Maya :: Node Removal Callbacks No Longer Triggered
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.
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.
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.
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.
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.
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.
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.
When I hit "Insert" to enter the customPivotTool, then hit W,E or R after moving the pivot point, it doesn't back out of the customPivotTool state allowing me to move the object. I use this tool very heavily in my workflow and it adds an extra keystroke per operation. Most importantly, to me anyway, is that I don't understand why this behavior was changed.
Question: How do I change this back to the previous behavior?
Edit: I also noticed that when I select and axis on the move tool, move the object, hitting "W" does not reset the move manipulator back to default (the move with camera normal box).
how you put the rule in but is there a way to remove the rule. I put one in and I don't like how its acting and would like to remove the rule from the list but I see no way do do so...
I have a SelectionAdded event handler that reacts three times when selecing a single block and once when deselecting it.
If there are two blocks in the drawing but only selected one it reacts 5 or 6 times.
And it reacts every time I pass the mouse over the selected block.
Is there any way to sidestep the events in the handler so that AutoCAD doesn't grind to a halt if I have multiple blocks in the drawing. And decide to move my mouse over all of them?
I have an addin with a palette that include some datagridviews.
I show in these datagrid, properties and information about all alignments in drawing.
With event commandEndend I can update all information if I use "grip-strectch" for some PI alignment.
However, we can modify alignment data from Panorama palette (geometry editor) and I would like to know if there are any event to catch it after modify data.
I have the same trouble that this post:
[URL]
Autocad Civil 3D 2014 +SP1 Quad Core Intel i7 3770-cpu 3.40Ghz. ssd samsung 840 pro 512gb+ssd samsung 840 pro 256 gb+1tb hdd 32gb RAM 1600 Mhz. nVidia Quadro 2000. Win 7 Pro 64bit
In our drawing file we expose the mass of the part. So I have set the 'Update physical properties on save' in the 'Application Options'. This works fine when you save your file before switching to the drawing file. If you forget to save and go to the drawing file the mass is showed as: N/A.
Therefore I have created a rule which updates the mass of the part. This rule is activated with the 'Part Geometry Change' event trigger. This is done to update the mass in the drawing file even when the partfile is not saved. This works fine. If I make any changes to the model the mass is updated correct, EXCEPT for deleting features. When I delete a feature and switch to the drawing file the mass is shown as N/A again. So apparently deletion of any feature is not recognized as a 'Part Geometry Change' because the rule isn't triggered.
I have a long document with text variable running headers along page edges. Behind each running header on the Master Pages, there is a black band. I want the color black to change to several different fill colors, when the running header changes, to define different "sections."
It's one document, no separate chapters or sections, at this point. See attached image.
Is there a way to tie the fill color of these colored bands to the running header so that it changes when the running header does? I think what I'm looking for is a way to make a variable object style (fill) to be triggered by the running header change. I have no experience writing scripts, but am willing to try. Plan B will be to unlink the master items and manually recolor on each page.
Without using scripts, is there any way to have rectangles or textboxes act on values coming from a data file? For examplle if the value in a textbox was greater than 10 coming from a data record, could the textbox change color, or any other attribute to make it change from record to recortd as it is being viewed or printed?
Does anyone know what an 'Image Node' is? I have a graphic, with a .PSD file and I can't for the life of me get past this 'Image Node' for the graphic to work. Any ideas?
I have an underwater scene where the camera looks up towards the surface. On the surface I have a simple plane, with a shell modifier, with a noise map and refraction. This works perfectly on my PC, but when I send it to the node, it doesn't render the noise.
All other bitmaps, materials, etc render fine, it's just this noise map which doesn't.Also if I distribute render (vray 2), the noise map doesn't render on the node buckets.It's not a major issue, as I can use the PC to render in this instance, but would like to know what's happening.
I'm getting around to installing 2013 Max Design on my network of 5 computers.They are all Windows 7 64-bit, and all except one are working fine with Distributed Bucket Rendering.
The one that doesn't work has 2013 installed, and the Windows firewall shows unblocking for
Autodesk Max Design 2013 64-bit Mental Ray satellite for Autodesk Max Design 2013 64-bit Mental Ray satellite server for Autodesk Max Design 2013 64-bit
The problem computer shows up in the network from the host computer and can be pinged.
It's also not that I'm using too many processors, because I'm checking each one individually.
I am woring with Civil 3d '14. For some reason all of my points, even though they have assigned elevations, their nodes are at 0.00 which makes it difficult to do any soft of point grading. How to adjust the settings so the point node is at the elevation of the point? The image attached shows a line which was drawn from the node of one point to the node of another point. Notice the z elevation of said line.
OK, I want to remove the flash effect from a dog's eyes. I have been to to the red eye removal place and selected the DOG option. However, I cannot get it to work. What am I doing wrong?
I have used Gimp many times in the past, sometimes for fairly complicated photo retouch but mostly for more routine things like red eye removal, cropping, exposure control, etc. I downloaded a new version of Gimp when I replaced my computer some time ago. I followed the Gimp tutorial for red eye removal and it worked but the lines created when I used the free selection tool are remaining after I click OK to finalize the operation. Am I missing a click somewhere to turn of the selection lines?
what gives here with Corel's so-call Pen Tool. First there's almost NOTHING out there in terms of tutorials etc. Plenty about the Bezier tool but truly hardly anything about the Pen Tool
How on earth do you change the node's direction? This is SO frustrating! I just wanna control this *** but I can't. In Adobe PS it's simple, just hit ALT and you're back to 0 angle. In Corel I read somewhere that you double click the last node......yeah that ends it alright but when you go back to continue at a different angle it goes back to the same angle all over again so it's literally useless.
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?
Usually the reduce node tool will reduce the nodes easily, but I have had a few issues where an imported shape or vector - usually a dxf file or plt file has thousands of nodes but the reduce node tool does not work.
When I select a node on these files it only reduces the node I select? is there a way of smoothing these without redrawing ?
I want to create a node on the intersection of two curves (eg bezier curves). Of course I can zoom in and try to be as near as possible, but it won't be exactly. Is it possible to exactly find the intersection?