

This is mainly designed to minimize disruptions to Maya plug-in development and extend binary compatibility of the Maya API over multiple updates. In short, starting from Maya 2018, all the Maya C++ classes are not declared in the global namespace anymore, and instead, they are under the “ OpenMaya20180000” namespace. But I believe the most important change is the new OpenMaya namespace. For example, the compiler on Windows is now upgraded to VS 2015, for Mac, it’s also upgraded to Xcode 7.3.1 with SDK 10.11. There are some critical changes that you have to know before anything else. We won’t describe every detail of these improvements here again, but just a few key changes that are important to developers.

We have a video recording talking about them on Limelight program and you can also check the section “ What’s New in Maya API in 2018” of Maya SDK help for details.

There are lots of improvements, including the features of Modeling, Animation, Rendering, Evaluation and Performance. Now, let’s talk about the main API change for Maya 2018 release. If you are not familiar with this, go to Beta forum to check out, or send us an email and we can help you get involved. This program is designed to help our Maya/3ds Max plugin developers to get ready with the upcoming APIs, to help prepare/upgrade their plugins and get them released at the same time as Maya/3ds Max is officially released. If you are in our Beta forum, you should already be aware of these new APIs through our Limelight program. 3ds Max Entertainment Creation Suite Standard 2018įor our 3rd party developers, it means you should check out the new APIs and upgrade your plugin to support the latest versions.Maya Entertainment Creation Suite Standard 2018.Entertainment Creation Suite Ultimate 2018.Another big time for the 2018 release of M&E products, the following products are released on July 25:
