Here is the Beta 5 build of Genome MX for 3ds Max 2010, 2011 and 2012, 32 and 64 bit.
Please download the appropriate installer and follow the instructions on
thinkboxsoftware.com/genome-installation
The current documentation is posted here:
thinkboxsoftware.com/genome-index/
[size=85]Genome_015_46954_x64.zip (removed)
Genome MX 0.1.5.46954 64-bit installer
(7.1 MiB) Downloaded 10 times
Genome_015_46954_Win32.zip (removed)
Genome MX 0.1.5.46954 32-bit installer
(6.58 MiB) Downloaded 1 time[/size]
[size=150]CHANGE LIST[/size]
GENOME MODIFIER CORE IMPROVEMENTS AND FIXES
- SelectionFromFaceUnion and SelectionFromFaceIntersect are now Float instead of Int because they are meant to output to the vertex Selection output.
- Deleting a geometry node from the scene could cause crash if InputGeometry was exposed in the UI. Genome will now check for deleted / valid nodes and prevent that.
- Added validity reporting to ToSpace/FromSpace nodes.
- Fixed a bug where instanced Genome modifiers used the same node transform.
- The “Remove Degenerate Faces” option now defaults to unchecked. Check it only if working with Elements on an object like Teapot that has a lot of degenerate faces/elements.
MAGMA EDITOR FEATURES AND IMPROVEMENTS
- EditText dialogs for Operator and Modifier User Notes have been replaced with TextBox DotNet controls that provide text wrapping and vertical scrollbars.
- Removing of any output channel sockets in PropertyQuery, FaceQuery, ParticleQuery and VertexQuery is now allowed - existing connections will be preserved.
- The output socket name will be used as ListBox entry for Mux+Integer exposure when no custom name is defined.
- Added Tooltip [?] button to ListBox since MAXScript does not provide tooltips for that control.
- Added button to InputObject to add a PropertyQuery node since it is the most probable node to follow.
- Added Transform.Row1/2/3 to the proposed channels list of PropertyQuery.
- Changed the unconnected nodes order to go backwards (oldest on the left when placed at the bottom of the editor)
- Added new Options menu and made sure all options are sticky via INI file for newly created Genome editors to use.
- Added an option to swap Defaults of Input Sockets when pressing Ctrl+W and SHIFT+Ctrl+W (top of Options menu).
- Added “Add FaceQuery” button to IntersectRay and NearestPoint since that’s often the most probable node to follow. All connections will be created automagically.
- When dragging from “Lookup Point (WS)” socket in Genome FACE mode, a FaceCenter InputChannel will be created instead of Position channel.
- Refactored the exposure of controls in the Modify Panel to use StringStream formatting instead of string concatenation. Should use less memory and be faster.
- Added a call to open the Material Editor when Put to MEdit is pressed for a texture.
- Added Map name and Result Type display at the output of the TexmapEval (and inputTexture) node.
MAGMA EDITOR BUG FIXES
- Genome callbacks were killing the Krakatoa callbacks due to identical ID (Krakatoa Magma editors would not close on reset/file>new)
- The Object input socket of ToSpace/FromSpace would always be shown in red, even when it is not needed due to an internal node pick. It will now be green if a node was picked in the operator.
- Exposed Curve and TexmapEval operators will now work even if no other operators are exposed, and even from inside of nested BLOPs.
- Fixed Output node creation from Dragging an empty socket > System > Output menu which was crashing.
- Fixed the display of wires inside a BLOP that is unconnected in the top flow.
- Fixed the Transformation mode when a Transform ToWorld was added via a button in command panel - the mode was [V] instead of [N] for FaceNormals, now it works as expected.
- Changed the “To Camera” button in Vector channel inputs to create a ToSpace operator in Genome since there is no ToCamera node in the current build.
- Fixed the Integer connected to multiple Mux ops to still expose as a ListBox as long as the first connection found is a Mux.
- Changed “MaterialID” to “MtlIndex” in FaceQuery list of proposed channels. It is still “MaterialID” in Krakatoa Magma.
- Finally fixed the stuck property rollouts in the editor - when creating a new node, it would be displayed in the command panel, but then selecting another node would not update the rollouts, ending up showing the wrong properties for the current selection.
- Fixed the insertion of BLOPs - will operate like regular operators and insert into existing selections regardless of the creation method (depot, menus).
- Fixed the Expose/Unexpose Selected options in the Expose menu which were not working on the new object types like channels, curves, textures and object inputs.
- Fixed crash when using “quotes” in a node or modifier User Notes (replacing with ‘single quotes’)
- Fixed FaceElementCentroid to be considered a Position-type channel (Point) when transforming to other spaces.
DEBUGGER BUG FIXES AND NEW FEATURES
- Fixed memory corruption when using DebugInformation objects via the debugger.
- Reworked the DebugInformation interface to provide more specific access to debug data on a per-node, iteration, outputSocket basis
- Debugger now uses direct access to the IObject data holder (but there is still a garbage collection / memory corruption going on that is outside of MAXScript’s control and will be addressed separately by a plugin update)
- Selecting a line in the Debugger will now display the values as the Output socket text in the MagmaFlow.
- The Debugger will now evaluate only up to 10,000 iterations by default. The MAXScript Interface Property GenomeGlobalInterface. MaxDebuggerIterations can be used to change this, but is not exposed to the UI yet. This was done to prevent running out of memory with large meshes.
- Fixed a crash in Debugger when selecting a row of data.