Maya 2011 BUGS (Write Here)


#301
  1. Go to Autodesk site
  2. Go to Products => Autodesk Maya
  3. Go to Support
  4. Open up the vertical tab called “Troubleshooting & Getting Help from Autodesk”
  5. Click on “Updates & Service Packs”

there you can choose the updated.


#302

coming down at a cool 80k/sec.


#303

I can’t believe it : a 1+ GB download for FOUR bugs???

As I don’t use MR and have never experienced the “crashes when navigating through menus in Maya for Mac 64 bits”, this hotfix isn’t very useful for me…


#304

ya, while I’m glad to see the crash fixed, it’s kind of crazy that they couldn’t fix any of the other problems.

down to 55k/sec. sweet.


#306

muhhaaaaa, 4 Bugs :slight_smile: what a joke…


#307

There must be some bug that are fixed that is not listed… Right!! :slight_smile: Why would AD release a hotfix without fixing the biggest brainfart of them all - The “24fps only” playblast issue!!


#308

Why is the size for OSX more then 1gb? This is pretty odd…


#309

Because I think it’s the full installer. Making just a small patch for these 4 bugs would have been too complicated obviously (and it would have taken another month developing)…


#310

the win size was 1.3 gigs.


#311

Really… this is keeping us from upgrading.


#312

anybody notice you can’t click and drag through the top menus of the hot box?
(on a mac here)

I’ve logged this as a bug and this has been submitted to the Autodesk development team for review for a potential product modification or alternative solution.


#313

i cleaned up the mesh and make sure no connections and deletes histories but everytime i mirrorcut the mesh i always get this and lot of nodes is appearing that makes the mirror scary.
i repeated the above steaps many many times but i still get this mirrorcut bug

here is the image of it after mirrorcutting,


#314

have you turned off “doubled sided”? It looks like your normals are flipped.


#315

I had the same problem in a scene a few days ago, I thought it was graphics glitch - It was a double sided mesh and the normals all pointed out… Now I just can’t reproduce it :wink:


#316

im doing 2 commercials. one is very heavy with fluids and ive been tweaking and refvining for 2 weeks with zero crashes. the new fluids rock.

the other commercial is 2 famous soccer players kicking a 3d football between then. simple sphere animated with a curve, add physical sun and sky, turn on motion blur, batch render, crash…rinse and repeat as many times as you want. i know i can use reel smart and the production shaders if i can remember how to install them but come on now, im talking about a bouncing ball. :cry:

the other crash i ALWAYS get is trying to IPR SSS. crash crash crash. very discouraging


#317

double sided is on and i also display the normals but all is pointing outward and nothing flipped, i think the missing faces are made from those nodes that appears after mirrorcutting.


#318

I had a similar thing here with beveling some edges. A few of the newly generated faced seemed to have their normals flipped are be just transparent. But after assigning the regular lambert manually everything looked fine. I suppose that sometimes generating new faces screws up the automatic assignment of the default shader. Definitely needs to be reviewed though.


#319

I just heard back from AD support about the bug. Here’s the workaround:

When attaching the image plane, select View -> Image Plane -> Import Movie.
The issue occurs when you attach the image plane by selecting View -> Image Plane -> Import Image. If the image plane is already attached using “Import Image”, access the AE and, under the Image Plane Attributes, change the “Type” menu to “Movie”. That should also do it.

Issue is passed to the DEV team to dicuss future improvement.


#320

Two more buggies filed to AD:

358620 Alpha/Depth overrides for cameras in Render Settings not available
It is not possible to generate alpha output and depth output overrides for the camera in the render globals via right click. These overrides have to be set in the attribute editor. Worked in previous versions of maya. All other overrides are there and working.

358622 SamplerInfo node doesn’t read the camera far clipping correctly
Using the render layer preset for luminance depth. The preset creates a surface shader with a samplerInfo, setRange and mult node. But rendering a scene produces just white shaded geometry with no depth gradient. Worked in previous versions of maya. Disconnecting the samplerInfo from the setRange node (camera clip planes) and setting the oldMin and oldMax attributes of the setRange node manually produces the appropriate result.
When reading the samplerInfo manually with:

getAttr samplerInfo1.cameraNearClipPlane;
    getAttr samplerInfo1.cameraFarClipPlane;

it shows that the near clipping is read correctly and the far clipping is producing a wrong result. I set my camera far clip to 100 and it read out 10.000!