- Mon Mar 25, 2013 5:55 am
#366358
Maxwell for Rhino
Version 2.7.25 Release Notes
This version of the plugin introduces support for Maxwell MXS References, and increases interactivity for Maxwell Fire. Note that in order to use MXS References with Rhino 5, it is necessary to be running a minimum of Version 5 SR2 (5.2.30305.9115, 3/5/2013).
Changes
Fixes
Downloads (if I find these linked anywhere, I'll remove them)
Notes
Version 2.7.25 Release Notes
This version of the plugin introduces support for Maxwell MXS References, and increases interactivity for Maxwell Fire. Note that in order to use MXS References with Rhino 5, it is necessary to be running a minimum of Version 5 SR2 (5.2.30305.9115, 3/5/2013).
Changes
- Added support for Maxwell MXS References.
- Added support for more Maxwell Fire interactivity:
- Objects (mesh & NURBS) may be translated.
- Instances may be transformed (pos/rot/scale).
- Native light export has been re-worked:
- Obj Props parameters are now used for lights.
- Lights may be moved interactively in Maxwell Fire.
- Grass textures are now included in Pack & Go.
- Pack & Go no longer runs for Fire exports.
- Textures are now auto-enabled when assigned.
- Missing textures are no longer auto-disabled.
- Moved Refresh Viewport button to the Materials tab.
- Improved in-viewport Maxwell Fire behavior.
- Added Maxwell Fire "Save to clipboard" feature.
- Toolbar handling is now specific to V4 and V5.
- Empty layers are no longer exported into the MXS.
Fixes
- Fixed some problems with mxm-linking.
- Fixed some problems with custom cursors.
- Camera HUD was not updated with fStop changes.
- Materials were duplicated with recurring blocks.
Downloads (if I find these linked anywhere, I'll remove them)
Notes
- Just some comments on these changes (this is all mentioned in the manual, too).
First, regarding MXS References: as mentioned above, you need to be using an SR2 build for MXS References to work on Rhino 5. How they operate should be fairly easy to understand: a reference is just a block definition containing a proxy representation of the geometry contained in the MXS file; each instance of this block will result in an instance of an MXS Reference in the exported MXS file. To create an MXS Reference, you can use the new button in the plugin's Functions toolbar, or the new Maxwell_CreateMxsReference command. To edit an existing reference, select it and look in the Maxwell page in Object Properties; here, you can switch the reference to a different MXS, open the MXS in Studio, and change how the reference is represented in Rhino. That is about it -- they should basically "just work."
Next, regarding the new object interactivity in Maxwell Fire. When you move a mesh or NURBS object, it will now be moved in Maxwell Fire. For meshes and NURBS, this is limited to translation. For block instances, though, you can translate, rotate, or scale, and these changes will be reflected in Maxwell Fire. Furthermore, deleting/un-deleting, and hiding/un-hiding an object is also now interactive. There may be some surprises here, since these things depend on items being removed/added to the document, so for example, if you block a set of objects with Maxwell Fire running, they will disappear from the scene, since they have been removed from the document and put into a block definition; in cases like this, you will need to re-export as usual.
Next, regarding export of native lights; this has been heavily re-worked. One change is that lights now (interactively) obey the Render Properties switches in Object Properties > Maxwell. Additionally, export now works a bit differently, mainly in the case of spot lights. Depending whether the material applied to a spotlight uses an IES file, the light will either be exported as usual (as a disc & cone, if not using IES), or as a 1cm sphere with the IES material applied. Furthermore, lights may also now be moved around interactively in Maxwell Fire, and in the case of rectangular lights, fully transformed (meaning, if you scale the plane, the light will be scaled in Maxwell Fire).
These changes are pretty substantial, so just let me know if you find any new problems.
Next Limit Team