Maya 2011 BUGS (Write Here)


#281

I need somebody using a mac who has some knowledge of Maya fluids to do a test for me before I log a bug report for 2011. It appears to be just me who has the issue so Im lead to believe its actually Maya for mac rather than me but Im totally happy to be wrong of course.

Setup: Create a helix mesh and animate translate and rotate values over 100 frames within the scenes grid including the Y axis so you end up with animation within a cube shape.

Create a basic 3D fluid and scale it using the manipulator tool in all directions so that it encompasses your helix animation more-or-less. Set the resolution to about 30 and turn on ‘velocity draw’ to see the velocity.

Now select fluid and mesh together and go to fluid menu to ‘Emit from Object > surface’. The mesh is now a fluid emitter but now turn off all emission on all attributes. Further down is ‘Emission speed attributes’ turn this on using the ‘add’ method.

Increase ‘inherit velocity’ to 1 and decrease ‘normal speed’ to zero push play.

What should happen is that the animation from the mesh should transfer velocity vectors into the fluid in the direction it is traveling and spinning. You might want to reduce the velocity draw so you can see more easily.

What I am getting and considering to be a bug is that once play starts, the mesh emits a tonne of velocity downwards during the whole animation and this is wrong. If I mute all the animated channels, this downward velocity is still there. This does not appear to happen on a PC.

Can somebody confirm or deny on the mac please.


#282

Confirmed. I get similar results on my Mac.


#283

Okay thats great, if somebody on a PC has the time can they follow my method and report the results. Theoretically it should work for PC which will mean its not the method I employ that is incorrect but rather Maya 2011.

Cheers.


#284

Post a test file and I’ll try it on both OS X and win7.


#285

I can’t render a Fluid seq with batch render in 2011 (2009 Maya scene to 2011 Maya)


#286

you can write some scripts and a simple ui to control the mentalrayGlobals and miDefaultOptions nodes, so that you can keep the actual renderGlobals closed most of the time. not really ideal, but it works for me and has made my hate for renderGlobals a distant memory.

here is mine.

i just wanted to be able to leave the render globals up all the time. but not have them be so big or so unresponsive.

overall i’ve got to say i’m quite pleased with maya2011. it may have some bugs, but every release does. i just can stand to stay in maya2008ext2 any longer. and for me, running maya2011 on an octo harpertown macpro nvidia 8800 macos10.6.3, i have found all of the old mac interface glitches completely gone. and being able to keep the graph editor open for more than 5 minutes at a time is really a nice experience.


#287

one way to go. Maybe not the the best but in this case probably the one with the fastest response times :wink:

@alexentremont: I tried to be fair and measured the time myself. You are right it takes about 2.5 secs to open the tab. Still it feels longer.

BUG:
I found a new one: In the render globals I can set overrides for lots of stuff, i.e. the renderer. But what doesn’t work is setting overrides for the camera alpha output or depth output. The camera itself works. A little annoying to have to consult the AE everytime… imho

overall i’ve got to say i’m quite pleased with maya2011. it may have some bugs, but every release does.

I agree. Still there are many things to be adressed but at least most of the old ones are gone. And to be honest many things have changed and most for good. And thus it’s no wonder that there are new things that need tweaking and will hopefully be addressed in service packs and future releases. I know that there are some things that are annoying but being someone who likes to dive into programming from time to time I know how hard it is to always cover everything in an instance and we are talking about a rather complex piece of software here.
I think it’s just fair to look at both ends. My 2¢… Cheers.


#288

Here you go, thanks a lot.


#289

Thanks for the bug file. It is not a mac specific issue. If you have a non-zero translate on the fluid node then the inherit velocity gets a strong component in the direction opposite the translation value(proportional to the amount of translation). A workaround if you use autoresize is to simply have zero translate on the fluid. The autoresize offset will automatically position the fluid where you are emitting and does not have the inherit problem.

If you can’t using auto resize then you could still try using the dynamicOffset attribute from auto resize by doing a setAttr on it, but it does get set to zero on rewind, so this could be a problem( also I’m not sure what would happen if you cache doing this… trying to use dynamicOffset might be a bad idea). Another solution could be to simulate with no translate(temporarily translating your emitting objects to the origin), cache then translate the cached where you need it, but this is obviously a pain.

Also if you could use a volume emitter instead of the surface one for the push it does not seem to exhibit this bug.

Duncan


#290

Component Editor: Hide Zero Columns doesn’t work in “Smooth Skins” Tab - this degrades weight painting workflow so I’m back in 2010. Note there is a bit of an error when opening 2011 files in 2010.

Paint Weights Tool: RMB on Joint MM for Paint Weights tool is not working correctly:.

I spoke w/AD tech suppt (thanks for the call) re: these issues and she didn’t have either problem (there is even a very nice new MM for Paint Weights tool when over a joint).
I renamed my prefs folder and let 2011 create a new one. It fixed the CE problem when we were on the phone, but now the problem has recurred and deleting prefs won’t fix it. These are unfortunate and nasty bugs.
Working in 2010 is basically working in 2009 and wasting the rest of my investment in my 2 year, pre-price drop subscription.


#291

ah that fixed it, strange but at least there is a workaround, thanks again.


#292

has anyone tried this one?

command line render - by frame doesn’t work with floats

http://forums.cgsociety.org/showthread.php?p=6507575#post6507575


#294

Objects in the perspective view port and environmental color disappear and only re appear if I do a “blank” select where the objects are THEN disappears again after I do anything on the view port. Only can see objects in high quality view and background still disappears. Anyone know how to fix this or reported this already?


#295

Good call on that.
I deleted MAYA_SCRIPT_PATH and XBMLANGPATH from my Maya.env and the paintWeights MM is now working correctly - and it is a great improvement. Any ideas on the Component Editor Smooth Skins Tab? That is a big problem.
Thanks.


#296

I think this is a bug, but haven’t used the features in earlier versions of Maya so I haven’t submitted a bug report until anyone else can confirm this. It’s regarding grabbing swatches from Render View to files in a custom hypershade tab:

  1. Create a custom tab (tab->create new tab) in hypershade (point to directory where there are some mb/ma files).
  2. Create som stuff in the scene and hit render
  3. Go to View->Grab swatch to hypershade/visor
  4. left mouse drag an area in Render View
  5. Middle drag the selected area onto a mb/ma file in the custom tab
  6. Reload the directory or the hypershade

Does it turn out red? Mine does… not a first, but after reload - like the image file is reading wrong… Is that a “feature” or a bug? When I do the same on a shader in the hypershade (not a file, just a normal shader in the Material tab) It looks just fine.

I’m on OS X 10.6.2.


#297

Hey Peeps!

di anyone tried the maya hotfix 1 already ?

the osX patch is about 1,1 GIG.

i’m so curious.


#298

where are you seeing the patch? In your autodesk downloads?

got it, cheers


#299

You can find it here : http://usa.autodesk.com/adsk/servlet/ps/dl/index?siteID=123112&id=2334435&linkID=9242259

oops, didn’t see the posts just before mine…


#300

readMe

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