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Havok and Autodesk Working Together

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#1
Havok announced today that Autodesk, Inc. has upgraded the latest version of its world-renowned 3D modelling, animation and rendering software, Autodesk 3ds Max 9. As in previous versions, Havok’s market-leading, real-time physics technology is specifically adapted for use by Autodesk within 3ds Max 9. The software’s 64-bit architecture makes it easier to work with the massive datasets required for next-generation digital content creation. The upgrade of Havok Physics in 3ds Max 9 means that greater numbers of interacting objects can be simulated in real time, helping digital artists manage the increasing complexity of 3D datasets characteristic of next-generation game, film, broadcast and design development.


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#2
Autodesk kinda sucks anyway. Mebey this will speed it up some.
 
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#3
Autodesk kinda sucks anyway. Mebey this will speed it up some.
Explain please :)

Autodesk has kinda monopolized the 3D industry by their control of the Maya, 3ds Max and AutoCAD series as well as a bunch of other software, but other than that, they've been great with providing excellent software. The whole Havok engine will help with real-time simulations in the viewports with tools such as 3ds Max's Reactor; as will the 64-bit support. The Havok will likely not affect pre-rendered content, but rather real-time rendered content. The 64-bit support has an equal chance of supporting both pre- and real-time rendered applications, but Autodesk's past actions and talk make me wonder about the 64-bit pre-rendering benefits.
 
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#4
When you start working with large, detailed, part models the program as a whole is very bloated feeling, and consumes resources faster than a fat girl at a eating contest.


Then again we use a different version for part blueprints than most. Emachineshop has a somewhat better interface, and it is supported on almost any PC.
 
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#5
True. I primarily use 3ds Max and the difference between a 2mil poly scene with 1 object and a scene of the same exact poly count, just split up into say 100 objects is astronomical, it just increases exponentially. At that point it becomes a norm for a rendering to eat up a few gigs of RAM and error. I came across a problem like that on a system with 5GB of RAM... 3ds max-->:nutkick:<--dual xeon, 5GB RAM :D
 
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#6
i do a stint of 3d work for my robotics team, just getting into the havok stuff. its pretty schweet, if i do say so myself. but i agree with Death Star and Steevo about the bloating and long as heck render times. Perhaps those quad core conroes would solve the problem.....