Before the Christmas break Autodesk released Maya 2018 Update 2. This release follows up to a big Update 1 that was released a few months earlier. The release notes can be found here. Downloads are available through the Autodesk Accounts Portal for current subscription users.
Cheers!
Nelson
We have seen issues from customers who are attempting to load their scenes which contain type in mayapy that end up crashing. These particular crashes seem to focus around the newer displayPoints node that are used in Maya.
A displayPoint node in Maya is a Utility Draw Node that is mainly used to display the Type pivot points in the . Ultimately this crash tends to occur when the type tool is used as there is a UI draw call.
head over to our learning page for more details and workarounds.
Microsoft recently released some security updates for Windows operating systems. I have got confirmation that the .NET update is causing Maya to hang on exit of the application. This is only an issue for those folks who rely on .NET plugins in Maya. KB4040973 is the update we identified.
This is currently affecting Maya 2017/2018 releases and we are already working on a solution for upcoming updates. The remedy at this point in time is to simply uninstall the security updates until a more permanent solution is determined.
I will be posting more info here once the Updates become available.
Cheers!
Awhile back I was met with a challenge from a customer to create a tire burnout effect using Maya fluids. Below is the result I got after some trial and error. While this may not work for every scenario it does allow a user who is stuck get going. The video describe the process and attributes I used.
I hope you enjoy it!
Its been awhile since we posted to this blog. Going forward I will be trying to update this more frequently with Maya release updates and issues we have hit along the way in an effort to make your lives easier.
As a first post I thought it would good to make sure everyone is aware that Maya 2018 BonusTools were recently released for you to enjoy.
https://apps.autodesk.com/en/Detail/Index?id=8115150172702393827&appLang=en&os=Win64
For those that are not aware of Maya BonusTools, it is a collection of useful scripts/plug-ins to make some everyday tasks a bit easier. Please follow the link above to the Exchange store to get your copy.
Cheers!
Do you wonder why error messages about some plug-in or other that Maya cannot find continue to appear when you load a scene? Do you wish you could force Maya to unload a plug-in when saving your scene so you can avoid having it load again with the scene file ?
The objective of this tutorial is help you understand why Maya might include a reference to a plug-in in a scene file, and how to prevent Maya from doing so.
To complete this tutorial, you will need Maya 2015 SP6 or Maya 2015 Ext1 & SP6 because this Service Pack release includes two new MEL commands : unknownPlugin and unknownNode; this tutorial demonstrates how to use both of them.
The requires command included in the scene file header tells Maya to load a plug-in file.
The Maya Software Development Kit allows developers to define new types of nodes. Before artists can use your custom node in Maya, the plug-in that defines the node's type and behaviour must be loaded and the node-type must be registered in Maya's internal plug-in database.
Let's say you have written a plug-in which registers a new node-type called "myCustomNodeType". Once the plug-in is loaded, you can create a node of this type with the following command:
createNode "myCustomNodeType" -name "customNode01";
When you save or export this node to a Maya file, this createNode command is included in the scene file (in a binary file, Maya records the node-type id instead of the node-type label).
With this createNode command referring to a custom node-type, Maya also writes information in the scene file about the plug-in that registered that node-type.
So if your scene contains a custom node, your scene file will contain at least two commands:
//
requires -nodeType "myCustomNodeType" "myPlugin" "1.0";
...
createNode "myCustomNodeType" -name "customNode01";
//
When reading your scene file, Maya will check to see if the required plug-in is already loaded. If not, Maya attempts to locate the plug-in file by searching the directory paths in the environment variable MAYA_PLUG_IN_PATH. Whether the plug-in loads, or not, Maya will continue to execute the remaining commands in the scene file and proceeds to rebuild the scene graph.
What is less known is that the plug-in's name and node-type(s) is recorded into Maya's plug-in database whether the plug-in loads or not. Maya makes the assumption that the requires command is included in the file header because the plug-in registers a node-type that is required to define some data in your scene.
When the scene file is next saved, Maya will record a new requires command for every plug-in that it 'in-use' or might define some data in the scene file.
As scenes evolve and pass through the pipeline, and plug-ins become redundant, scene files accumulate references to plug-ins that no longer define data in the scene file.
The following examples demonstrate how to identify which plug-ins will be written to the next scene file, and how to prevent this.
I. How to remove a loaded plug-in from the scene file : Mayatomr
When the Mayatomr plug-in initialises, it registers new node-types and immediately adds custom nodes to your scene.
Let me demonstrate that because these custom nodes are saved with the scene, Maya writes a requires command for the Mayatomr plug-in:
By removing all instances of nodes defined by the Mayatomr plug-in, the plug-in is no longer considered 'in-use'.
Regardless of whether the plug-in is loaded, or not, if the scene contains no dependencies on the plug-in and the plug-in is not considered to be 'in-use', then Maya does not write a requires command to file.
II. How to identify and remove an unloaded plug-in from Maya's internal database
As previously mentioned, if the scene file contains a requires command for a plug-in that cannot be loaded, information about this plug-in (and any node-types which are assumed to be 'in-use' in the scene) is recorded in Maya's plug-in database and written into the next scene file.
Let's begin this example by creating a file with a dependency on a plug-in that is not in the MAYA_PLUG_IN_PATH:
III. remove all other references to unknown plug-ins
As we've seen, removing all nodes of the type defined by a plug-in is the best way to prevent Maya from writing a "requires" line for this plug-in to the scene file.
Occasionally your scene will still contain references to plug-ins which have no apparent dependencies in the scene at all. References to these plug-ins will persist into the next scene file but can be identified and removed without any risk as the following example demonstrates.
Let's begin by creating a reference to a dummy plug-in:
You now have all the elements to identify and remove plug-ins from your scene file, and effectively manage which plug-ins are recorded to scene file and loaded on file open.
A last word about working with references to external scene files, which also include "requires" commands.
When a reference is loaded, Maya ensures that all plug-ins 'in-use' are loaded. Now, when you save the host scene file, Maya writes a reference to these plug-ins even if the nodes belong in the referenced scene file.
It is strongly recommended that never try to remove plug-ins when your scene file contains file references. Instead open each file individually, remove the plug-ins there, and save the file again.
With the commands outlined in this tutorial, you could set-up a pre-file save callback function that removes unwanted plug-ins. You should never need to worry about your scene file containing redundant plug-in references again.
Thanks for reading !
Owen
If you uninstall the mental ray for Maya 2015 Service Pack 2 plug-in patch on Windows, and find that Mayatomr is no longer appearing in Maya, you can work around this issue by modifying the following file:
C:\Program Files\Common Files\Autodesk Shared\Modules\Maya\2015\mentalray.mod
And changing these lines from:
+ LOCALE:en_US mayatomr 3.12.1.12 <MENTALRAY_DIR>
+ LOCALE:zh_CN mayatomr 3.12.1.12 <MENTALRAY_DIR>
+ LOCALE:ja_JP mayatomr 3.12.1.12 <MENTALRAY_DIR>
to:
+ LOCALE:en_US mayatomr 3.12.1.12 C:\Program Files\Autodesk\mentalrayForMaya2015\
+ LOCALE:zh_CN mayatomr 3.12.1.12 C:\Program Files\Autodesk\mentalrayForMaya2015\
+ LOCALE:ja_JP mayatomr 3.12.1.12 C:\Program Files\Autodesk\mentalrayForMaya2015\
And re-starting Maya.
**Update. This issue has been resolved in Maya 2015 SP2**
Maya 2015 may crash turning on Smooth Mesh Preview (3 key) for some meshes if the Subdivision Method is OpenSubdiv.
To avoid the crash either delete or rename the UV Set named ‘map11’, or change the Subdivision Method to Maya Catmull-Clark.
1. Select the mesh
2. Open the UV Set Editor. Create UV’s ->UV Set Editor
3. Select the UV Set named “map11”
4. Delete or Rename
or
1. Select the mesh
2. Open the Attribute Editor for the mesh shape.
3. In the Smooth Mesh attributes change Subdivision Method to Maya Catmull-Clark
Thanks to QA for the tip on this!
Cheers!
Nelson
I wanted to apologize for website issues currently affecting our Maya users who are attempting to download the latest service pack. To help ease some of the pains while we sort out our new support site I have provided direct links to each build.
Windows:
http://download.autodesk.com/us/maya/Maya_2014_SP4/Autodesk_Maya_2014sp4_dlm.sfx.exe
Mac Os X:
Linux:
http://images.autodesk.com/adsk/files/Autodesk_Maya_2014sp4_English_Linux_64bit.gz
Folks with subscription access can get your extension service pack from the subscription site.
www.autodesk.com/subscription
Once again sorry for the troubles.
Cheers!
Nelson
If you are planning on upgrading to Mac Os 10.9 please head over to the up and ready blog to get all the information needed o handle some of the licensing issue that may pop up.
Cheer!
Nelson