Maya 2011 BUGS (Write Here)


#221

I dont know if this is a bug but if I use multiple skinned geometry that are skinned to the same joint… and try to modify weights using interactive skinning… it doesn’t work on the second skinned geometry.


#222

ditto but I’m on OS X


#223

Refraction too. But there is a few special details:
Here is the box with mia_material, glossy=1, ior=1, reflectivity=0. the gound is plane 60x60(!) with 15-times tiled checker.

And here is the ground plane 1x1, scaled 60x at all axises:

In second image the box is present too. A bug that depends on object scaling.


#224

seconded. this is annoying as hell.


#225

shading groups get broken when dealing with instanced geometry. especially with render layers. MIA shaders also keep on coming out black and unable to display diffuse textures, probably stemming from the same issue.

sometimes deleting an instance that is sharing the same shading group with another instance, causes random other instances to lose their shading group connections. just weirdness with shading group assignments in general.


#226

best maya ever by the way. happy to make this as my main app.


#227

I’d be happier to use it if that menu crash didn’t exist on the Mac. It literally makes me feel like the app is going to take a nosedive every time I reach for a panel menu so it’s not the best feeling. I was running 2010 today and realized that I didn’t need to worry about this and it was a load off.


#228

well im using w7 64bit so no such problems here.


#229

glad to hear that dimitri.
just curious, do u have this problem?


#230

well, that is NOT A 2011-BUG , as this is a well-known Maya_Problem for years .

it happens a lot , when you are referencing files with instances . and once you are using render-layers , be sure - to always name your materials first , and do the shading-group-assignments “before” you setup the renderlayers ( and dont think about changing the material_assignments afterwards - once you are setting up renderlayers on a per-object-basis , or even a per-face-assignment / if you just do a renderlayer_material_override , in the most cases - there are not such big problems )

but this BUG has existed already for a while . and it is one of the reasons , why people always complain , about the “bad rendering” capabilities of maya … so why does AD not concern about an improved MR_integration , or a re-write of the renderlayer_system ? mainly i guess , because they think , once you are in a professional production , you will stick to renderman anway … hopefully , they are going to address these issues in the next release .


#231

references have been garbage for a long time.

but, hey look - a camera sequencer.


#232

Maya 2011 on Leopard is so unresponsive its painful and totally un-usable in production. I get the dreaded spinning beach ball for every single thing I do including object selection, switching windows, marking menus, de-selection every command. Anyone have this problem with Snow Leopard? This is just ridiculous.


#233

Perhaps less perplexing, but otherwise just as notoriously slow.


#234

I dont, Im running 10,6,2 I have held off from 3. It was running fine on an Old install of 10.6.2 and I have just reinstalled SL and installed the 10.6.2 combo. Also I only have a GT120 which was the cheapest option for a new Mini display port and a LED Display. ALthough I do think its 2010 thats got the issues with 3.

My main gripe with 2011 is its doesn’t seem as happy with the Magic Mouse, The Space Navigator is no longer functioning and I have nearly been waiting a week for Ad to renew my Subscription. The money that was going on a new Intuos went on the Sub instead and I would like to get Maxwell Render next. So im probably going to forfeit the Intuos altogether. Might try a Pen and Touch. Being more of a hobbyist convincing the wife on these spending sprees get harder with each purchase.


#235

see if you can get an Intuos3 on eBay. Intuos4 is nice but it’s kind of overkill IMO if you want to just get a good tablet.

Aikiman - I’d say the mini is your problem. The Qt GUI is slower and the app seems to like more memory from what I’ve read so that’s combining to slow you down (the spinning gumdrop is almost always a RAM issue). I’m on a Mac Pro and while it’s not as snappy as 2010, it’s not nearly that bad. The hypershade is very slow though.


#236

Aikiman - I’d say the mini is your problem. The Qt GUI is slower and the app seems to like more memory from what I’ve read so that’s combining to slow you down (the spinning gumdrop is almost always a RAM issue). I’m on a Mac Pro and while it’s not as snappy as 2010, it’s not nearly that bad. The hypershade is very slow though.

I dont think its a RAM problem, I know 4GB isnt much but it should be enough to update an interface surely?! Simulating fluids and particles is fine considering, I just dont think QT is very optimised for now unless I upgrade to Snowleopard perhaps.


#237

im sorry im not on the same page, which problem are you speaking about exactly?


#238

thanks for the tips, i found some useful tricks to smooth things out.

basically after yuo create layers, if you are in a render layer and assign a shading group, you are now creating a shading group, layer override.

generally you DO NOT want to make a per layer shading group… so i dont know why maya does this by default, anyway, as you switch layers, that shading group gets broken.

So i found that is if you have render layers, yuo MUST assign all shading groups while you are on the DEFAULT LAYER… otherwise you are making a shading group override, which if broken, can cause huge problems with batch rendering.

If you have a shading group that is broken, simply select all objects that are connected to this group and delete all connections between these objects and the group. then go to the default render layer and re assign those groups. it sucks… i know… the best fix for autodesk to do is to by default treat all shading group assignments as a default layer action.


#239

I always turn off auto render layer overrides, it’s a million times better to just handle overrides manually


#240

Unless I’m mistaken, wouldn’t you want to do this whenever you render say, for instance, an occlusion pass or an RGB pass? You would want to have a per layer shading override so that all the objects in the shot get the same shader(s), but still have their “proper” shaders for the beauty pass?

While I’m in aggreement that it can break pretty easily and be a pain when it does, it seems to me to be exactly what you would expect to happen when you assign a new shader at render layer level. Isn’t that the whole point of having render layers? To assign different layers different shaders? Or have I been using it wrong all this time?

**note: I’m not talking about Maya’s “pass” system, but just individual render layers for each pass.