3ds Max 2020.1 out now with tear-off viewports and a new hotkey editor
Autodesk has released 3DS Max 2020.1 adding the ability to tear off viewports, a new hotkey editor, chamfer modifier improvements and more. Tear-off viewports, in particular, is an often-requested improvement for Max. The new feature allows the user to float up to 3 viewport windows across multiple monitors, each of which is fully functional with its own configuration settings.
Also in this release is a new hotkey editor that makes it easier for the user to view and change keyboard shortcuts as well as save and load custom hotkey sets. The editor allows the user to search for actions by either keyword or current hotkey assignment and filter actions by current customization status and by group.
The recently introduced Chamfer modifier has been improved with a new By Weight chamfer amount type that allows the user to apply an absolute weight to an edge rather than interpolating between vertices. Chamfer depth can also now be set on a per-edge basis and a Radius Bias parameter blends the chamfer size to the radius amount to help handle sharp corners. To make creating procedural workflows easier using the Chamfer Modifier, Edge Weight and Edge Depth are now available as inputs and outputs in the Data Channel modifier.
Several smaller improvements are also included in this release: autocomplete is now on by default in the MAXScript editor and the MAXScript API now makes it easier for users to enable autocomplete for MAXScript in 3rd party editors; performance-wise the Command panel is at least 70% faster with switching between sub-object modes in Edit Poly editing. On the subject of poly editing, it is now possible to double-click to select all contiguous faces, vertices, segments, etc. This will also work with Editable Spline objects and EditSpline and EditPoly modifiers, as well as with the Unwrap UVW modifier.
Find our more on the Autodesk Blog and documentation.
Floating Viewports and Hotkey Editor. Better features than the major release. Thanks.
What major release? I thought we didn’t have major releases since like late 2017… It is all coming out whenever it is ready instead of waiting for 1 year release cycles. :S
https://area.autodesk.com/blogs/the-3ds-max-blog/3ds-max-public/
“Working hand in hand with 3rd party developers” so this why there has been new 3ds max plugins? Without those plugins 3DS max would be almost nothing. just like Maya. Plugin developers do all hardwork. For example: tyFlow amazing plugin because autodesk do nothing for their 3ds max Particle Flow.
And I would count those 2020 releases “major releases” and point updates to smaller updates (not major updates like 2020.1) instead of big upgrade they do small updates so update cycle is shorter but also feature updates are smaller. Much smaller than it was used to be in old good days when users have freedom to buy or rent. R.I.P Softimage 🙁
HoudiniFX is mother of updgrades, major releases 17 and so are point updates 17.5. Every update is like a christmas with lots of new features and still i haven’t opened all of them because there is so many… so many <3 And if releases start to be boring and are not useful then i can stay with current version and use it as long as my hardware and OS support the software.
Guys… The Product Owner for 3ds Max is doing a great job. Appreciate his efforts a bit more. There`s so much negativity for 3ds Max news, but a lot of good move are being done and if you voice your demands well, they listen to you.
no lol the product owner is just doing the bidding of his evil slow boss – autodesk. his job is to delay developement and drip feed normal features and pretend they are major releases. this cuts costs and returns good money to shareholders.
i mean ffs they are talking about thge bloody chamfer modifier again!!!
DarrenC did you at least give the chamfer modifier a go? Enough to say very few (if any) other DCC has a chamfer mod with the same flexibility and features Max has with its now. It even does some form of automagic edge support looping.
For Hardsurface modeling, this is a serious time saver!
We are working on chamfer because we have had a lot of requests. We didn’t just pull the idea out of a hat. 🙂
Oh!. But we haven’t been requesting new muscle systems and skin tool for the past 10yrs, right?… In fact, that used to be the most requested feature after fluids.
Max used in hard surfacing a lot apparently – so more focus there. Not many people using it for character animation compared to Maya or SI historically, so there’s a danger of cannibalising your own market.
That said, it can only go on for so long – otherwise some other app will come along and take the market.
See for example how C4D dominates the motion graphic side because it’s easy to use. Data channel modifier was a start, but think generally the modifier stack concept wasn’t exploited fully and you’ve got a frankenstein approach of different plugin manufacturers to plug the gap. E.g. genome, Railclone etc.
The talk of Bifrost being used to address some of this is hopeful, but I think it’s too late to recapture that market.
Houdini has the high end, and Max has lost a good chunk of the generalist market to C4D.
I’ve bought C4D, after 20+ years solely using Max, and it’s pretty easy to get to grips with for that sort of thing compared to Max, and generally seems less of a mess of different approaches.
Wow wow wow, so much goodness.
Like a lot the new features, already we can see some of this roadmap objective come to reality.
Floating viewport brings so much fun!: https://youtu.be/vbKv8b73qyY
hahaha nice job, friend! i loved it!
Very cool.
great release, keep up the good work!
Where is maya 2020?
in the trash
lol agreee. discontinue this filth
Discontinue Max or maya?
both
Good stuff! I’m very happy to see tear off viewports, can’t wait to use them!
Here is a video of the chamfer updates. I hate hearing myself..
Chamfer 2020.1 update
Brilliant update! Great work max team! Please keep it up!
Honestly I’m really glad. Clear proof max dev is not only meddling with the old core but trying to actually improve it. Keep up the good stuff coming.
There are also some very important fixes.
1) Editable Poly sub-object switching is a looooot faster.
2) Long standing missing “User-Defined” entry in Make Preview is fixed.
3) Alembic triangulation issue is fixed. If you use alembic, you must get this.
Also.. Hot Key Manager is not just cosmetic UI change.
Under the hood, it is using override system instead of load/dave.
How 3dsMax stores and loads hot key is completely re-designed.
Whoever has taken over max development is so far doing a good job, I welcome these features but I hope Max starts focusing on character animation and rigging next as that is the one thing that is entirely set back in Max from both an internal feature set as well as plugins!
I am speaking of muscle system, updates on biped and spine IK! CAT updates and skinning!
No this is not some broken record, these features are not like those who were asking for fume and liquid simulation, such features have always been available for those who can afford the plugins, but character tools are not available to max even if you had 10,000 dollars to spend.
I don’t know who you are Guest, but why not give it a shot and helm Max’s initiative on Animation? They are looking for a NEW PO! Focused on animation! Join the team and get paid for it 🙂
Hey David, i didn’t know they are looking to hire an animation lead, i’m glad to hear it and i hope they can finally bring those good old tools back with major updates.
As for me no thanks, working at a company like Autodesk is a bureaucratic nightmare I imagine, I much rather focus on creative side of things, I’ve worked in large companies long enough as a lead to know how the cog turns. If they need any input on which areas require attention i will be more than happy to point out, but I think its quite evident what needs attention especially when guys like me mention it in these sites a hundred times over.
Bottom line is, its all about good leadership and most of the time it all depends on that one person at the top and far less tattoo driven employees (hint hint). In all fairness though hopefully Max will soon see those solid updates there’s still hope after all.
I believe it is Nicolas Fonta. He is not only very dedicated user, but a great guy in general.
Major props to him for turning it around and staying focused while taking so much user abuse.
yeah sorry its a good direction but still off the beaten path. I can’t see spending the cash on updates that are partial updates. When max has tools like this and stability that blender then thats a different story. Everything i see here i get in blender which is nothing new. Good example of tool development is right here…..—-> https://www.youtube.com/watch?v=5hvusH1QrRc
you are not fair… we get egg tool just for $800 and Meshmachine is almost more $40 !!!!
That’s an example of someone’s development of a plugin for Blender, not Blender itself.
Its a good example of what one guy can do without having corporation breathing down the developer neck and forcing him to create something that the investor and shareholders want.
You mean like what other “one-guy” operations do when they make plugins for Max? They don’t listen to the Autodesk shareholders either. Clovis Gay and Tyson Ibele are two good examples. What exactly is your point?
An example of good tool development in max you have a lot. Tyflow for example.
Try the new Chamfer and compare with Blender. Not all the cars are same because they have 4 wheels. 🙂
I get what you’re trying to do, but do some fact checking first. Blender’s got a new chamfer (bevel) modifier too, and it’s pretty much on par with the new Max one.
Yes, we all are tired of the typical Juang3d-ism under every 3ds Max news post, and he’s really embarrassing the Blender community on here, but Blender isn’t as far behind as it may seem, especially in recent months.
I think Changsoo did already the fact checking. Blender has a good chamfer modifier sure. During the creation and improvement of Chamfer in max devs and betatesters check and compare the tool with all the other packages, including blender. On the tests I have seen on difficult situations max created a good chamfer where all other tools were creating unexpected results. Plus the ability to control weight/radius procedurally in max via editpoly or via datachannels give it a big plus to the tool.
Hey! That’s your opinion, I’ve been supported by many in the Blender community and outside of the Blender community, ex-max users and actual max users.
BTW I said no word here, and I won’t say a thing about this release, I’ll reserve my opinion about this release, just wrote because I’ve been mentioned.
What has been mentioned it’s an addon, and that addon capabilities go far beyond the Bevel modifier in max or in Blender, I don’t know any similar modeling plugin for max, it could be, I don’t know it.
Yes, but when you are using Blender you probably also have to be part of it`s community…..
No you don’t. I’m a max user who just picked up blender in the last past year so i dont know what your talking about. Anyone can pick up blender without being part of the community.
Oh. Finally after a millions years. Good news.
Been waiting for tearable viewports since 2006!. Hope it works well.