Here is the Beta 4 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
New ElementQuery operator for getting Area, Volume and Centroid of indexed element.
New ElementArea, ElementVolume and ElementCentroid channels accessible in Face and CFV modes.
New EulerAnglesToQuat and AngleAxisToQuat operators for performing rotation operations instead of using the QuatFromAngleAndAxis BLOP.
ToSpace/FromSpace now accept a second input to define the reference object using an InputObject node.
The Auto-Update checkbox is now exposed in the Modifier’s UI.
New option to Clamp vertex Soft-Selection in the 0.0 to 1.0 range. When checked, the Soft-Selection will be limited to values between 0.0 and 1.0, and vertices with selection of 1.0 will get hard-selected (red ticks). When unchecked, the Soft-Selection can contain arbitrary values, and only vertices with a value of exactly 1.0 will get hard-selection. Default is CHECKED, be sure to uncheck if you want to use negative or greater than 1.0 selection values.
New MagmaFlow Features
InputChannel nodes can now be exposed to the Modifier’s UI.
The TexmapEval operator can now be exposed to the Modifier’s UI.
The Curve operator can now be exposed to the Modifier’s UI.
Added new “Mapping Only” sort/filter mode to InputChannels, removed Krakatoa-specific filters when in Genome (like Naiad, Fume, Hair etc.) New Preset Saving Features
All relevant modifier properties (iteration mode, remove degenerate faces, clamp selection) are now saved with the preset and restored when applied.
Adding a Transform op to an existing flow will switch the transform mode to “Normal” if the preceding node is a Normal or FaceNormal InputChannel. If the preceding node is another Transform op, its mode will be copied into the new node. Genome Bug Fixes
Vertex Soft-selection was being converted incorrectly to Hard Selection via > 0.0 instead of == 1.0.
The conversion to Hard Selection was not thread-safe and produced random fluctuations. It is now performed in a single-threaded second pass.
Applying a Genome to a PRT object caused problems.
InputScript was not updating the modifier on time changes. MagmaFlow Bugfixes
Fixed the pasting of nodes inside a BLOP
InputChannel and OutputChannel defaulted to “Color” when created via the Depot. The InputChannel will now default to Position or FaceCenter, Output will use the same algorithm as when using Ctrl+O or the RCMenu.
The Debugger now updates only once when opened and when the UPDATE button is pressed, or a node is added/deleted. A progress bar shows the update progress.
The Debugger now shows the Min., Max. and Mean values of each column. These three lines can be turned on and off from the Debug menu.
The Debugger now has Previous and Next buttons for fast scrolling through pages by the Count value.
Fixed Krakatoa dependency in Curve Editor. It should work now even if Krakatoa is not installed.
The sorting of MappingN channels in FaceQuery and VertexQuery was off, it should be right now. Misc.
The attached file contains all scripted UI bug fixes until 10 am PST on March 31st, 2012.
Please BACK UP your existing script files before replacing them with the new ones.
Major 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.
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.
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)
Exposed Curve and TexmapEval operators will now work even if no other operators are exposed, and even from inside of nested BLOPs. (was missing a counter increment that made them appear unexposed)
The attached file contains all scripted UI bug fixes until 10 am PST on April 3rd, 2012.
Please BACK UP your existing script files before replacing them with the new ones.
Change List:
Now using the output socket name as ListBox entry for Mux/Integer exposure.
Added Tooltip [?] button to ListBox since MAXScript does not provide tooltips for that control.
Fixed Output node creation from Dragging an empty socket > System > Output menu which was crashing.
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).
Fixed the display of wires inside a BLOP that is unconnected in the top flow.
Fixed a crash in Debugger when selecting a row of data (this does not fix the more general issues with the Debugger which are in the plugin itself).
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.
Added “Add FaceQuery” button to IntersectRay and NearestPoint since that’s often the most probable node to follow. All connections will be created automagically.
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). THIS NEEDS MORE TESTING!
The attached file contains all scripted UI bug fixes until 3:00 pm PST on April 4th, 2012.
Please BACK UP your existing script files before replacing them with the new ones.
Change List:
There were two bugs in the refactored UI Exposure in the file posted at 9:00 am – fixed in new “b” file at 3:00 pm PST.
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. NEEDS MORE TESTING
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.
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.
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.