Better navigation in command modes:
If your'e in
a command mode like edge divide or vertex paint, you sure know that the
navigation around your object really sucks, if its a big object. That's
because the viewports rotates around the center of the whole object.
And if it's a big object, the center may be far away, so that turning
around can be terribly complicated. Detaching is one possible solution,
but it's circumstantial too. So I decided to go another way: The last
subobject, which you worked on (e.g. in edge divide the last divided
edge) is selected and you turn around this subobject selection as the
center. You will be surprised how much this little feature will boost
up your navigation speed.
The negative effect of this is
that you lose your previous subobject selection, and that the selected
edges/faces etc. may be optically disturbing. While max doesn't support
a better navigation, it seems a good improvement to me though.
The other flaw is that this doesn't work in every situation; for
example it can't be used in the vertex paint feature, because you are
not in a subobject mode in that case - and so you can't rotate around a
subobject. All in all, it's just a workaround; it would be a quite
better thing, if discreet could implement a rotation mode, where you
rotate around your last click on the object, which I already suggested
to them.
Hidden
Edges unselectable in Objects with "Edges Only"-flag
Hidden edges
are not selectable anymore in "Edges Only"-mode. This makes it very
much easier to select only the visible edges, which is sometimes very
useful, e.g. if you want to create splines from an objects edges.
simply switch the "Edges only"-flag off, if you want to select hidden
edges. You may switch off this behaviour to the original Edit Mesh
behaviour in the settings dialog.
Fixed
Edit Mesh mapping bug:
Ever had a
destroyed mapping on a mesh when using the Edit Mesh Modifier?
Try out the following simple steps:
1. Create a plane consisting of 4 faces.
Put a (standard with diffuse color bitmap)
material and an UV mapping on it.
2. Put an Edit Mesh modifier onto the plane.
3. Delete face #1. It is important that you delete face #1. If you e.g.
would delete
face #4, the bug wouldn't occur.
4. Turn one edge.
5. Move one vertex. The mapping is destroyed.
Fixed Vertex Color bug:
Sometimes
the vertex colors are destroyed. You may also easily reproduce this bug:
1. Create a box, 10x10x10 segs
2. Switch vertex color for this box to "on"
3. Put an Edit Mesh Modifier onto the box.
4. Go to vertex subobject mode and select some vertices (about 100 or
more)
5. Switch the vertex color for this vertices to black.
6. Switch it to blue.
7. Switch it to green.
8. Move one vertex. The vertex colors are destroyed.
The destruction occurs also, if you save the file or make a copy of
the object, or if you select some other vertices that intersect with
the previous vertices. Try yourself. This bug MIGHT be the reason for
the sometimes completely destroyed and unrecoverable vertex colors
(this thing, that you paint and paint, and always the colors are
destroyed again, even if you collapse the object, copy it etc.) But I
am not completely sure if this is the reason for this bug also.
"Attach
List" without extreme memory consumption:
The "Attach List" Operator of the original Edit Mesh Modifier allocates
ridiculously giant amounts of memory and tends to crash your system,
even with 2 gigs of ram and 2 gigs swap, if you attach many objects.
This has been improved in Mesh AK. Still it's a bit slow, but this
might also be improved in further versions.