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August 1, 2005
1 Min Read
Tool creation company Alias has announced the release of Maya version 7, the latest iteration of its popular graphics creation tool, for Windows, Linux, and Mac OS X. This version’s features include a complete re-architecture of the Maya render layers functionality, enabling multiple versions of objects as well as post processes such as Maya Fur to be managed in a single scene file. Render layers can be rendered with any renderer integrated in Maya, including mental ray for Maya technology. Game-specific enhancements include Edge Loop and Edge Ring tools, UV unfolding, tri-planar and multi-mesh mapping, and the inclusion of CgFX and ASHLI plug-ins which allow hardware shaders for next-gen consoles to be previewed within Maya. The IK solver from Alias MotionBuilder has been integrated into the program, making rigging and posing characters simpler and more precise. RenderMan-compatible variable creasing on smoothly subdivided polygon meshes is enabled, allowing precise and intuitive control between smooth and hard edges. Portions of the subdivision surface implementation incorporate the use of Pixar Subdivision Surface Patents. New benefits of the Maya Pro Platinum Membership include extended hotline access and improved response times. Platinum members can use an interactive web-based Maya 7 training call during September and October 2005. SIGGRAPH attendees can get more information on Maya 7 and a possible demo at the Alias booth - the application will be officially released by the Toronto, Canada-headquartered company in August.
About the Author(s)
Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.
He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.
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