Hello all,
As I said last week, I'm posting a list of what's been fixed in Maya 2010. This list of improvements is taken from the Maya 2010 Release Notes.
In Autodesk® Maya® 2010, we've corrected some problems in the Maya software that have been reported by our customers. For new features and improvements, see What’s New in Autodesk Maya in the What’s New in Maya guide.
The following sections list the software limitations that were fixed in Maya 2010.
What's fixed in general
If you render with the Maya Software renderer, Maya no longer requests a license,
even if the environment variable MAYA_LICENSE is set.
What's fixed in Assets
In previous versions of Maya, custom container icons in the hypergraph did
not support transparency. This has been fixed.
What's fixed in Modeling
In previous version of Maya, moving an object which had a texture map
assigned via Automatic Mapping in perspective view with Hardware Texture
mode on caused the texture to shift. This has been fixed.
What's fixed in Animation
A problem that occurred when merging animation layers containing character
sets has now been fixed. You can now merge animation layers containing
character sets, and the character set connections to the animation layer are
preserved as expected.
Merging imported animation layers
A problem that prevented you from properly merging imported animation
layers has been fixed. You can now import animation layers into a scene, then
merge them together as expected.
Import layers from MotionBuilder
The FBX plug-in included with Maya now supports the import of
MotionBuilder animation layers into Maya. However, note that the FBX plug-in
does not support the export of Maya animation layers into MotionBuilder.
For more information on the FBX plug-in for Maya and to check for the latest
releases of the FBX plug-ins go to http://www.autodesk.com/fbx.
What's fixed in Character setup
A problem that caused unexpected deformations when using curve influence
objects for the wrap deformer has been corrected. You can now use curves to
deform surfaces with the wrap deformer as expected.
What's fixed in Rendering
Previously, the Enable Overrides attribute in the object's Shape node, Object
Display section, Drawing Overrides sub-section, was not respected during
baking. This has now been fixed.
Color per vertex shading
Due to an optimization in CG 2.0, color per vertex shading was incorrectly
rendered in the Render View and in batch rendering. This has been fixed.
Stereo cameras and ATI graphics cards
Due to an update in CG 2.1, stereo cameras in Maya caused display errors
when using an ATI graphics card. This has been fixed.
mia_material_x_passes shader and photons and shadows
mia_material_x_passes shader now works correctly with photons and shadows.
mia_material_x_passes shader Cutout Opacity attribute
Previously, when you used the mia_material_x_passes shader with the Cutout
Opacity attribute, Maya sometimes unexpectedly stopped when rendering.
This has now been fixed.
BSP2 and building motion structure
Previously, BSP2 was only looking at the motion statement "on/off" to build
the motion structure, without looking at the shutter value. For example, it
built the motion structure even if the shutter was 0.0 0.0. This problem has
now been fixed.
Rendering passes with files converted from Maya to .mi format
Previously, when the command line was used to convert Maya files to .mi
format, the passes in the .mi file did not render. This has now been fixed.
mental ray for Maya and processor limits
Previously, the mental ray for Maya renderer was not using all available
processors when hyperthreading was turned on. This has been corrected so
that all available processors are used for rendering.
Fixed possible wrong texture space setup for raytraced hair if both per-hair
and per-vertex textures were used
Previously, when per-hair and per-vertex textures were used, it was possible
to have the wrong texture space setup for raytraced hair. This has now been
fixed.
Link to Layer Set option now set correctly for PSD file nodes
Previously, if Maya cannot find the texture file on a PSD File texture node, it
will set the Link to Layer Set option to Composite. This has now been fixed.
What's fixed in Fluid Effects
Previously, in Maya 2009, caching high resolution grid fluid effects, which
were supported with the previous fluid cache system, caused Maya to crash.
This problem has been fixed. You can now nCache fluid effects with grids
that are comparable to the size of those that could be cached with Maya 2008.
What's fixed in nCloth
Previously, if an nCloth object with a Transform constraint had Exclude
Collisions enabled on its dynamicConstraintShape node, any constraints
subsequently added to the nCloth object would also apply the exclude collision
behavior. This problem has been fixed.
nCloth caching failures with selected objects or Dynamic Relationship editor
nCloth caching no longer fails if you select both an nCloth object and its
output mesh, or if the Dynamic Relationships editor is open (which
automatically selects the nCloth object and its output mesh) when you nCache
an nCloth object.
Connections not created for velocity channels when nCloth objects are
cached in same file
You can now cache Position and Velocity of two nCloth objects in the same
cache file. This means that you no longer need to make additional connections
for the velocity channels or specify the names of the channels you want to
associate with each of the data outputs on the cache node. Note that cache
blending of velocity channels is not yet supported.
nCloth caching and settling
Previously, a cached nCloth object that was constrained along one edge would
continue to settle after an Append to Cache. This has been fixed.
What's fixed in nParticles
Previously, using Age in nParticle expressions resulted in the age being
computed incorrectly, which caused nParticles to die off (disappear from the
scene) prematurely, and in some cases, caused Maya to stop unexpectedly.
This problem has been fixed.
Caching nParticles with spriteTwistPP requires Cacheable Attributes set
All
Previously, if you cached an nParticle object that included the spriteTwistPP
attribute with Cacheable Attributes set to Position, Position and Velocity, or
Dynamics and Rendering (on the nParticleShape node), Maya stopped
unexpectedly when the cached scene was saved and then reopened. In some
cases, this behavior also occurred when an nParticle object included one of
the spriteScalePP attributes.
Now, the spriteTwistPP attribute is cached using the Dynamics and Rendering
or the All setting. If Position or Position and Velocity are selected as Cacheable
Attributes, Maya ignores the spriteTwistPP and spriteScalePP attributes if they
are not cached, rather than crashing.
What's fixed in API
meshes
MFnMesh::setStringBlindData and MFnMesh::setBinaryBlindData no longer
introduce instability into Maya when used on data meshes.
Using MPxModelEditorCommand in edit or query mode
A custom MPxModelEditorCommand is set up by using the 'scriptedPanelType'
command to specify callback scripts which are used to create the panel, parent
it to a layout, and so forth. Previously, if those scripts used the custom
MPxModelEditorCommand in edit or query mode, it was possible for Maya
to become unstable and possibly stop unexpectedly. This has now been fixed.
MUiMessage when setting a callback on UI
Previously, MUiMessage would sometimes fail when trying to set a callback
on a piece of UI. This has now been fixed.
What's fixed in Scripting
Using pymel command crashed in Maya 2008. This has been fixed.
fileBrowserDialog fileCommand flag function in Python
Previously in Maya fileBrowserDialog fileCommand flag did not funtion in
Python. This has been fixed.
fileBrowserDialog fileCommand flag crash CER in scanStringConstant on
start up
Previously in Maya using scanStringConstant on start up would cause a CER
crash. This has been fixed.
Unable to import md5 in the Python
Previously md5 format could not be imported in Python this has been fixed.
What's fixed in Python
Previously, executing the
MPolyMessage::addPolyComponentIdChangedCallback callback caused Maya
to stop unexpectedly. This has been fixed.
Callback parameters passed as pointers
Callback parameters which are passed as pointers, such as the 'decision' variable
passed to several MLockMessage callbacks, are now handled properly in Python.
NOTE Since these parameters are pointers, you must use the appropriate
MScriptUtil.set*() method to set a return value into them.
Environment variables when using mayapy.exe or maya.standalone
Previously, when using mayapy.exe or maya.standalone, the Maya
environment variables (MAYA_APP_DIR, MAYA_SCRIPT_PATH, and so forth)
were not set to their platform defaults since they are not immediately accessible
to os.environ. This has now been fixed.
Opening a file using maya.cmds.file with loadReferenceDepth (lrd)
Previously, when opening a file using the maya.cmds.file command with
loadReferenceDepth (lrd) set to either "all" or "topOnly", Maya sometimes
stopped unexpectedly after loading some of the references. When this occured,
Python also stopped unexpectedly. This problem has now been fixed.
MMessage.removeCallback() no longer generates a Python exception when
removing plug-level callbacks such as those set up by
MLockMessage.setPlugLockQueryCallback().
On to Maya 2011 :)
Owen





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I am denser than I thought! I love them and will approach the guild about buying them.
Posted by: air yeezy | 02/11/2010 at 07:32 AM
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Posted by: Air Force 1 | 25/10/2010 at 04:24 AM
Wow..Maya 2010 sounds real great, and to think I stopped using this amazing program few years ago because I want some more "photoshop experience"...well, not anymore! I'm back :)
Posted by: comment system | 22/08/2010 at 11:26 PM
by converge i mean come to a point in the horizon lol. squares/planes are too steeply angled in open gl and direct x wich is affecting both close up viewing of objects and stereo camera placement causing convergence, being affecting by the z axis being too angled.
Posted by: alan | 03/06/2010 at 06:14 PM
when you see steeply converging objects this is what happens to large objects far away, close objects look parallel and dont converge (come to a point) very much.mayas xyz coordinates and the cartesian plane are converging planes too greatly causing convergence which is a bad thing for stereo cameras. hope that helps -alan.
Posted by: alan | 03/06/2010 at 06:12 PM
sorry thats rotate the plane when created horizontaly you should see that the right and left angles will not match. too much convergence is what causes objects to look small as objects dont angle very much close up such as squares. also the z axis when zooming should not angle towards the ground and it would be nice to have the ground solid and the size of the drawing field available plainly visible.the zoom tool should be the enlarge tool instead of the fly tool and resolution updated to help anti alising.
Posted by: alan | 03/06/2010 at 06:08 PM
hi thier are some problems in your stereo software and graphic cartesian plane affecting stereo camera positioning. if you look at some real high quality 3D photos (preferably crossed not parallel) you will see that not only is one image slightly tilted about 3 degrees. you should be able to leave one image up and one image tiled very slightly to the right (and be able to switch this). also mayas z axis is off producing obtuse squares when you angle them, wich is causing the stereo cameras to tow in. i suggest you grab a square piece of paper and rotate the image verticaly and stick the piece of paper trying to match the size of a plane with the square piece. you will see that the front of the square is too large and angled too much when tilted verticaly and is convering to a point to much. i believe this is causing problems by causing the software to automaticaly tow in the stereo camera towards the x and y axis. this also causes problems because one of thes stereo cameras has to see around the object if the cg objects are off angled towards the center horizon point. also the z axis is what the stereo camera is flying when zooming and is traveling towards the center of the ground. i am using a 30 day demo of maya.
Posted by: alan | 03/06/2010 at 06:03 PM
So did anyone figure out a solution to Owen's problem with the Graph Editor? I'm having that issues as well and would love a solution. I am running Maya 2010 on a Macbook Pro with OSX 10.6.3.
Thanks
Greg
Posted by: Greg | 28/05/2010 at 10:45 PM
dear mr.owen;
I am a new user of maya and found it quite interesting to 3d modelling,and animating stuff. but i use it mainly for making game's as i try to import i'm having certain incompatability problems:
1. there's no plugin for x file format.
2. there's also no plugin for 3ds file format.
so plz make a note of it.
thankx & regards;
maya admirer.
Posted by: baron | 20/02/2010 at 10:24 PM
There is one more error regarding stereo.
When we do a camera horizontal offset in the the right camera we get wired artifacts in the render.
do check out these links for further details.
http://forums.cgsociety.org/showthread.php?f=7&t=827356&page=1&pp=15
Posted by: Sushant Acharekar | 29/01/2010 at 06:02 AM
Hello Maya Group and fellow Mayans (smile):
When I use my cursor and attempt to select an object on my laptop, I do not see the perforated marquee box I normally see when I use my PC. While my object does highlight to indiacte it has been selected, it "visually" feels very weird to not actually see the marquee box wrap around the object as I begin to select it. Any suggestions? By the way, I am using Windows 7 and Aurodesk Maya 2009, if that helps.
Thanks in advance. Love you all.
Sincerely,
Ozzie
Posted by: Ozzie | 27/01/2010 at 12:11 AM
hi Crispy,
Yes there is an issue with Custom Frame Buffers. We are currently investigating a workaround. Deeply sorry this is causing such misery, but rest assured I've posted your comments to our developers - and I assure you they are aware of the seriousness of the issue.
O
Posted by: owen | 07/01/2010 at 06:03 PM
So I'm a bit desperate here, ready to start major production, and am still lacking a working custom_frame_buffer writer that fixes the killer 5x render increase bug.
The closest thing to a work-around available is the 10 special channels of the Puppet's p_shaders, but again, there are only 10 of them. How am I suppose to say create say 50 Matte Passes with that? (very common task needed by framebuffers)
I, and along with everyone else expecting to use Mental Ray, Maya, and composting effectively together in a production setting, are essentially stuck in a rut of grand canyon proportions.
....help
Posted by: Crispy4004 | 05/01/2010 at 09:22 PM
Owen, been a while, but I discovered the bug you said was fixed is completely unrelated to the major bug I am talking about.
Here is a picture of the problem:
http://img189.imageshack.us/img189/6137/bugaq.jpg
If you so much as add a "Write to Color Buffer" and a "Custom_Color" pass, the Render time more than doubles! Y-E-A-O-U-C-H!!!!
It doesn't matter what I connect to the Buffer. I don't even need to connect the shader to the "evaluation Pass through" input, it still chugs at render time.
Like I mentioned earlier, this is could easily be the most disheartening Bug to ever grace Maya, and like a thorn in my side has been around for about 2 years now.
Posted by: Crispy4004 | 02/12/2009 at 09:58 PM
"Didja notice that the price dropped a grand-and-a-half? Plus: I didn't see any matchmove or compositing software in the 2009 SP, either."
Snarky snarky
A lot of us did notice the price going up for Maya Complete. Animators dont need hair, fluids and, cough, Maya Live
I didnt see anyone requesting matchmove or compositing software for Maya 2010 either. Qt would have been nice though...
Posted by: snarky | 17/09/2009 at 11:24 PM
Hi,
there is another issue with Maya 2009 render passes that I run in to - compositing passes back together doesn't give you a beauty pass. Here is a thread on it http://forum.cgcharacter.com/showthread.php?f=87&t=693557.
It also describes how shadow pass is close to being unusable.
Is there any changes to that in Maya 2010?
Thanks,
Alex
Posted by: Alex | 15/09/2009 at 05:00 PM
having a bad problem with fluids refusing to cache or even render with maya 2010.
// Warning: Fluid or Hair System has no cache and cannot be simulated: no simulation license found.
we have downloaded the most recent license server as well as the most recent 2010 install and we just got our license 4 days ago. We are using Windows 7 and did not have this problem with maya 2009.
Posted by: Adam | 11/09/2009 at 12:55 AM
Ty, where did you see those widely reported drawing issues? I'd like to know more about those reports and I've seen very little info to date. Thanks,
Posted by: Michiel Duvekot | 02/09/2009 at 06:47 PM
Is the support team aware that maya 2010 is incompatible with OSX 10.6? There are widely reported redrawing issues in the graph editor, trax editor and with the marquee select in the normal viewport that make working almost impossible. Also the "default" viewport renderer is only showing one color (that flips at points). I suspect a two monitor setup might be the culprit as on the mac pro I have the problems and on the macbook this seems to be no issue.
Posted by: ty | 02/09/2009 at 01:04 PM
Hi Christopher,
Are you using Maya 2009 SP1a?
There was indeed an issue in the initial release of Maya 2009 where batch renders were taking longer than they should have done. To be more precise the translation of the scene was taking a long time, which is why Maya appeared to hang.
This issue was addressed and fixed in Maya 2009SP1a.
Or you could download a copy of Maya 2010 and run it in trial mode for up to 30 days. Perhaps this will convince you to upgrade? I suspect it will if you have Maya 2009 Complete...
Thanks,
Owen
Posted by: owen | 27/08/2009 at 11:08 PM
I have a question reguarding the fixes. Has the bug where "write to color buffer" increases render time by nearly 50% been addressed?
I know the Maya development team is aware of the issue and was trying to include the fix in Maya 2009 ext 1. If it hasn't been fixed, can we look forward to the fix in a 2010 extension?
The problem is a giant blow for anyone working extensively with Multi-pass rendering. I can't stress this enough. I'm even considering stepping back down to Maya 2008 just to use the ctrl studios frame-buffers. I really, really don't want it to come to that. The 2009 render pass system is such an improvement, but I simply can't justify using it, or upgrading to 2010 for that matter, if it means my render times take twice as long as they should.
Posted by: Christopher Emerson | 26/08/2009 at 10:32 PM
QUOTE:
"...the 2009 Service Pack had more fixes than this list..."
Snarky... Didja notice that the price dropped a grand-and-a-half? Plus: I didn't see any matchmove or compositing software in the 2009 SP, either. apples to apples, if you're going to complain, please! I'm beggin ya.
/QUOTE
What has the price drop got to do with expecting long-standing legacy bugs to be fixed?
And I don't know of one studio out there that doesn't already have compositing and tracking software. I would like *Maya* to be what gets developed, not bolted on, unrequested extras. Sure, some people might be pleased to have these extras, but I'll wager not many (if any) asked for them. The fact of the matter is the fix list for 2010 *is* way shorter than the 2009 service pack.
Posted by: Jeff | 25/08/2009 at 04:33 AM
Dear Owen,
I just finilizing a "huge" all in one Maya 2009/2009sp1a & MR Archviz tutorial. During the creation of the 200 MB Maya & MR scene for this tut, I had to overcome several MR bugs.
I used all of the MR features such as Physical Sky/Sun, Portals, Area light, spot/areas, MR Phisical lights, Mib Binary Proxy, Fur, Cloth, Pfx, 32 Bit ZBrush Displacement maps with cc/mesh displ. Approximations, Mia Material X, a special layered Mia Material X with flakes, based on Zap Andersson Iron Man material, to replace the "unstable" Car Paint material.
Miss Fast Skin for the 3D people ETC.ETC....!
Now I just created a few layers for AO, Shadow and ZDepht, and I decide to upgrade all the Mia Material X to X Passes, to create a few render passes...!
With Maya 2009sp1a, the scene renders out perfectly with the Mia Material X, but with the X passes, "nan prevention" warnings appears in the render log.
Guess this is related to Photons bug of the the X passes.
Now I tried to replace the 2009 sp1a MR dll's with the older Xsi dll's, and strangely the X passes seems to works ok...Why????
I see that this Photons bug of the the X passes, seems to be solved with the 2010 version, but could I get the new 2010 MR dll's to test them on my scene?
I also confirm that based on my debugging tests,
with the original 2009/2009sp1a dll's, X passes works fine on basic simple scenes, but with heavy production scenes, with millions of Poly's MR just freaks out completely.
I got a feeling that the new MR features, before the release, are beta tested just on simple scenes,and not on extreme production scenes like mine's.
Now that Vray for Maya is out, MR dev team should get rid of the several bugs such as BSP2, Proxy Assemblies, and finally create a robust Passes system.
I send you this long inquiry because I consider myself a MR veteran, and I have invested a lot of time learning & debugging this software, and I just would like to avoid that MR get wiped out by Vray for Maya, for a few unfixed bugs...!
Best...!
Alex Sandri
Posted by: Alex Sandri | 22/08/2009 at 07:58 AM
"...the 2009 Service Pack had more fixes than this list..."
Snarky... Didja notice that the price dropped a grand-and-a-half? Plus: I didn't see any matchmove or compositing software in the 2009 SP, either. apples to apples, if you're going to complain, please! I'm beggin ya.
Posted by: phase | 22/08/2009 at 06:53 AM
Thanks Rasto, that one is already flagged. True, the fix didn't make it into Maya 2010 but our development team are aware of the issue.
The only workaround I know of is to select the object and press "3" again to refresh the viewport rendering of your object.
cheers,
Owen
Posted by: owen | 20/08/2009 at 05:02 PM