Autodesk® Maya® 3D animation software delivers a comprehensive creative  feature set with tools for animation, modeling, simulation, rendering,  matchmoving, and compositing on a highly extensible production platform.  For visual effects, game development, post production, or other 3D  animation projects, Maya offers toolsets to help meet demanding  production requirements. Maya 2013 adds tools that help facilitate  parallel workflows and complexity handling; powerful new creative  toolsets; and productivity enhancements to help you create higher  quality content quickly.
 
Autodesk® Maya® 2013  software delivers practical toolsets to help create and maintain the  modern, open pipelines you need to address today’s challenging 3D  animation, visual effects, game development, and post production  projects. Powerful new toolsets for dynamic simulation, animation, and  rendering offer new levels of creativity, while everyday productivity  enhancements help you finish faster. In addition, the Open Data  initiative introduced in Maya 2013 offers tools to help facilitate  parallel workflows and better complexity handling.
3D Modeling
3D Animation 
Dynamics & Effects
Rendering & Imaging
Pipeline Integration 
What’s New
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Maya nHairCreate  stunning, highly realistic hair and other curve-based dynamics with the  new Maya® nHair module for the Maya® Nucleus unified simulation  framework. 
 
Create complex simulations with multiple dynamic  entities all working together, with the ability to interact  bidirectionally with both Maya® nCloth and Maya® nParticles. Use a common system of fields, forces, and constraints for all Nucleus modules. | 
 
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Viewport 2.0 EnhancementsEvaluate  your work in a higher fidelity interactive environment in order to make  better creative decisions. Viewport 2.0 now offers a more functionally  complete high-performance, high-quality viewport, featuring: 
 
High-quality depth sortingSupport for image planes and animation ghosting The  ability to use the same hardware rendering technology to batch render  larger-than-screen-size frames, producing high-quality animatics and  previsualizations in less time | 
 
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New Node EditorCreate, edit, and debug node networks more easily with the new Node Editor.
 
Choose from three levels of detail.Rewire nodes in a more intuitive environment with drag-and-drop connection editing.Distinguish different data types at a glance through color coding. | 
 
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Bullet PhysicsSimulate both soft and rigid bodies in a single system, with the high-performance, open source AMD Bullet Physics engine. 
 
Create highly realistic simulations of cloth, rope, deformable objects, and ragdoll skeletons. Take advantage of discrete and continuous 3D collision detection.  
*Available  on Microsoft® Windows® (64-bit only), Linux®, and Mac OS® X operating  systems; OpenCL acceleration on Windows and Linux offers additional  performance benefits on those platforms.  | 
 
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Heat Map SkinningEnjoy a more accurate initial binding of geometry to skeletons in Maya 2013, thanks to a new Heat Map Skinning method that:
 
Is better able to assign skin to the intended bone as opposed to an adjacent but unrelated oneRequires less manual refinement | 
 
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Trax Clip MatchingVisualize how Trax clips overlap in Maya 2013 to build complete character performances from individual animations.
 
Clip Ghosts enable you to view the start and end frames of clips as skeletal wireframes in the 3D view. Match clips with the help of these visual cues, or automatically, using a choice of options for translation and rotation. | 
 
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Alembic Caching
Read  and write the Alembic open source computer graphics interchange  framework format, initially developed in 2010 by teams from Sony  Pictures Imageworks and Industrial Light & Magic, a division of  Lucasfilm Entertainment Company Ltd.
 
Distill complex animated and simulated data into application-independent baked geometry.Reduce the overhead and loss of interactivity associated with transferring fully editable scene data between disciplines. | 
 
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ATOM Animation TransferTransfer  animation between characters via the new ATOM (Animation Transfer  Object Model) offline file format, in order to repurpose existing  animation data as new characters are created. 
 
ATOM natively supports keyframes, constraints, animation layers, and Set Driven Keys. | 
 
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File Referencing Workflow EnhancementsMore  easily segment scenes to work in parallel and better manage complexity,  thanks to targeted improvements to both the user interface and the  underlying architecture for file referencing. | 
 
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Graph Editor EnhancementsEnhancements to the Graph Editor include a new interactive Retime tool and a stepped preview mode for pose-to-pose animation. | 
 
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HumanIK EnhancementsA  number of enhancements to the HumanIK® feature set help animators more  easily take advantage of its powerful bipedal character rigging and  animation tools:
 
The ability to map and retarget HumanIK animation to and from a custom rigged characterA unified character context for increased usabilityCharacter views that can be customized to fit specific requirementsContinuous rig alignment during manipulation and playbackGreater control over Roll Bone influences | 
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