By Brad Clark Monday, July 23, at 9: Last year Autodesk launched the Premium suite that was built around either a Maya or a 3ds Max pipeline and now with the updated Ultimate suite we get both at the same time. I had a large project recently that required using all 3 MotionBuilder, Maya and 3ds Max software and having one suite would have been ideal. I do want to provide a word of caution. Some might potentially be show-stopping issues. I will temper this by saying that depending on the software or what type of pipeline you rely on, things could be just fine for you so as always test out your entire pipeline with the latest versions before diving in. Autodesk has become much more responsive about releasing fixes so even if there is a problem now it likely will be remedied soon.
It's all very well (and probably logical) to say as Naam does that he has no philosophical qualms with being deleted in the process, but if you were to wake the biological him up after a successful paste job and ask if he minds committing suicide to save on resources, he'd be unlikely to be so sanguine. As long as we're retaining our quaint pre-upload personal identity-related morality, this raises the question of whose preferences we should consider pre-op or post-op Naam's. Log in to Reply Brilliant comments on a brilliant critique both tainted with a smorgasbord of dubious assumptions, specious reasoning, and unfounded opinions along with the good ones.
Because virtually every part of the Final Cut Pro X application is different from its predecessor, it probably isn't a surprise to many that your old 32-bit Final Cut Pro 7 plug-ins won't work with the new FCPX. That's not to say that Apple is giving Autodesk Entertainment Creation Suite 2017 Ultimate price on the third-party plug-in community. In fact, it's relying on it heavily to fill in some missing features. Final Cut Pro X comes complete with a new plug-in architecture that is 64-bit from the start, called FxPlug 2.
Autodesk Entertainment Creation Suite Ultimate Part 1