Key Features and Benefits

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Autodesk Entertainment Creation Suites 2013 Key Features and Benefits Overview The Autodesk Entertainment Creation Suites 2013 provide an affordable end-to-end creative toolset used by leading artists working in visual effects, game development, and other 3D animation production. The Standard edition offers a choice of either Autodesk 3ds Max 2013 or Autodesk Maya 2013 animation software, together with Autodesk Mudbox 2013 3D sculpting and painting software, Autodesk MotionBuilder 2013 real-time virtual production and motion capture editing software, and newly included for this release Autodesk SketchBook Designer 2013 concept art software. The Premium edition additionally offers Autodesk Softimage 2013 3D animation and visual effects software. Best of all, with the Ultimate edition, you get everything in the Premium edition together with both Maya 2013 and 3ds Max 2013. Integrated through enhanced single-step interoperability workflows and more consistent user interfaces, the Suites help increase productivity and provide enhanced creative opportunities. Top Features and Benefits Enhanced Interoperability Mudbox 2013 MotionBuilder 2013 SketchBook Designer 2013 3ds Max 2013 Maya 2013 Softimage 2013

Enhanced Interoperability Building on the existing data exchange workflows, the Autodesk Entertainment Creation Suites 2013 offer a number of new features that further enhance interoperability and make it easier for artists to work with multiple products. Key New Interoperability Features Live Character Streaming Between MotionBuilder and Maya Animators can now send a Autodesk HumanIK character from Autodesk Maya 2013 software to Autodesk MotionBuilder 2013 software and establish a live streaming connection. This enables them to stream animation applied to a character in MotionBuilder onto the same character in Maya. This new workflow provides a reliable and efficient way to previsualize a retargeting result in the final Maya scene before actually transferring the final data between applications. Consistent Hotkeys With the addition of a new Maya interaction mode in 3ds Max, artists familiar with using Maya will appreciate the ability to use the same mouse and key combinations in all 3D suite applications as they would in Maya to navigate viewports. In addition, a new 3ds Max interaction mode in Softimage enables artists familiar with 3ds Max to get up to speed with Softimage faster, with the option to set familiar camera navigation, mouse manipulation, hotkeys, selection mode, and keyframing mode. The ability to use a unified style when working with multiple packages helps save time and reduce user frustration. Enhanced, Consistent F-Curve Editor The F-Curve Editor within 3ds Max 2013, Maya 2013, Softimage 2013, and MotionBuilder 2013 now offers consistent functionality, helping animators more smoothly transition between applications. In addition, a new manipulator in each application enables animators to more easily retime animations without adding keyframes. Autodesk HumanIK Interoperability with CAT Animators can now convert 3ds Max CAT (Character Animation Toolkit) bipedal characters into characters that are compatible with the Autodesk HumanIK solver used in Maya 2013 software and MotionBuilder 2013 software in a single step. These portable characters enable animators to transfer existing character structure, definition, and animation between the software packages in i order to take advantage of particular feature sets. Animation changes created in Maya or MotionBuilder can be updated back onto the original CAT character in 3ds Max, facilitating a round- trip workflow. Single-Step Interoperability Between Maya and 3ds Max Artists can now move 3D data between Maya 2013 software and 3ds Max software in a single step, helping them take advantage of toolsets in both applications when working on a single project within a blended pipeline.

Mudbox 2013 Mudbox 2013 software helps artists working on visual effects, game design, and other 3D animation projects create complex production-ready scenes with greater ease, thanks to the new Gigatexel engine for creating massive amounts of detail, and the ability to work efficiently with significantly more objects. Meanwhile, the creative painting and sculpting toolset is extended with new multipurpose curves; the ability to combine bump and normal map information; and easier methods for creating and extracting tiled detail. In addition, with enhanced interoperability with Adobe Photoshop software and support for edge sharpness data, Mudbox 2013 offers better pipeline integration. Key New Features in Mudbox 2013 Extreme Detail with the new Gigatexel engine Create massive amounts of detail in the range of billions of texels to produce the texture complexity required by today s high-resolution formats and increasingly demanding consumers. The amount of detail possible is limited only by the artist s hardware configuration. Whether creating extremely high-quality, hyperrealistic assets for film, or simply working with multiple layers for multiple textures on a lower-end graphics card, the Gigatexel engine works automatically and transparently to help artists efficiently handle exponentially more pixels with the quality and performance benefits that come with painting in true 3D. Multipurpose Curves Draw curves in screen space or in 3D space, and use them in a variety of ways to augment the painting and sculpting toolsets. Customizable Workspace Configure the user interface to better accommodate individual workflows and preferences, with the new ability to customize the workspace and save and share custom workspaces. Support for Edge Hardness, Creasing, and Smoothing Groups Import and work with models created in Maya 2013, 3ds Max 2013, Softimage 2013 software and certain other content creation solutions that contain special data controlling the hardness, creasing, and smoothing of particular edges. With Mudbox 2013, this data is interpreted and displayed, helping artists to more accurately detail and paint these surfaces. Combine Bump and Normal Map Detail Combine painted bump map detail with extracted normal map detail to produce a single normall map even in tangent space. Artists can now create relief detail both by sculpting and painting, and combine the results into a single map suitable for use in games engines. Sculpt and Paint Tiling Detail Easily paint and sculpt tiled detail to create seamlessly repeating textures and maps that can be used to more efficiently cover large surface areas. Even off normal detail featuring undercuts and overhangs can be tiled and extracted as vector displacement maps (VDMs). Artists can work on- target using a live view of the artwork repeating across the surface, helping them make better creative decisions while they paint and sculpt.

Enhanced Photoshop Interoperability Take advantage of a more fully integrated workflow with Adobe Photoshop software, with new support for importing and exporting 16-bit PSD files. Duplicate and Flip Models Easily duplicate objects, and optionally flip them to create mirrored versions, helping save time when objects are repeated on a model, such as columns on a temple, or a pair of boots on a character. Artists can also flip objects back and forth to get a fresh perspective while working, potentially revealing weaknesses in the design or inspiring new ideas. Presets for Adjust Color Easily manipulate or correct the colors of a paint layer with new presets for Adjust Color; these enable artists to invert layers, apply inverse gamma correction to photographic sources, extractt luminance values from an image, and perform certain other tasks.

MotionBuilder 2013 MotionBuilder 2013 animation software delivers robust new tools that help production teams more reliably acquire, aggregate, and refinee data, and offers a new nonlinear editing paradigm for Virtual Production. With the option to record live motion capture data directly to disk, support for broadcast WAVE files, and the ability to output SDI (serial digital interface) video, MotionBuilder 2013 better supports a modern production pipeline. In addition, extended nonlinear editing tools, z-depth selection tools, and targeted performance enhancements accelerate everyday workflows. Also, with a flexible new HUD (heads-up display) and a floating viewer, animators and directors can benefit from views optimized for their individual requirements. Key New Features in MotionBuilder 2013 Live Data Recording to Disk in Story A new option enables motion capture or certain other live input data to be recorded directly to disk, rather than to memory; a representation of the data is added to the Story timeline, where it can be loaded for editing when required. With this option, studios are no longer limited by the amount of data that will fit into RAM, but only by the size of their hard disk, effectively enabling them to record take after take in rapid sequence; performers can act out a scene without interrupting the creative flow. A token system for clip naming helps facilitate integration with asset management systems. Heads-Up Display Artists can now take advantage of a flexible new heads-up display (HUD) feature set to render real- (among those offered are: scene name, take name, camera name, frame rate, and camera focal length), or add a property reference or relationship constraint from within the scene simply by time metadata into the viewer. HUD elements can contain static or dynamic data: text fields, bitmaps, and aspect ratio masks are all supported. Artists can choose from a number of presetss dragging and dropping it; animated values will update as the scene plays back. Each camera can display a different set of HUD elements. The system is extensible via the MotionBuilder SDK (software development kit). Floating Viewer Artists and directors can now each view the scene information that is important to them in an appropriate context, thanks to a new Floating Viewer. This enables one camera view to be displayed on a separate monitor from the main viewports; as an example, the artist might be viewing their working cameras on a computer monitor, while the director is viewing the final output on an additional display. Broadcast WAVE File Support New support for professional broadcast audio WAVE files enables embedded timecode data to be more accurately interpreted; as a result, video and audio files can be more easily synchronized. Story Clip Grouping Animators can simultaneously edit the timing of multiple clips, thanks to a new Summary Clip option in the Story timeline. The Summary Clip enables them to translate, scale, or cut all of the clips in a folder of tracks in a single action. This provides a useful method of making high-level changes to multiple characters at once. Video Out New in MotionBuilder 2013 is the ability to output an SDI broadcast video signal. This is useful in situations where a genlock reference signal is required; as an example, when capturing real-time video output for offline editorial, without having to wait for a rendered file.

Z-Depth Selection A number of new features help artistss select objects more easily, especially those with semi- transparency. Artists can now: toggle a mode that enables them to select through semi-transparent objects; change the transparency threshold through which selection is possible; cycle through objects based on their z-buffer depth; and more easily see what s selected by hiding objects in front, hiding all unselected objects, or overriding the color of the selected object. Audio Retiming Audio clips can now be retimed in the Story timeline, enabling artists to match audio timing with the timing of the animation. Performance Enhancements Targeted performance enhancements in MotionBuilder 2013 help increase overall productivity to keep creativity flowing. In particular, scene load time, merging assets from multiple scenes, and selecting objects in a scene with many nodes are now significantly faster.

SketchBook Designer 2013 Autodesk SketchBook Designer 2013 enables artists to explore and present new ideas for characters, props, and environments using an intuitive hybrid paint and vector toolset. SketchBook Designer features sketching, painting, and image compositing workflows; easy color manipulation; mixed media workflows; and an industry-unique transformation tool. The dynamic, scalable user interface is optimized for both pen and mouse interaction, and is designed to offer maximum creative freedom. For more details on SketchBook Designer 2013, click here. 3ds Max 2013* 3ds Max 2013 animation software delivers a powerful interactive rendering experience with ActiveShade support in the NVIDIA iray renderer; offers a new render pass system with integrated node-based compositing; and provides industry-leading interoperability with Adobe After Effects software and Adobe Photoshop. In addition, new motion graphics, 3D animation, and simulation tools empower artists to focus more of their energy on creative, rather than technical challenges, while flexible new customization options enable them to easily configure and switch between interfaces that are optimized for the way they work. Finally, enhanced interoperability with Maya 2013 and MotionBuilder 2013 animation software helps facilitate pipeline integration. For details on the key new features in 3ds Max 2013, click here. Maya 2013** Maya 2013 software delivers practical toolsets to help facilities working in 3D animation, visual effects, game design, and post production create and maintain the modern, open pipelines they need to address today s challenging productions. Powerful new toolsets for dynamic simulation, animation, and rendering help artists realize new levels of creativity while offering the enhanced productivity that will help keep them on schedule and within budget. In addition, the Open Dataa initiative introduced in Maya 2013 helps facilitate data-centric, nonlinear workflows. With it, content creators can work in parallel to finish faster and more easily handle the massive complexity requirements they face. For details on the key new features in Maya 2013, click here. Softimage 2013*** Softimage 2013 animation software delivers powerful new creative toolsets, a new high-fidelity interactive environment, and extended customizability, helping artists and Technical Directors get more from the product. Artists will enjoy greater creative freedom across the board: from the completely new CrowdFX simulation feature set; to a new high-quality viewport; to enhanced modeling, 3D animation, physics, and selection tools, Softimage 2013 helps artists create compelling content in less time. In addition, extensions to the SDK (software development kit) help facilitate integration into existing pipelines. For details on the key new features in Softimage 2013, click here. *Only in Autodesk 3ds Max Entertainment Creation Suites Standard and Autodesk 3ds Max Entertainment Creation Suite Premium, and Autodesk Entertainment Creation Suite Ultimate **Only in Autodesk Maya Entertainment Creation Suites Standard and Autodesk Maya Entertainment Creation Suite Premium, and Autodesk Entertainment Creation Suite Ultimate ***Only in Autodesk Entertainment Creation Suites Premium and Autodesk Entertainment Creation Suite Ultimate Autodesk, HumanIK, Maya, MotionBuilder, Mudbox, SketchBook, Softimage, and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. iray is a registered trademark of NVIDIA ARC GmbH, licensed for use by Autodesk, Inc. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. 2012 Autodesk, Inc. All rights reserved.