Maya :: Group Node / Child Mesh Visibility
Jan 3, 2012
We recently upgraded from 2008 to 2012. Sometimes, on saving a scene file, some of the meshes within a group node "disappear". They basically behave like they're on a hidden layer -- even though they're not. You can see the transform and shape nodes in the Outliner, but in the viewport they're gone.
I can fix this by un-parenting the missing meshes, at which point they reappear -- and then when I reparent them as children of the original group node they're fine. But when I save the file and reopen it, the meshes are (sometimes) invisible again.
You might think the group node itself is hidden or attached to a non-visible Display layer, but it isn't. And there are other meshes within the group node that show up fine.
How I can permanently avoid it? I'm working on fairly complex environment scenes, and having to selectively unparent/reparent meshes each time I open my files is a real hassle.
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Feb 23, 2012
how I could go about adding visibility controls to select parts of a single skinned mesh?
I was watching Jeremy Ernst's rigging showreel [URL] and the mesh visibility controls are shown at 4:06..
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Nov 8, 2012
In CS5, you could move a group/layer/artboard along with all of the child objects, even if some of the objects are locked. But in CS6 the locked objects remain unmoved.
Is there a way to change this behaviour?
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Aug 22, 2012
I have been unable to remove a color after it has been applied to a node. Despite the "X" that show up in the color palette, clicking it does not remove the color. The only way to remove a color is to set the node's transparency to 100%, and the color will still show as the node's color in the mesh fill property bar. The color will appear to have been removed, but when clicking on the node again, the color come back.
The bug manifests itself in different ways depending on what color is selected. If the "X" is picked from the color palette floating/docked menu to remove color, nothing happens. Is it is picked from the Mesh Fill color drop down window from the context menu it will temporarily appear int he property bar.
In other object fills, you can select the "X" to remove the fill. I that something one ca't do in a mesh and one needs to color pick the background or set a default color for?
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Dec 4, 2011
I thought they were supposed to appear when the Polygon shelf is selected? I don't see them. In fact, when I select different shelves the menu items on the right half of the task bar don't change at all. Is this normal?
This is Maya 2011 on Mac OS X Lion.
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Apr 15, 2012
My problem:There is the parent node (Base) and the child nodes (arm1, arm2, ...). When one of the children (arm1) is picked up all the lower parts in the hierarchy (arm2,arm3) moves, rotates... with their parent (arm1). But if Base is selected and rotated, the child nodes will stay where they are.
I tried to set and unset the "inherit transform" box, but this seem to take no effect.Everything behaved well until i added the point constraint, although i did it as told in the tutorial.
Maya Help >> Learning Resources > Tutorials > Getting Started with Maya > Animation > Lesson 5: Inverse kinematics
What am I doing wrong or where can i change the Settings that set the hindrance?
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Nov 29, 2011
I have table, several chairs and some glasses and plates on table. I want to group them and instance that group, hundred of times. Problem is that I do not have materials implemented and I will not until client is satisfied with arrangement. I have problems later, even using many scripts I found, to add material to all instances. Only way is to select one by one.
Other thing is that there might be new objects added into set, so best way would be to add to master group and that will be added in instances of that group automatically, but that does not work with Maya.
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Jan 30, 2013
I recently started using Maya on Mac OSX, after having always used it on Linux, and I'm really baffled by the child windows behavior (think Hypershade, Graph Editor, Script Editor, etc...)
The shortcut Cmd+~ does switch focus between the windows, but the child windows always stay on top of the main one. That means that if I open one of these, but need to work in the main maya window, I need to click on the minimize button or double-click the title bar (because Cmd+M doesn't work on these!!!), then need to click in the dock to recall them...
Surely I must have missed something, didn't I? Is there a way to ensure the child windows are hidden by the main window when I switch focus using Cmd+~? On Linux I remember we had a way to set the environment variable MAYA_SET_PARENT_HINT to change this. For sure it's possible under OSX, since that's how firefox / safari and other applications work (switching focus between the different child windows correctly manage which one are in the foreground / background)
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Jul 27, 2013
I've created a number of child symbols in a for loop for each of the data elements in my local json file. However, based on key pressed (up/down/right/left), css property of a particular child symbol only needs to be changed/highlight... how can i access an earlier created child symbol ?
What i'm trying to create is that based on arrow keys, i can select/highlight (by changing css property) a particular child element only. (similar to traversing cells in an excel sheet -top/down/right/left)..
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Jun 18, 2011
I tried starting Maya 2012 from the terminal and it started fine.Then it gave me this when I opened Hypershade libpng warning: Ignoring attempt to set cHRM RGB triangle with zero area...As soon as I made a mental ray node , in Hypershade , Maya crashed.And before crashing it spit this out
Qt has caught an exception thrown from an event handler. Throwing exceptions from an event handler is not supported in Qt. You must reimplement QApplication::notify() and catch all exceptions there.terminate called after throwing an instance of 'M2MI::ApiOutputError'maya encountered a fatal error
2012 Hypershade works fine on windows at my friends place. Do I need to upgrade my QT to the latest build ?
How am I supposed to render my scene with AmbOcc and SSS and all.
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Jul 5, 2011
I am working in the Hypershade in Maya 2009. I need to see my place 2d texture nodes for my file textures.
Somehow they seem to have disappeared completely. There are no nodes in the utilities tab, and expanding the network to see inputs and outputs is not showing them either.
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Aug 3, 2013
If there is a way to change the behavior of the middle mouse button in the Node Editor so that by default it moves the panel without needing to press the Alt key?
Ideally I'd like to swap the behavior of pressing the Alt Key + Middle Mouse with just the Middle Mouse.
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Nov 8, 2012
I’ve got a small issue when migrating an in-house Viewport Renderer plug-in from 2012 to 2013, when resetting a scene (for instance by creating a new scene or opening another one).
In 2012 version, when creating a new scene, a node removal callback was triggered on every node of the scene to clean things up. More precisely, by installing a callback this way: _callbackRemoveNodes = MDagMessage::addParentRemovedCallback( removeNodeCB, (void*)this );
the method removeNodeCB was called on each Dag path of my scene. Which was pretty interesting for me to clean a dual scene graph within my plug-in
In 2013 version however, none of these nodes removal callbacks are triggered on a scene reset (they are correctly triggered when manually removing a node of course).
Is there a new way to deal with scene resets in the API that I didn’t see or is this simply a bug I should report?This is a cross-post from the SDK forum. Since my issue is strongly bound to the 2013 version.
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Jan 24, 2013
Suppose I have an asset containing three transforms:
-transform A with published attributes tx, ty and tz,
-transform B with published attributes rx, ry and rz, and
-transform C with no published attributes (nurbs sphere used for selection).
Is it possible to make it so that when the user clicks on the nurbs sphere, the actual asset node gets selected instead of the sphere? I seem unable to set it as the selection transform.
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Oct 3, 2011
Can not find the menu location for the node editor???
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Jan 5, 2012
I found a way to solve in maya 2009, but it doesn't work in 2012.
I can't find Maya2012scriptsothersmentalrayCustomNodeClass.mel.
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Sep 1, 2012
As I am using Layer Comps more frequently, i find myself frequently needing to toggle the visibility of layer groups, which contain several sub-groups. I tried all the shift + cmd + option - click variations, but none seems to do the trick.
here an example:
Visibility Type Name
OFF Group Row
ON Group Button 1
OFF Text Help!
OFF Shape Bg
ON Group Button 2
OFF Text Help Please!
OFF Shape Bg
so what i am looking for is a short-cut so that when i click on the visibility of the Group Row, it will turn on the visibility of all the layers contained.
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Oct 23, 2012
How to delete all ik handle nodes in a scene and all constrain nodes in a scene.
My rig is so complex that going in and deleting one by one seems like a crazy process but if there was a way to get the outliner to show only ik_handles and or constrain nodes then I could just select them and delete them and this would save me a lot of time.
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Feb 23, 2014
when i rotate any part mesh is deformating, for example when i rotated with arms, mesh on legs was deformating..
[URL]
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Apr 6, 2013
I’m using mud box 2013 and maya 2013, I’m trying to send a model/mesh through from maya to mud box by clicking the mesh and then file > send to mud box > send as new scene. This seems to work fine I get a little connected to mud box dialogue box in the bottom right corner and mud box begins to open, when it finally opens the scene inside of mud box is empty. Its as if its imported nothing.
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Mar 16, 2011
i have a rigged single mesh character, but now for a video games i need to separate mesh in submeshes. (For example i want to separate the right and left hands from the body). So how can we break the mesh without breaking the rig and the vertex skinning?
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Aug 23, 2013
I would like to use the same bones to skin a mesh in two different ways. I would like the first weight map to handle how the mesh reacts to the influences' transltes and rotates, and a second map that handles how the mesh reacts to the influences' scale.
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May 24, 2011
from what I understand, mesh cleanup fixes problems with bad geometry. but is there a function by which I can delete all edgeloops in a mesh that don't contribute to the shape? so Maya turns the mesh into as low rez as possible while retaining the shape....
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Jul 8, 2013
I bought a 3d mesh model of a chair I want to make out of wood. To do this I want to use Maya to create 2D slices of the mesh model that I can use as templates for my woodwork.
The model looks great in Maya, but how to create these slices or 2D views and print them.
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Mar 11, 2011
Is there any way for editing more then one meshes at a time? For example: I want to extrude, bevel, connect components of my two cubes at the same time.
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Apr 28, 2011
The scene i am working on is relatively light , and i am still running into this , everytime i go to select a mesh nothing happens for what seems to be ages (4-6 seconds) and then the mesh becomes selected. then if i go to select another mesh , the same. This is really slowing down my artist flow and making the work become a chore.
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Sep 25, 2010
I think i may have a 'major' problem, when i do a detach skin, the skeleton is ok but the skin changes size and direction as well as place, i think it's because i resized after the first bind skin, now i'm trying to reset bindpose but doesn't seem to affect the skin, i need to fix this so bad and i feel like i'm between a rock and a hard place, is there a way out of this mesh?
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Feb 22, 2014
I connected two pieces using merge vertex tool. And now i have difference in mesh (material). Line in center of model. How to remove it?
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Oct 20, 2013
I've just extruded a face. I realize I need make a slight adjustment. I don't want to undo the extrudtion nor do I want do an Edit Mesh to create a new extrusion.Is there an easy way to readjust an extrudtion?
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Sep 28, 2011
I created nParticles, than converted to mesh...how can I export this mesh as a Geometry sequance???
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Nov 18, 2011
How can I smooth bind a mesh to the skeleton and have everything start out at 0. (so basically nothing gets moved by the skeleton.) So that I can add the weight wherever I want manually.
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