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Version 1.9.71 changelog

Article ID: 000069
Rating: 4.0 / 5.0 (5 votes)
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Added support for Max 2010 version (32 and 64 bits) 

Fixed issues with node animation from hotfix #370oECMS 

Improved support for XRef materials, in the preview viewport, oFusion Material and when exporting

Added support for intanced XRef objects

This update includes a fix for the unhandled exception issue with a big number of entities The issue was related to the internal parser that Max uses, when thousands of objects that used shaders are being processed a bug in Max was experienced. We have solved this and now is possible to export any number of meshes with shaders assigned to them

Added Scene Unit Information via Scene Headers, see "Scene Unit Information (Scene Headers)" article for detailed information and usage

This version includes support for producing the Tangents data in the TANGENT buffer by default without the need to produce Binormals or other data if not needed You need to disable the "Generate Binormals" option if you want the binormals data to NOT be in the mesh file, if this option is enabled then Binormals will be produced

A new option below the "Generate Tangents" was added (in the "Object" properties panel) to select the buffer channel where the tangents will be produced (if needed), where you can select from TANGENT or TEXCOORD channels, with TANGENT buffer being the default if no selection is made

This version fixes the issues when using a animation "sample rate" value other than 1 with animation ranges starting at a non 0 frame on skeletal animated objects

This version includes the new "active FOV" for the cameras that will display the exact FOV for the scene cameras as displayed in the Max viewports and will adapt according to the preview viewport size to always display the correct camera FOV (same behavior as Max viewports)


To use the improved FOV value in your applications the updated oScene Loader library is needed



This version includes support for accessing the "animTextures" (the array of texture animation frames filenames) member of the TextureUnit texmap via maxScript


The animTextures is a string array that contains the names of the image files (with complete, absolute paths) of each frame for the texture animation, can be handled as any string array with elements added or removed as needed, resized or set its contents from a different string array

Each element of the array need to contain the absolute filename, complete with the full path of each image frame (c:\yourImages\yourTextures\frame1.jpg), this is need to display the images frames in the preview viewport (when exporting, only the filenames with no paths will be produced)


Fixed issue when exporting pixel shaders that used samplers on specific machines

The default behavior from now on is to export the sub material name only (as "subMaterial01", not the compound name using the root material name as in previous versions)

This update includes support for enabling "SubMaterial naming" (the material name is the result of the root material name plus each sub material name, as "parentName/submtl01")

This new option can be enabled in the Export dialog (the "Use Submtl naming" option) or via the batch interface with:



oExporter.setGlobalProps "UseSubMtlNaming" true



Fixed UVW channel issue on objects that contain non contiguous texture channels when using render to texture Max materials

Improved skeletal animation generation

Fixed issue with SubMaterials not being displayed correctly in the preview viewport

Fixed issue when enabling Texture based shadows

Added "Cast Shadow" option to the Object panel to define what objects cast shadows (including nodes and lights)

Added support for mirrored objects

Added support for mirrored instanced objects

Added support for animations on mirrored objects

Fixed UVW channel issue on objects that contain non contiguous texture channels when using render to texture Max materialsImproved skeletal animation generationFixed issue with SubMaterials not being displayed correctly in the preview viewportFixed issue when enabling Texture based shadowsAdded "Cast Shadow" option to the Object panel to define what objects cast shadows (including nodes and lights)Added support for mirrored objectsAdded support for mirrored instanced objectsAdded support for animations on mirrored objects

Added support for hardware based skeletal animation


The produced mesh will contain the correct number of vertex bone assignments depending on the 'Bone Affect Limit' value set in the Skin animation modifier, or will default to 4 bones per vertex when using phy modifier


Added floating bone support to phy animation modifier based animations


Added 'tag bone' (helper bones) and 'object attached to bones' support to phy animation modifier based animations

Fixed texture address mode not being exported correctly


Fixed textures in Texture Unit texmap not being displayed immediately when image files are loaded or changed in the bitmap slot

Image filename in Texture unit 'bitmap' button is clearly displayed, without complete path, to be more user friendly

Fixed 'plane0x' objects being created in the scene after enabling the preview viewport (when Exterior Close scene manager is used)



oScene Converter commandline tool:

Fixed camera clip plane values not being correctly produced in the binary scene file




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