Maya :: 2012 / 2013 Merge Vertex Tool Not Working?
Mar 5, 2013
I'm having problem with this tool in maya 2012 it doesn't connect or do the red mark between 2 vertices but in maya 2013 it does the red mark between them but doesn't connect
I'm having problem with this tool in maya 2012 it doesn't connect or do the red mark between 2 vertices but in maya 2013 it does the red mark between them but doesn't connect
I'm having a problem with Maya's vertex/point snapping function. This is a simple thing to do normally but in the 2014 student version (which is full functionality other than having a prompt saying it is a student version upon saving the file), it isn't working.
Basically the process is making a selection of vertices and with the transform tool active, MMB dragging the manipulator to snap the selection to a destination vertex. The pivot point/manipulator of the selection is moving and snapping to the destination vertex on it's own when I hold 'V' and MMB drag, rather than the whole selection moving with the transform manipulator and snapping to the destination vertex. This problem is also happening with the modelling toolkit which is really annoying. I have checked that i'm not in edit pivot mode etc.
The point snapping is working however for objects, but not in component mode as above.
It seems the bridge tool does not merge edges as one would expect it to. I realize that the workaround is to follow the bridge operation with a merging of the edges on either side of the bridge. Shouldn't such a common operation be done correctly?
We have been generating technical illustrations using Mental Ray in Maya 2011 with brilliant results. The studio upgraded to Maya 2012 and we now find that when we render any existing scenes, or any new scenes using entirely Maya 2012 nodes, we don't have any contour lines.
When I try and scale anything, I hit the hotkey R and the 3 manipulators appear. No matter what I click on, X,Y,Z,or center, when I move my mouse I get an "automatic" jump increasing the size. I can't seem to get it to do anything but these staged jumps in size. I cannot scale anything down, unless I use the universal manipulator tool. So, for example, if I want to scale a size 2 sphere to a size .8, I would have to use the universal manipulator and Shift-click on one of the matrix corners and that will allow a uniform scaling. I realize that I can always enter the scaling amount in the Channel or Attribute box field, but it may be that I'm trying to visually scale something and entering numbers isn't exactly the best way.
I just tried out to trim two NURBS-Objects (e.g. 2 Spheres), but nothing happens.If i select both spheres and go to "Edit NURBS -> Trim Tool" => NOTHING or also if i try to use Trim Tool (without any Object selected), i'am not able to select a NURBS-Object.
I've used the Trim-Tool very often, but now it's not working anymore.
We have this very cool tool that automatically creates a custom sheet property (IndexNo) and indexes all sheets in the active sheet set. Unfortunately, it doesn't run in 2012 and the guy that wrote the application no longer works for us.
i can´t let just one vertex, i must always let 3 vertex at last, otherwise it won´t delete, i have even problems when extruding, when I select 1 vertex, instead of extruding just 1, it will create 2 or 3 vertex, probably to make a face.
I feel like my mesh component mode editing speed went down to hill with Maya 2012. I cannot move an object with couple thousand verts in vertex editing mode. I have been using Maya since v3 or 4 and never had it this slow.
I am not in soft select mode. If I go to Soft Select I can see the CV's. But when I right mouse click to select CVs they are invisible. If I drag to select I can grab them, but they are still invisible and it's getting really difficult to manipulate things right now.
I'm working on a mobile game engine that uses RGB vertex color values for baked lighting, and Alpha vertex values for 2-material blending.
The system works fine in textured view (6), since we're rendering using our own shaders, but I would prefer to be able to turn on and off the alpha value when looking at the geometry in shaded mode (5). In other words, I want to be able to store and bake RGBA values, but in shaded mode I'd like to only see the RGB values so the meshes with blended materials don't show up transparent when I'm trying to light them.
I've been using Maya for a little while, and have often found manipulating vertices frustrating.
The problem is that - as far as I can tell - I need to select a vertex before manipulating it. This is annoying because I have to click a vertex and then click and drag it again to actually move it (not so easy on a tablet). Also, if I'm off by even a slight amount, I click the object instead and I pop out of vertex selection mode and back into object selection mode.
I could simply click once and drag to move vertices and if there was no vertex under my mouse when I clicked, I wouldn't accidentally select an entirely different object.
Is there any way to randomly animate vertex position?
I've tried using EditMesh-Transform Component so I get a random position but without a seed value to animate. Also I've tried using a noise texture with a displacement node but you jus can check results in render time.
I have noticed on two machines that the SAP of Soft 2012 results on some odd offsets when trying to pick a vertex in paint weights mode. Apply a simple envelope and then go to solo and select vertex to see the offset from where your mouse arrow is and the vertex it highlights. Worked fine until the SAP update.
This has occurred on two separate machines. How/where do we submit a bug report?
I'm using Maya 2010. why this is happening, and how to fix it? I have a piece of polygonal geometry. I have confirmed all the culprit vertices are on the zero X axis.
But when I mirror it (-X), it collapses the 5 vertices at zero to a single vertex at the center, as shown in the "after" image:
I have problem when i duplicate polygon another side of model. The object is not smooth, it look like different model. I try to "combine" and "mesh" vertex from middle of object. but it still same. The polygon will smooth if i use "smooth tool". But i need low polygon for transfer map from high polygon to low polygon. but it not work, because low polygon look like different model.
I need smooth low polygon, but not to much smooth. I need only when i duplicate polygon, it not look like different model is okay.
I was trained in Maya 2008, and recently made the leap to Maya 2013.
When I try to use the Insert Edge Loop Tool, it seems to only select an existing edge loop, and will not allow me to slide along an edge to place the new one. I have even tried to use the Insert Edge Loop Tool on a simple polygon cube, to make sure this isn't a complex mesh issue.
I am trying to rig a character, and when I place the bones with the joint toot they are very small. So I went into the tool settings and upsized the radius for all of the types of bones. But then when I go to make the bone again it is still the same small size.
Whenever I try to select a Curve to select 'Control Vertex' I get the options for the Camera instead, the only work around I have is to Hide the Camera which also switches off the image planes, then select the curve and select 'Control Vertex, and then re-enable the image planes.
Just like the headline says I get this bug alot and the only way to fix this is closing max and reopening the file and the snap will work. It seems to center the snap after the mirror modifier is added and collpased.
Since AutoCAD 2013, I'm not able to use tracking when inserting block from tool palette. Example, I want to insert a door at 6 inches from a wall. I click the door from the tool palette, leave a tracking point at the wall corner, move the cursor in the right direction and type 6 follow by enter. The door is insert randomly in the drawing. It was working perfectly in previous release.
Actually I had to insert the door anywhere in the drawing and moving it at the right place and rotate it if required, it is very tedious.
I have imported a dwg witch was created by Revit. The problem is that it creates polyline vertex for curves. But i want a arc, or at least not so many segments.
on the image; on the left is what i got, on the right is what i want.