View Full Version : re: default Light set, array bug?

07 July 2007, 12:29 AM
Do the following in maya:
1) create 10 lights
2) delete some of them
3) now create some more new lights
4) open the hypergraph and map the light till you get to the default light node, now map the default light node and look at the index of the dagSetMembers[]
5) you will notice the connections would skip array index based on the number of lights you deleted leaving holes in the array
Why is this so? Isn't maya supposed to handle connections between nodes in a clean manner? If I delete a light and I later add a new one why does maya not simply connect to the existing one?
An extreme case is if you make 1000 lights (1000 connection to the default light node mind you) delete all of them and add another 1000 more lights, that would make the array huge. It seems to be a programming design flaw.
Any ideas to solve this issue?
Thanks in advance

CGTalk Moderation
07 July 2007, 12:29 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.