Autodesk Maya 2018.2 (x64)

文件大小:2.20 GB | 329 MB
A cross-platform and comprehensive suite of tools for 3D modeling, animation and rendering specially designed for game developers and film makers.

Autodesk Maya is a fully-featured professional 3D modeling, animation, rendering and composing solution that provides a wide variety of features and dynamic tools to simulate fluids, cloth, particles and hair.

This release includes major workflow upgrades with new tools like the Time Editor, which is a comprehensive tool for creating and editing clip-based non-linear animation. Similarly, our new Render Setup system simplifies the management of complex scenes with shot-based overrides and templates. In addition, grooming all types of hair and fur in XGen is easier and faster using new Interactive Groom Splines, which includes a set of intuitive brush-based tools (used in the image above). Finally, the new Content Browser, and new Workspaces capabilities let you personalize Maya.

And, don’t miss our new Motion Graphics features, including the 3D Type Tool, the SVG Tool, and the MASH Procedural Effects Toolkit to create versatile motion design animations.
Note: Maya 2017 includes all the updates from previous extension releases.

Whats New in Autodesk´s Maya 2018:
1 – Improvement of Maya Software and hardware for rendering: If Autodesk has a renderer that doesn´t renders any new feature and needs to buy another one that also requires extra licenses to work without watermarks, what they really should do is develope its own powerfull renderer, insteed of having a renderer “just in case” wich no one uses.
2 – Faster loading of files: Maya 2016 loaded files twice faster than Maya 2017.
3 – Free batch render with Arnold: this sound more like a dream, but hey… Dorothy went back to Kansas; how you sell Maya as a final product? that´s a total lie, shame on you Autodesk.
4 – Faster dynamics for hair and ncloth: at the moment creating a hair description with interactive grooming, even if the hairs have not been animated the time slider is affected by xgen like if they were animated.
5 – Faster Wrap deformer: while working with tight cloth, wrap deformer does 10 times a better work than bind and doesn´t requires infinite hours to correct weights, binding cloth and copy weights and correcting weights is a real waist of time, wrap deformer does an awesome job but the price is a slower timeslider, this is a problem asked to be fixed since more than 5 years and never got solved, wrap deformer still slow to edit and to animate
6 – Improved bind, and paint weights tool: Autodesk tried to fix this claim by adding Delta Mush, but the reality is that Delta mush affects all the figure, while paint weights its a more precise tool, its a boring, long, time consuming process, Maya should replace completly this tool for a better, faster way of working, you might simply create vertex masks and apply them to selected joint and blending bettwen them, this will avoid automatic bind to select other mesh parts and prevent hours of correcting weights.
7 – Improved joints: since 2015 joints got a bit of an improvement, but since many designers create flexi sistems, and more complex ways of rigging, Maya should already had improved joints to be able to streach, follow next or previous joint off and on, etc.
8 – a far modern workspace: panels could autohide to enable a larger viewport, the view cube should work on any viewport, pressing space could create a cooler multimenu, etc.
9 – Open multi projects on a same session at the same time: Maya excuses this by saying that you could easily open many Maya sesions at the same time, but the reality is that you need a lot of memory to handle several Maya sesions at the same time, and having a simple menu that enables to change from one project to the other would be great and wont require that much memory as opening Maya 10 times.
10 – Pose editor to work with any object: just think about the power of this tool, if it could interpolate not just binded meshes, but between meshes, nurvs, without joints, this could be the future of rigging since you already make an object to change its shape based on the movement of another one.



Autodesk Maya是一个功能齐全的专业3D建模、动画、渲染和组合解决方案,提供了多种多样的功能和动态工具来模拟流体、布料、颗粒和头发。

这个版本包含了主要的工作流升级,有了像Time Editor这样的新工具,它是一个用于创建和编辑基于clip的非线性动画的综合工具。类似地,我们的新渲染设置系统简化了复杂场景的管理,使用了基于shot的覆盖和模板。此外,在XGen中梳理所有类型的毛发和毛发,使用新的交互式的新郎样条更容易、更快,其中包括一组基于直觉的基于笔刷的工具(在上图中使用)。最后,新的内容浏览器和新的工作区功能让您个性化Maya。

注意:Maya 2017包含了以前扩展版本的所有更新。

1 -改善玛雅软件和硬件渲染:如果欧特克有一个渲染器,并´t呈现任何新功能,需要购买另一个,还需要额外的许可证工作没有水印,他们真正应该做的是培养自己的强大的渲染器,里边的渲染器的“以防”湿草地没有人使用。
2 -更快加载文件:Maya 2016加载文件比Maya 2017快两倍。
3 -免费批渲染阿诺:这听起来更像是一个梦,但嘿…多萝西回到堪萨斯;你是如何把玛雅当作最终产品出售的?´s总说谎,欧特克你真丢脸。
4 -头发和n布的快速动态:目前正在创造一个具有交互式修饰的毛发描述,即使头发没有动画,时间滑块也会受到xgen的影响,就像动画一样。
5 -快包装变形器:工作时紧布,包装变形器是10倍比绑定和更好的工作并´t需要无限的时间正确的重量,绑定布和复制重量和纠正权重是一个真正的腰的时候,包装变形器做了了不起的工作,但价格timeslider放缓,这是一个问题要求固定5年多以来,从未得到解决,包装变形器编辑和动画仍然缓慢
6 -改进的绑定和油漆权重工具:欧特克试图解决这个主张通过增加δ胆怯,但现实是,三角洲Mush影响所有的图,在油漆权重更准确的工具,这是一个无聊,长,耗费时间的过程,玛雅应该取代完全这个工具对一个更好、更快的工作方式,你可以简单地创建顶点面具,将它们应用到选定的关节和混合bettwen他们,这将避免自动绑定到选择其他网格部分,防止小时的纠正权值。
7 -改进的关节:2015年以来,关节得到了一点改善,但由于许多设计师创造了flexi si茎,以及更复杂的索具,玛雅人应该已经有了改进的关节,以便能够在接下来的或之前的关节断断续续的活动。
8 -一个现代的工作空间:面板可以自动隐藏以启用更大的视窗,视图立方体应该在任何视窗操作,压缩空间可以创建一个更冷的multimenu,等等。
9 -开放多项目同时在同一会话:玛雅借口这说,您可以轻松地打开许多玛雅同时对话,但现实是,你需要大量的内存来处理几个玛雅对话的同时,有一个简单的菜单,可以改变从一个项目到另一个就太好了,不需要那么多记忆打开玛雅的10倍。
10 -姿势编辑与任何对象:想想这个工具的力量,如果它可以插入绑定网格,网格之间的但是,nurvs,没有关节,这可能是未来的操纵,因为你已经使物体改变其形状运动的基础上另一个。
Maya.2018.2.Update(只是补丁): 密码: 19wx
Autodesk.Maya.2018.2(完全版): 密码: ejqi