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Posted by STLR, 19 August 2015 7:58 pm
Here you'll find links to installers, useful info, tutorials and updates relevant to Maya BonusTools. This page will likely be continually updated with new information, so bookmark it and look back later for much more updates. Feel free to provide feedback and suggestions from the comments section below.
The 2016 version of BonusTools is accessible for download. Installers are posted around the Autodesk Maya Apps Exchange - BonusTools 2014-2016 Installers. The Exchange can be a portal hosted by Autodesk where you are able to get entry to plugins that extend the functionality of numerous Autodesk products. There are both Maya and Max centric pages about the Exchange.
There is usually a bug with all the new BonusTools - Display - Floating Frame Rate tool that's inadvertantly affecting a chance to undo. It has become fixed inside the following script. Simply download and save/copy this script for the BonusTools python-2016 folder C:/ProgramData/Autodesk/ApplicationPlugins/MayaBonusTools/Contents/python-2016. You can now use BonusTools - Help - Go to BonusTools Install Location to obtain the specific folder for you computer.
The 3dsImport plugin is included inside 2016 installation. However it turned out inadvertantly left out with the 2014 installation. You can have the precompiled plugins to the version
BonusTools installers for older versions of Maya pre-2014 can nevertheless be found within the Area - Legacy Maya BonusTools Installers. Keep in mind that older versions is not going to contain all in the tools that had been added in later releases.
where to dl the modern version?
vfxforge - sorry however it is not available quite case a preview of whats into the future. It is going to be available for dl right after the release of Maya 2012.
I view in subscription center each day for Maya 2012.
I suppose it are going to be available in beginning of April.
The only thing in Maya I miss, working together with automotive visualization, can be a fast, physical right, GPU renderer like iRay.
Smann - I could probably zip these up and post them separately eventually. Although you might just do the installation once, then chose the scripts inside the install location and copy/zip them up in your end for reuse when you need them.
F. Ross - I run Win7 64bit but never saw that dilemna. Although I believe that ought to be fixed. I hope so anyway
I just installed the bonus tools for maya 2011 x64 on W7. At first it explained I needed to perform so I did searching, thought it was ran it then ran the bonus tools installer again plus it worked.
1 for any modular installation option. No worries though, feel lucky to obtain them in any way. Great work and search forward towards the 2012 release.
Very welcome if long overdue update!
Hi Steven, any work with 2012 bonus tools?
Hi all - yes BT 2012 ought to be posted immediately. Sorry with the delay. I will post an email here as soon becasue it is available. LT 2012 is also from the works but from the meantime LT 2011 should work fine in 2012.
sueds - thanks to the feedback on that, Ill try looking in that.
Any word on Bonus Tools are going to be out?
Hello all - BonusTools 2012 is finally readily available for download!
each and every time I post a comment or say eventually the comment have passed away, who's responsible for your and why? sure the moderator but why? is it possible to give one reason?
I installed, as well as the individual plugins show up from the plugin manager, but I don't possess the Bonus Tools Menu - regardless of whether I autoload some in the plugins!
rachid - sorry about this, I have not a clue whats taking place there. I dont think anyone especially a moderator would delete your site content, so there has to be some sort of bug or something that is.
Pixel Droid - it sounds like you ought to edit or produce a userSetup file. See
If you might have installed Bonus Tools but they can not see the menu then you may have to update your userSetup file. See
Sorry for your frustration. Not sure why the setup is difficult for some instead of others. My only thought is that is certainly has something connected to older versions of bonusTools being previously installed. Well try and get for the bottom than it, but thanks your patience from the meantime.
The reality is always that all the file really contains that matters is really a single line, which is usually a call
The other things in there continues to be removed or commented out due various changes for the BT structure. So really, you may just build your own file called that contains this blog line and hang up it within your scripts folder plus it should work fine.
I keep that file in the unique scripts directory so Maya doesnt copy my scripts with each upgrade.
The reason the installer missed it during my case is the fact it probably didnt check to view where my is positioned.
How does someone actually join the BonusTools dev team? These dont seem to get Autodesk only people.
I also a problem using the BonusTools, after I installed GoZbrush. After installing this plug-in, menu BonusTools disappeared!
from C: Program Files Autodesk MayaBonusTools2012 scripts,
copied and after that pasted to C: users name My Documents maya12-x64 prefs scripts.
from C: Program Files Autodesk MayaBonusTools2012 python,
copied and pasted to C: users name My Documents maya12-x64 prefs scripts, then I started Maya 2012.
after starting, Bonus Tools menu, returned to his seat.
Thank you on your help STLR!
PS. I have Windows 7 x64 bit
where would be the tool to convert polygon edges to curve in maya 2012.
Sorry, on the other hand am alos tortally bonus tools appeared once. that was gone. why doesndt AUTODSK handle the installation DIRECTLY from the nobody realizes that. fIf the Productmanagement works fine for Maya, plenty of tools may very well be changed to theire advantage, and also other out with the Bonustools palette could possibly be implemented I drifted off - i everytime visualize WHY WHY around my opionion itds a worsse thing, that 3D packeges are of 1 ! no competitors during these segments by any means! Good for autodesk - as opposed to fusing all theire power to your packeges, it appears to be a little profit will be the only thing to look I just remember for Viewport 2.0 - what joke for getting Customers for the revolutionary viewport this season. OMG! and ultimately in 2012 it got working. damn. why? explain to you employer to discharge Software only, if your QUALITY it
Caypiranha - sorry for ones frustrations. First of for your BT install What version of Maya/BT have you been using and also on what platform? Did you try the procedure suggested below?
As for BT not being section of Mayas install. Were actually in view that for future versions. But regardless BT will continue to become developed differently and independently through the regular Maya dev cycle. This is what makes BonusTools Bonus tools. But many many tools that began in BT make there way into Maya proper. Tools like ConvertEdgesToCurves, MergeVertexTool, ExtrudeVertex, CutPoly, Poly Marking to name a number of, all started as BonusTools.
Regarding VP2. Completely rewriting the Maya viewport is usually a - huge- undertaking. There isn't a way it could possibly be done in one pass. Therefore we do it incrementally over several releases. They will coexist for any while until things are all working then VP2 may ultimately become the viewport. Something that big with the amount of implications just will take time, especially having a product that's as complex as Maya.
As for AD increase in I came over from Alias and I was skeptical to start with. But I have observed a volume of releases that have already been quite aggressive. As I its hard by incorporating things vp2, HIK, Sequencer to have it perfect for the first try. But during the last few years I think we have now had a great track record of staying with things and continuing to enhance them. IMO our the recent past on that front is quite a bit improved over our track record at Alias.
stou - sorry for your late reply. The Draw Split Tool ought to be working. It was when I last tested it anyway. You might would like to try resetting your options and starting fresh. It sounds like it may very well be specific towards the multi-split option and not sure.
s there anyway u are capable of doing a tutorial for the pose blend shape editor the documents give no help in order to use this tool. or can u give the email yo the one who wrote it
5thsun - Thanks for your reminder within the PoseBlend tool. I remarked that this tool is sorely without documentation and even more importantly in need of a facial rejuvenation. Im implementing updating it now and will have a whole new version and also a tutorial for it inside a few weeks.
Alisa K - Unfortunately there isn't any way currently to complete a mirror of a variety of frames using this tool. Its a good suggestion though, so I will put it to use my to accomplish list within the meantime you would possibly want to checkout Creative Crash to view if there may very well be a script that could do something post your question using one of their forums. /maya/home
Scene annotations is fantastic.
One practical problem: Save and Close and Save Without Closing are right close to one another in addition to Delete Annotation too. If I am leaving long notes, I go to exit, it will help me to be a user to get some space between those options because I have consistently lost work because they're right alongside one another.
Solution: Remove the Drop-down menu and hang buttons at the end or top with the interface or; make use of a reminder for Save without Closing or Delete Annotations: Information is about to get Are you sure something like that similar.
A great tool. I make use of it to save detailed notes in lectures as I experience Maya tutorials to ensure I can reference it afterwards.
emygorf - thanks with the feedback. Yes you are I can see how this could be easy to complete inadvertently. I think the simplest solution will likely be to include a dialogue box for confirmation Are you sure you wish to delete? That must be easy enough to include, so I can do it with the next release.
Can somebody assist me to? just isn't working to me
it was, but idk why is just not showing the Bonus tools within the top
tryed unistall and install again, but doesnt work
Hanks - examine the it is probably a concern with your file. You may have to manually add the
to that particular file in case you have one already.
I am having trouble with making joints dynamic. I do not go to whichever changes from the bone chains and I am can not move the complete chain. Any body might help?
mihirmahapatra - ensure youre choosing the right things prior to apply. For single chains you decide on the base and end joints that you need to effect. for multiple chains you simply select the beds base joints if you want.
itd be great to obtain these bonus tools, but it appears the autodesk site isnt working, a couple of bytes another until the download stalls and cancels. the autodesk factor- never failed to dissapoint, not once in years! it blows me away, whenever i've got to interact with an autodesk product or website
Could you please provide very specific instructions for installing Bonus Tools for Maya 2012 student version running on Mac Lion, including manually? I cant seem to obtain the installation to take place by any in the methods Ive tried.
okay I am going outside of my mind I cannot figure out why I am not obtaining a bonus tools menu in maya!!!!!! All the plugins seem to get there inside plugin manager along with the installation went fine! What is conflicting and exactly how the bloody hell do I remedy it?
ronviers - there will likely be a 2013 version of BT posted immediately with many new updates.
ronviers - there will likely be a 2013 version of BT posted immediately with many new updates.
Cool - looking to it. Thanks for these,
Note: This requires the plug-in to get loaded - see BonusTools section in the Plug-in Manager.
However, I can t find any or perhaps a BonusTool section within my Plug-In manager!
It is installed and also the other tools work effectively I think. My Python path can also be
Thanks again for posting these. Unfortunately the group of UV Tools seems to become completely broken. None with the HUD interface elements like buttons are visible. This is using a Mac w/Maya 2013. Python path is OK with no other issues until now.
What the hell is up together with the Andy Warwhore role playing getup?
None in the HUD buttons are showing in my opinion.
The disappearance with the HUD buttons for assorted tools is often a known and unfortunate issue. It is actually a bug in Maya 2013 and unrelated to BT. It is logged and ought to be fixed in a upcoming Service Pack.
timd1971 - well timd1971, indicators your profile pic about to catch one to judge on the subject of role playing
SP1 fixes the HUD button bug that had been affecting many BonusTools.
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anyone know where download bonus tools for 2012?
I downloaded Maya Bonus Tools 2013 and inside plugin manager selected the many ones I wanted yet i still don t experience a drop down menu to select the identical thing happened in my opinion with 2011 Bonus Tools. What am i doing wrong? And can anyone prvide me by incorporating assistance? I would greatly appreciate some assistance.
Hmmm how do I get theses to indicate up in Maya??
Subtract my previous am a DA!
Thanks for updating DrawSplit and DrawReduce tools for all of us lowly Mac users ;
xixac - glad I could help. sorry for your oversight
ninchen - unsure what is taking there as I have tested in both and it also works fine on my small end. Can you make certain by going to Help- AboutMaya and appear at the version printed at the pinnacle?
ninchen - it's like the service pack might not have actually been installed. This looks as it s precisely the original install of Maya 2013. Did you definitely uninstall the main and reinstall SP2? BTW - SP2 is usually a super-list of SP1. You only need the most recent service pack not both.
aaaah ok I thought Id only override the original and never uninstall it. i attempt this and ty on your help
How can you permanently delete the Scene Annotation window?
I created some Scene Annotations for multiple Maya-2013 files, and been getting complaints how it shows up every time they launch the files. I tried the Delete Scene Annotation then saving the file. However it still happens the next time the file is opened. I really don t want the Scene Annotation attached for the Maya file anymore. Can you help?
rnj1223 - That s odd. When you use Delete Scene Annotation and save the idea really should get rid from it so that it won t open the very next time. You might have come upon a bug although honestly I ve not witnessed that happen. I guess for reasons uknown you are getting multiple scene annotation nodes. Try this
If it prints over 2 nodes then that's the problem. You can delete them and useful file which should make it better. If not make me aware.
delete btSceneAnnotation;
First, Thank you to your help.
Below is from your script editor of one from the Maya-2013.5 files that I came up with btSceneAnnotation window in.
I tryed the ls btSceneAnnotation; and delete btSceneAnnotation; as shown below.
Warning: Could not find the ideal startup camera: side. A substitute is going to be used.//
Creating node btSceneAnnotation.
Adding notes attribute to node.
Creating scriptNode for opening Scene Annotation window.
delete btSceneAnnotation;
After saving the file and closing it down, I reopened that same file. As you can view below inside the copy on the script editor, it is always creating the btSceneAnnotation.
Warning: Could not find the ideal startup camera: side. A substitute will probably be used.//
Creating node btSceneAnnotation.
Adding notes attribute to node.
Creating scriptNode for opening Scene Annotation window.
rnj1223 - Weird. No idea what is taking place here. Is there a way that it is possible to posted the problematic file so I can have a look at it?
I need it to make icons for brand spanking new shaders!
I never posted information before, how do you're going about doing that?
I ought to say I have done my way through this forum and many types of other ones about the issue Auto UV Unwrap controls are certainly not displaying in HUD window. I have copied the mel and python files on the scripts folder from the my Docs Maya 2013x64 scripts folder. I installed the service pack 1 2 after uninstalling maya everytime. I have attempted to discover if any HUD plugins were conflicting. I even reset maya to defaults and reinstalled bonus tools. I am quite upset with that dilemma. Since my instructor wants us to make use of it to UV map our projects that happen to be due in 3DAYS!!!!!!!!
tinanewtonart5 - I m sorry but I have seen this happen inside initial 2013 release due into a bug, but that bug was fixed inside first SP. Assuming you've got uninstalled 2013 and installed SP1 or SP2 then a HUD buttons should work fine. I wish I had a reply for you otherwise. The only thing that I can think to recommend should be to try it on the different machine which I understand could be a choice.
all work fine however i don t see 3ds import, have you forget it? i really want it, we have somme 3ds scene to import and that i cant.
manel - that it was actually retired as a result of stability issues. Have you tried utilizing the fbx standalone coverter to converts your 3ds files to fbx which often can then be imported directly.
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Could someone link the BonusTools 2014 like a regular download link? It just won t download around the apps exchange page says shortly loading and vanishes and not using a download.
fbx isn t provided with vue xstream export, and i also only have 2 choice for export: obj or 3ds when you work together with maya, and 3ds on maya 2013 work well, didn't problem, ans it keep groups and layer, obj no, 3ds export on vue is often a very flexible selection for export decimation master, baking light and maps all for game resolution and in my opinion it was an excellent and quick workflow befor exporting for unity.i built halt of scene in maya props, arch landscape in vue, and rebuild all in reduced maya by 3ds export from vue, and final export on unity.
fbx - dae is only intended for import in vue not in export option.
Please, give to us 3ds import option, in 2013 it turned out working well, have never bugs or unstable result.
Manel - I m researching the feasibility of posting the 3dsImport plugin separately. In the meantime the standalone fbx converter must be able to convert your 3ds files into fbx, which often can then be opened directly in Maya. If you've a chance, try that workaround out told me if it works.
The Adjust Clipping Plane in Bonus Tools Display just saved me a a lot of extra headaches!
I am not used to Bonus Tools - - never got word of them before today. Great tools and tips. I ll exist more often.
NOTE: The 3dsImport plugin has now been posted above.
my apologies, I forgot to inform you that I m implementing mac
so i m waiting the bundle file, i do hope you make it
Since Autodesk owns both Maya and 3DS, WHY can t you merely add natively.3ds files to import in Maya? Every single time I use a latest version, I ought to scour the Area or Autodesk site looking with the damn.3ds import plugin. It totally sucks. I can t believe this hasn t come up in the developer meeting or something that is. I believe you must be able to import/export files between Max, Maya, Softimage, etc.
swanny2070 as Steven said, we ve been putting our effort into FBX over 3DS and that may be our recommended format for interop. If you re going between Softimage, 3ds Max and Maya, we recommend the Send To workflows.
If FBX just isn't working, please inform us where
Hey guys, Thanks for responding so quickly to requests for your.3DS Import. I just downloaded the.3DS Import Plug-in and seen that the package only contained, and I m with a there any potential for getting this as format? Sorry to become a pain! Thanks for anything you may do! All the best!
stumanchu - I think I must be able to post the Mac plugin at the same time. I ll investigate it. Stay
But I m curious to learn more about your workflow though. So you might have 3ds files the application of in Maya over a but where did those files result from? Since Max only operates on PC are you currently using both PC and Mac? Or are these just legacy assets that you simply made from the past that you simply simply would like to reuse? Do you've got an entire library of assets in 3ds format that you simply repurpose or just several misc files? What s the results for those files? Are you assembly environments? Do you ultimately render in Maya? Going to Unity inadvertently?
Sorry for being nosy but I m just curious and planning to understand what sort of plugin will be used? I m sure it s a lttle bit different for everybody but I am particularly interested in learning your being over a Mac.
Hello STLR, Good question! I primarily find a large number of free.3ds models around the internet from various free model sites and furniture and lighting design companies. I use these models for architectural visualizations and building themed environments. This type of activity can require a huge library of models to hide any kind of environment I want to generate. It s true, Max only runs about the PC, but even when you are using a Mac using Maya, it is possible to still import and make use of.3ds models and also the.3ds Import Plug-in is often a massive timesaver on the subject of quickly opening and viewing a.3ds model to view if it can be useable and if every one of the parts are usually in tact. Often times the models import somewhat strange, they can be off in outer space, that's quickly fixed by adjusting the perspective camera clipping plane with the addition of a 0. Sometimes the models are really large and just ought to be scaled back down to some usable size for the grid, after which just freeze transformations and save as and hang it within the library.
After I check inside the outliner to find out if all of the parts are separate rather than blended in to a single mesh which may sometimes be an enormous problem to remap UV s, I usually just proceed to better models. I also just reassign one particular default lambert on the entire model if each of the pieces are intact, and re-texture if required. Sometimes I will makes use of the FBX viewer to preview models prior to taking them into Maya considering that the FBX preview comes with a quick drag and drop substitute for opening them first in Maya. If the model doesn t open within the FBX viewer, odds are it will likely be corrupt but not open in Maya.
The use of Max in the past as the key tool for creating kinds of all kinds, good modelers generously upload totally free or sometimes non-commercial use or use with permission, and also a huge variety of works are actually created and may easily be harvested through the internet. When assembling a setting, it s very simple to rack up a huge number of several models and this s why I try and convert and archive numerous models as I can buy. It s a laborious task sometimes however it s more than worth it when you'll need a specific design of furniture or lights or props etc.
So, that s why I love the.3ds Plug-in and though it has it s faults, many in the problems is usually quickly fixed manually, and I suspect how the instability issues come from the actual original creation methods with the model along with the method that's used to avoid wasting the model from the.3ds format.
Anything you'll be able to do will be greatly appreciated in this little end. Thanks for that good work on your own tutorials remember learn something good from
The problem is the fact you cant undo the Mirror Instance Mesh.
zzz7net - I just tried it in 2013 and 2014 also it works for me. Does it try this on every mesh or perhaps certain meshes? What happens when you try it on the default sphere?
stumanchu - the mac 3dsimport plugin has become posted above.
Hi, I miss an opportunity to install Bonus Tools onto a central location and have it load from each workstation within the office without the need of any local installation on each machine.
The new installer for Bonus Tools 2014 isn't going to offer the opportunity to choose your individual installation path. Is there any workaround?
In regard to my previous post. This is one solution to extract the contents in the MSI installer however it will require you to definitely manually rename the MacOS, linux or win64 directories to plug-ins and maybe other things too:
Fredrik - One choices to do the installation on 1 computer within the default location, then copy the entire BT install folder wherever you would like it. Then you will have to simply bring that location/path in your MAYAMODULEPATH env variable for your computer/user.
Do you think that this MAYAMODULEPATH approach is best or did I cover exactly what needed for being done?
I suppose either approach will continue to work. Although utilize suggested approach would possibly require fewer steps. You wouldn t have to worry about multiple separate paths python but rather just one.
I ve added the MAYAMODULEPATH procedure for my blog. Many thanks for ones insight
A big thank someone to STLR for posting the 3DS import Plug-in with the am so happy!!! You are a gentleman plus a scholar with the highest order!
Hi, I ve installed the 3ds plugin into your plugin folder.
It seems to get that Maya 2014 Mac imports the 3ds file, but I can t view it anywhere.
Any idea where I get it wrong?
Do you already know where I can download Bonus Tools for Maya 2013? I downloaded Bonus Tools 2014, nevertheless it didn t be employed by Maya 2013. Thanks!
I installed Maya 2014, installed the 2014 bonus tools, uninstalled Maya 2013 and visited uninstall the 2013 bonus tools - however it won t permit me to run the uninstaller as it needs Maya 2013 installed just before installation - but I m not installing! I need to uninstall - have you been seriously saying I must reinstall Maya 2013 so that I can uninstall the bonus tools? That seems a little ridiculous. Please tell me if there s a work around, I don t wish to download and reinstall a bit of software I don t need just for the 39MB uninstall.
akhon - There is usually a link at the top on the page for legacy installers. You can get the 2013 installers there.
s0rbet - Sorry you re trouble. I never have actually seen this happen myself. I m unclear what is happening there but we are going to look into it. In the meantime I unfortunately don t recognize an alternative.
ayhan35 - This is simply why it s an unsupported plugin. There are already reports on this happening with certain 3ds files. I would recommend opening the 3ds file in Max and after that exporting to fbx for transfer to Maya.
STLR - okay many thanks. I think the application that installs/uninstalls must make sure that Maya if first installed and aborts if this s not. Works well for the install yet not for an uninstall. I will must leave it installed, bleh.
the Legacy Maya BonusTools Installers link is died, what s taking? I can t download 2009 2010 2011 2012 2013, you can now tell me what s happen concerning the sever of AREA
pioneercolin - appears to be they reorged the plugin page somewhere along how. Here would be the new link. I ll update the principle link above too.
Any chance of some more robust selection actions?
So basically beside selecting every n-th edge ring/loop at the very least to have also option to decide on every n-th face and n-th vertex.
Very useful and interesting for several selection action from randomize selections to even various patterns! It could well be nice to obtain something similar in Bonus Tools also!
Another perhaps more import suggestion is script to build perfect circles within the surface!
I have this little script sort circle tool from CreativeCrash however it s not longer available /65246315. It does it s job but it really s very restricted compared on the one form link bellow!
Great example how this may very well be made is plugin for Softimage called MXRoundish. - -
Please when possible something in this way, i can be eternally grateful!
I was curious if Bonus Tools for Maya 2015 is resulting soon?
otisMcuevas - We are so close. Just performing some final QA. Soon!!
Really require help. I just installed Bonus Tools for Maya 2012, though the menu just isn't showing. I tried putting the python as well as the MEL script during my maya prefs folder, nevertheless it s no longer working.
VoidTheVision - undecided what s occurring there but you could want to try having a fresh pair of prefs. Also try typing in bonusToolsMenu through the command prompt.
Glad to finally have BT and LT at your fingertips. Glad to find out what is like a move toward more cross-version compatibility. Maybe that could help to make it easier to obtain Maya and BT release simultaneously within the future.
Those heads-up widgets have sure been problems as I recall, that they had been broken before keeping you updating BT as a result of use inside AutoUnwrap UVs Tool. I personally prefer floating HUD-style controls fat loss ergonomic than marking menus when one needs to complete multiple accesses as with Modeling Toolkit tools. It can be nice when they could look as nice as being the Edit Mesh Face Extrude controls.
Great Tools, thanks for that update.
Had a mistake, not able to find Unfold3D in one on the bonustool mel scripts on the internet 811.
Fixed it by deleting prefs in documents folders for any person that may get the identical issue.
Again, thanks and up the great work.
Any chance the BT s are coming to the site Maya LT?
I m with Rivojen, would love to own Bonus tools for Maya LT, having seen the workflow alone for auto unwrap would love to become able to get this feature. Any idea if this is going to be added?
Rivojen - It s possible. Looking into but probably wont happen instantly as it'll have being simplified for LT it s not really a simple thing to complete. Summer is always to crazy but I can try to focus on it this fall.
where will be the BonusTools Tips, Tricks and Tutorials for that Maya 2015 Bonus Tools?
Error: file: line 814: Cannot find procedure Unfold3D.
squeez - there is often a movie towards the top of this site that covers all in the new features in 2015.
dwhite - The Auto Unwrap tool uses the unfold3d plugin which needs for being loaded in the plugin manager. This error means the plugin isn t loaded.
Firstly many thanks for this great toolset. It is awesome!
I recently installed the modern bonustool 2014/15 onto my Maya 2014. But the LayoutTools is grey out i really enjoy seeing, do I ought to install additional plugin to obtain it working? Isn t this intergrated to your bonus tool package installer?
moifa - the way in which the installer is setup it is going to only install the tools that had been available for BT 2014 for Maya 2014. Some on the newer bonusTools are influenced by features which might be only in Maya 2015. That I think the newer LT stuff should work fine in Maya 2014. So in theory it is possible to search for that scripts with LT prefix after which copy them from your BT 2015 scripts folder for the BT 2015 scripts folder. It should work.
I LOVE the AUTO UNWRAP UVs Tool esp with UNFOLD 3d. However, since installing Win64 2015 Ext 1, I m getting errors when I try to makes use of the tool:
Any approach to fix this? I m seeing other users experiencing a similar thing.
lasercade - I have read about similar issues using users but I can not manage to reproduce this myself. The issues appear to possess started when we upgraded towards the 2015 Extension, but I am utilizing the Extension with no matter what I try I can t reproduce.
Do this happen only on certain objects or all objects? Have you tried it over a simple sphere?
Few Bonus Tools questions!
Q1. I don t view the Zero Point Tools, is it possible to create a video tutorial in the difference between the original Maya pivot tools as well as the Zero Point tools?
Q2. Mesh History Edit Insert Intermediate Mesh Shape
How do you employ this node, would you simply decide on a node inside the node editor, plus a duplicate of this object is created while using node operation you selected inside the node editor?
Zero Pivot Tools: In Maya in the event you move the pivot associated with an object that will apply that move as local pivot value. The Zero Pivot Tools allow that you transfer/convert your neighborhood values from the pivot using a given object for the actual transform values, thus making your neighborhood pivot values 0, 0, 0 zero I cover this inside the what s new in BT 2015 movie towards the top of this site, starting at in regards to the 4:55 mark.
Insert Intermediate Mesh Shape: I did not write this tool and possess not been in a position to locate the individual that did write it. It s quite old so I that is amazing person isn't any longer at AD. I m just a little unclear myself of what the initial intent with the tool is. I ve considered retiring becoming I m unclear if anyone even needs/uses it. Technically it will make a mesh node and splice it in upstream of your mesh edit node polyExtrudeFace that you could have selected through the ChannelBox. In theory you could potentially then make edits to this mesh shape that will be applied on the middle from the construction history after which passed downstream. I personally never have found a practical use for achieving this, but apparently someone out there a use because of it in some special case maybe BlendShapes? I d say it s that's doubtful all that helpful to 99% of users.
I now appreciate how the Zero Pivot Tools works, thanks for that reference point around the video.
Let me understand, in terms of Insert Intermediate Mesh Shape, so I m following you, whether I find this useful I ll have to get it even though it s paces then hopefully I can let you understand whether it is best to dangle it later on versions of Bonus Tools, or erase it completely?
I go with a mesh, run Insert Intermediate Mesh Shape, then customize the mesh within the node that's spliced simply this node, it then runs downstream towards the mesh? Can you add topology to your mesh while retaining topology if employed for BlendShapes? I m wondering detail node adds the function for several point counts whereas typically point counts for blend shapes must remain precisely the same, or am I inappropriate?
What is Snap Align Objects? I thought you are able to snap objects to polygon mesh while retaining the orientation, as an example, you want a series of boxes using a sphere, the boxes would orient towards the faces or normals around the sphere, there may be already another tool with this, correct?
Snap and Lock Curve Points, this locks the locators to point over a curve or before curve moves, to put it differently the curve can t move?
Orient to VerticesEdges Tool, I was unable for getting it to be effective?
I employ a suggestion for Create Menu from Shelf, could it be possible inside a future versions of Bonus Tools that this shelf gets saved even though restarting Maya?
The new UV Creation Tools in BT2015, could it be also possible from now on versions to pin vertices so they really don t get troubled by the unwrap? Also the opportunity to straighten UV shells edge?
Is it required the mesh use a UV projection applied, that's what I understood how the newest tool works, it could be nice if this type of wasn t required!
I need to mention I just like the File Browser, really beneficial, what I don t like will be the GUI it doesn t match Maya native UI!
I have Bonus Tools loaded and to date everthing is working OK. When I went to make use of Layout Tools and this popped up.
Error: line 314.49: Wrong amount of arguments on call to manipMoveAlignHandleWith.
Then when I click Layout Tools again this then appears.
Cannot find procedure LTsnapAlignProcs.
Start of trace: file:, line 42.
LTsnapAlignProcs file:, line 42.
LTUI command window: line 1.
Not sure what's wrong. I checked that LTsnapAlignProcs was within the correct folder. That was OK.
Any feed back would do well. I just love this plugin Layout Tools.
Not sure if it helps. I the Script editor this what appears when Maya initially loads. I haven t yet visited LayOut tools.
Error: line 1: Cannot find procedure l.//
if layout - ex LTform dockControl - q - visible LTDock optionVar - q LTUIMode! 0 dockControl - e - visible 0 LTDock;optionVar - iv LTUIMode 1; raiseChannelBox;else if layout - ex LTform dockControl - q - visible LTDock optionVar - q LTUIMode 0 optionVar - intValue LTRebuildUI 0; optionVar - iv LTUIMode 1; LTUI;else if layout - ex LTform !dockControl - q - visible LTDockoptionVar - intValue LTRebuildUI 0; optionVar - iv LTUIMode 1; LTUI; else optionVar - intValue LTRebuildUI 1; optionVar - iv LTUIMode 1; LTUI;;
Error: manipMoveAlignHandleWithedgeCheck0, dummyList;
Error: line 139.55: Wrong variety of arguments on call to manipMoveAlignHandleWith.//
Error: manipMoveAlignHandleWithfaceCheck0, dummyList;
Error: line 156.55: Wrong variety of arguments on call to manipMoveAlignHandleWith.//
Error: manipMoveAlignHandleWithdirectionalEdge, moveObjs;
Error: line 239.54: Wrong amount of arguments on call to manipMoveAlignHandleWith.//
Error: manipMoveAlignHandleWithtargetFace, moveObjs;
Error: line 314.49: Wrong amount of arguments on call to manipMoveAlignHandleWith.//
if layout - ex LTform dockControl - q - visible LTDock optionVar - q LTUIMode! 0 dockControl - e - visible 0 LTDock;optionVar - iv LTUIMode 1; raiseChannelBox;else if layout - ex LTform dockControl - q - visible LTDock optionVar - q LTUIMode 0 optionVar - intValue LTRebuildUI 0; optionVar - iv LTUIMode 1; LTUI;else if layout - ex LTform !dockControl - q - visible LTDockoptionVar - intValue LTRebuildUI 0; optionVar - iv LTUIMode 1; LTUI; else optionVar - intValue LTRebuildUI 1; optionVar - iv LTUIMode 1; LTUI;;
Error: file: line 42: Cannot find procedure LTsnapAlignProcs.//
Anyone got error in this way?
Whats wrong on this error?
Привет всем! Почему после Брейк анимация уже также не воспроизводится почему кто знает?
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