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18/08/2009

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I am denser than I thought! I love them and will approach the guild about buying them.

Nice Information . Do you mind if I speak about this post in my blog site. You as well as your blog will surely get the credit.

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 :)

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.

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.

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.

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.

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

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.

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


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

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

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

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.

"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...

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

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.

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,

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.

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

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.

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.

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

"...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.

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

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