Tuesday, May 31, 2011

And as if by magic! - Hotfix2



Fix list:
* Goal issue when using a straight curve
* Load render pass doesn't work when project is on network share
* Shadow artifacts occurs with large differences in object size
* Connecting luminance node to bump channel of mental ray shader causes crash
* UNC path bookmarks are not saved in new filebrowser
* Final gather map visualization not working
* Painting blendshapes problems
* Wacom tablet not working correctly in mouse mode
* dagContainer collapses at every DAG operation
* Unpredictable results referencing HIK characters
* Creating Framebuffer with a Geometry shader causes a crash
* Joint orient channels not accepting setAttr correctly
* Graph editor: cannot view multiple f‐curves on a character set
* Polysplit crash
* Metacarpal fingers not created when creating HIK control rig
* Pinning an effector is causing the pivot display to jump
* Missing manipulator handles in perspective view
* Adaptivesampling gives lower shading quality in framebuffers
* mia_material_x preset 'Satined Metal' renders differently
* Scenes with dense final gather settings may have longer render time
* Render with mental ray errors with multi‐shape polygons
* HIK: Shift+LMBdoes not allow for selection of keys on timeline if HIK in scene
* New option in move tool broken
* Human IK: Parenting Auxiliary Effectors to an object doesn't work

Thanks for the characterSet fix Cory (although not had chance to test it)

Thursday, May 26, 2011

Another day, another bug....

So I've been testing Maya2012 to see if it's ready to push out to the studio and found a couple of killer bugs.

#Bug:CharacterSets and GraphEditor
The first is a true show-stopper. If you have any node linked to characterSets, the graphEditor fails to show you your animation curves for the transform correctly. No stacked view, no curves unless you select each channel separately. No 'F' frame-all. Nothing. Kind of stops us in our tracks seeing as all our Rigs link via a characterSet. Hopefully this will be fixed in the next HotFix.

#Bug: HumanIK setAttr/channelBox/callback
So let's say you have a HumanIK Rig in 2012 and you move one of the IK effectors, now you'll see the callback where the rig only updates on mouse release, this is a limitation they put in for performance reasons apparently. But crutially if you try and do anything under the hood, or even changing data in the channelBox, this call back prevents any of the attributes from being modified. Seriously try it, grab an IK effector on the HIK Rig and just try changing a value in the channelBox....ooops!

So let's say you were trying to setAttr in code, the only way to do this is to wrap the call in context that Maya is internally calling... and this is selection sensitive too.

select the control....
hikManipStart(1,1); //(trans,rots)
do something.......
hikManipStop;

Not a good day for 2012.. coffee!