key areas such as map extraction, symmetrical painting and sculpting, and Undo/Redo: http://docs.autodesk.com/MBXPRO/2018/ENU/#!/url=./files/GUID-4875124C-E33E-4DFC-A1BF-B0092BBA2F17.ht....
You should uninstall Mudbox 2018 before installing this update.
We hope you enjoy an improved experience with Mudbox 2018.1.
Now, onto some feature work!
Jill
Hi there,
I was holding back on sending this out until all platforms were available (there was a slight delay on the Mac). Mudbox 2018.1 Update, an important stability and quality release, is now available for download.
We've fixed over 75 serious defects (https://knowledge.autodesk.com/sites/default/files/file_downloads/Mudbox2018.1_Update_Release_Notes_...). We've particularly focused on some key areas such as map extraction, symmetrical painting and sculpting, and Undo/Redo: http://docs.autodesk.com/MBXPRO/2018/ENU/#!/url=./files/GUID-4875124C-E33E-4DFC-A1BF-B0092BBA2F17.ht....
You should uninstall Mudbox 2018 before installing this update.
We hope you enjoy an improved experience with Mudbox 2018.1.
Now, onto some feature work!
Jill
Sadly bug "BSPR-27322 Wrong rotation values of imported camera from FBX" not fixed :(((
Sadly bug "BSPR-27322 Wrong rotation values of imported camera from FBX" not fixed :(((
Hello RGhost77,
Looking at the history of the defect, this was deemed a limitation.
The note from the development team mentions that you need to have the same rotation order.
NOTE: the rotation value will only be the same if the Maya rotation order is set to zxy.
Can you confirm this is the case?
best,
-Louis
Hello RGhost77,
Looking at the history of the defect, this was deemed a limitation.
The note from the development team mentions that you need to have the same rotation order.
NOTE: the rotation value will only be the same if the Maya rotation order is set to zxy.
Can you confirm this is the case?
best,
-Louis
@pannetl wrote:
Hello RGhost77,
Looking at the history of the defect, this was deemed a limitation.
The note from the development team mentions that you need to have the same rotation order.
NOTE: the rotation value will only be the same if the Maya rotation order is set to zxy.
Can you confirm this is the case?
best,
-Louis
Hello Louis!
I can't confirm because I'm using 3ds max when exporting camera to fbx. But to be sure I tried different Euler order for camera rotation controller in 3ds max when export to fbx. Also I tried different controller for camera rotation (TCB controller). All attempt with same result - wrong rotation of camera in Mudbox.
My current pipeline to avoid this bug:
- export Box ("dummy") object with same transform as camera to fbx
- after import .fbx to mudbox, I copy rotation angles from "dummy" object to camera (this is works because imported geometry object contains right rotation angles unlike of camera)
This is realy annoying if I have a lot of cameras 😞
@pannetl wrote:
Hello RGhost77,
Looking at the history of the defect, this was deemed a limitation.
The note from the development team mentions that you need to have the same rotation order.
NOTE: the rotation value will only be the same if the Maya rotation order is set to zxy.
Can you confirm this is the case?
best,
-Louis
Hello Louis!
I can't confirm because I'm using 3ds max when exporting camera to fbx. But to be sure I tried different Euler order for camera rotation controller in 3ds max when export to fbx. Also I tried different controller for camera rotation (TCB controller). All attempt with same result - wrong rotation of camera in Mudbox.
My current pipeline to avoid this bug:
- export Box ("dummy") object with same transform as camera to fbx
- after import .fbx to mudbox, I copy rotation angles from "dummy" object to camera (this is works because imported geometry object contains right rotation angles unlike of camera)
This is realy annoying if I have a lot of cameras 😞
Any chance that some of that feature work will allow for the use of a VR HMD and controllers to allow for virtual sculpting???
Any chance that some of that feature work will allow for the use of a VR HMD and controllers to allow for virtual sculpting???
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