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Experiencing technical difficulties with Maya 2012

Hello everybody,
I have recently moved from using Maya 2008 to 2012 and I have been experiencing a few issues that are bugging the day lights out of me. Which I would like to have some help with.

1) Whenever I open Maya I notice a warning singe popping up in the Script Editor for a fraction of a second. When I open the Script I see that the warning says "// Warning: Active stereo does not work with Aero enabled. Active stereo has been disabled. //"
I have no idea what that means, if it has any meaning... Or should I just ignore it?

2) While modeling in Maya 08 I used a toll called Split Polygon Toll. The only equivalent that I could find in 2012 is something called Interactive Split Tool, by the way these tolls are located in the Edit Mesh section. At first it worked fine, until I opened my saved model later in the day to find a warning in the Scrip Editor, yet again, saying "// Warning: Can't perform polySplit5 on selection". Upon using the Interactive Split Tool on the model again, parts of the model would become transparent. I am not entirely sure but I think that the parts that do became transparent are the ones that I used the Split Toll on. The only way that I found to fix this, is to undo everything I did by pressing Z, and redo it all by pressing Ctrl+Z again and a again and again (and even then, that doesn't always work). Is there a "professional" solution to this problem? Am I doing something wrong with the Interactive Split Toll, and is there a Split Polygon Toll in 2012, or is the latter really the replacement for it?

Thanks in advance!

Replies

  • Ark
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    Ark polycounter lvl 11
    1. Aero is normally associated to the windows GUI that is used from Vista upwards. Sometimes you get these compatibility issues and windows will switch back to the old style, less flashy GUI.

    2. They have changed the Split Polygon Tool over a few versions whereas before you could cut from one edge and end on the same edge, in the newer version you can't do this. Don't know if this is part of the problem your experiencing.
  • ClockHavoc42
    Oddly enough I have a Windows 7.
    And No, I can't see the connection to my problem XD
  • Entity
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    Entity polycounter lvl 18
    Windows 7 has aero, and I wouldn't even worry about that warning unless you're working in stereo

    Oh and the split polygon tool is still there, but is only accessible through the marker menu. Hold shift and right click, go to split and you'll find it there.
  • ClockHavoc42
    Well, the good news is that I found the split tool, used it, saved the fill, opened it and no warning popped up. The bad news is that I tried to continue modeling, and the minute I tried to merge two vertexes together, poof all the polygons that I created earlier before saving become transparent, again.
  • haiddasalami
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    haiddasalami polycounter lvl 14
    @Clock: Just select your model and re-apply the shader to it. common bug in maya 2011.

    Make sure you have maya patched up. Havent had this in a while on maya 2012, though used to happen a lot on 2011.

    http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=17286269&linkID=9242259
  • ClockHavoc42
    Hey that worked! Thanks Haiddasalami. :D
  • ClockHavoc42
    I am sorry for the double post, but I am having another problem, this time it's with the Mirror Geometry tool. I used that tool all the time in 08 and had no problems with it, but now whenever I use it on my new model it seems to merge all the border vertexes into one, right in the center. The funny thing is, that when I used the Mirror tool on an old model that I had from the 08 version in Maya 2012 it worked fine, I even made a quick eye model and tried to use the Mirror tool on it and it worked to. So either my current model isn't modeled properly, or I am missing something. :/
  • mdeforge
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    mdeforge polycounter lvl 14
    I always go into the option box and uncheck weld vertices before I mirror. I then weld them myself. Maya always seems to screw it up, and it just takes too long to guess and check the correct weld distance.
  • ClockHavoc42
    That sounds like a lot of work (and I know this from past experiences), I highly doubt this as a good solution, I mean what will happen once you need to weld a full body? There has to be a better alternative than this.
  • throttlekitty
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    throttlekitty ngon master
    The weld in the mirror geometry really acts strange most of the time. I've had it close off some pretty distant verts, while leaving everything between them just fine.

    It doesn't take much to select all/weld verts.
  • ClockHavoc42
    I am sorry for reviving this thread, but I am experiencing another problem, this time it's with the Bland Shape Tool.
    I didn't have any problems with it back in the older version, but now these things happen:
    1) Upon adding the shapes to my main model, it deforms oddly.
    2) When I try to animate the shapes; they work weird. I think it might have something to do with the Geometry tool, seeing as how that the only Shape that I did not use it on works fine.
  • Brendan
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    Brendan polycounter lvl 8
    I am sorry for reviving this thread, but I am experiencing another problem, this time it's with the Bland Shape Tool.

    Didn't know you could break the cube primitive, but hey...

    Anyway, could there be anything wrong with the position of each object? would freezing and/or resetting the position/rotation/scale fix it?
  • ClockHavoc42
    I tried to freeze all the transformation, and at first it seemed to work. But then I tried to animate and well... It seems to stretch right to where the original shape was placed.
  • sirenblue
    No! Don't ever freeze the transforms of the blend shapes and target(s)!!! They need those to offset the shape difference from the shape's world positions! That is what you'll get when you freeze them! (also, don't have the practice of putting them at the same position and freezing them, because that'll become a habit to a potential problem!)

    Edit: as for the problem you're facing: I haven't encountered this before... How did you model those blendshape heads?
  • ClockHavoc42
    I used Duplicate Special to create duplicates of the head, then I press F9 in order to select the vertexes and move them around accordingly. For some of these shapes I had to delete half of the face and then re-create them by using the Mirror Geometry tool, ex: Shape #2 and #3 (as seen in comment #12). And no, even the shapes that I didn't use the Mirror on don't work, the only one that does work is the 5th one.
  • bugo
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    bugo polycounter lvl 17
    2: You still have the old split polygon tool, use the shift+RMB marking menu while in object mode and go left, you will see both options.
  • ClockHavoc42
    Already know that Bugo, but thanks anyway.
    Edit: I still need help with the Bland Shapes though.
  • bugo
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    bugo polycounter lvl 17
    oh cool, glad you found
  • sirenblue
    I used Duplicate Special to create duplicates of the head, then I press F9 in order to select the vertexes and move them around accordingly. For some of these shapes I had to delete half of the face and then re-create them by using the Mirror Geometry tool, ex: Shape #2 and #3 (as seen in comment #12). And no, even the shapes that I didn't use the Mirror on don't work, the only one that does work is the 5th one.

    Not sure if this is the cause of the problem, but here's the rationale behind why it might be...

    How blendshaping works is that the blendshape node matches the list of the corresponding vertex (or points) of the blendshape and the target. How they find their "partner" points is through the name of the vertices.

    Every vertex and face has its own identity under the poly group, much like when you create pShapes (e.g. pSphere, pCube). When a new vertex/edge/face is made, a new "number" (e.g. vtx[79], f[17]) will be given after the biggest number. Every time you delete and make polies, the numbers will be rearranged to fill in the cheese holes in the vertex name list (unlike the naming convention of new pShapes).

    So, by deleting faces and making new ones, the blendshape node will blindly follow the naming list and blend accordingly. And it's plainly doing its job.

    Try not to delete and make more geometry once you finalised your model for blendshaping! If you want a symmetrical blendshape (like #2 and #3), go to the tool options for the move tool (pictured), and turn on reflection. This way, the modifiers can select vertices/faces/edges mirroring the current selection!

    e5qnog.png
    More: http://download.autodesk.com/global/docs/maya2012/en_us/index.html?url=files/Transforming_objects_Move_rotate_or_scale_components_with_reflection.htm,topicNumber=d28e17403

    To fix this (it's the hard way, only because I don't know of a faster fix!), duplicate #5, move it (as object) to align with the spoilt blendshape, and snap the vertices accordingly. Rinse and repeat for other 2 blendshapes. Remove and delete spoilt blendshapes. Add the new ones back in. Reflection in the move tool will help.

    (by the way, just so you know, Maya won't allow blendshape connections to be made if the shapes have a different amount of vertices and different topology)
  • ClockHavoc42
  • sirenblue
    Ahh, crap. Just realised #5 isn't symmetrical. The reflection would be useless.
    Sorry! :(

    But next time, when making symmetrical blendshapes, reflection on move/rotate/scale tool/s. Don't add/remove geo.
  • ClockHavoc42
    Double posting yet again! Well the good thing is that I did what you tolled me SirenBlue, about using the reflection option, and it work... sort of.
    I still have a few problems with adding the shapes to the main model:
    1) I can't seem to add all of the shapes at once without causing the model to disfigure, like it did before.
    2) Even when I try to add one at a time, I have to go into the options menu and select Apply (and not create), rather then just choosing Create Deformers -> Bland Shape.
    3) Regarding what I said above in segment 2. That only worked after I re-opened it, otherwise, I would still get some odd deforming.

    Edit: Ok... I am editing this for the 4th time now, I don't know why but when I try to animate with the main model, it would randomly work on and off, this only seems to happen with shapes that move the mouth region. I open the file on one minute and it works fine, the next minute I open the file, and it animates just as bad as it did a few days ago.

    Edit #2: It's ok Siren, thanks to you I have am 2 steps forward... and 1 step back.
  • ClockHavoc42
    Well, after trying again with a completely new model, without freezing or resetting or deleting or re-creating any thing, I came to a stop and I don't know where to go now.

    The good news is that the model doesn't disfigure when I add he shapes, nor those it when I re-open the file.

    The bad news is that whenever I open the file for the first time since opening Maya and try to animate, the animation will not work properly on some of the shapes. As you can see in the attachment file, the eye brows don't work right, and there is no difference in how I reshaped the faces that have disfiguring at the eyebrow area to the ones who only re-shape the eyelids or the mouth.

    Funny thing is, that when I re-open the file a second, or even a third or fourth time, and try again, it works fine. So what the hell is going on?! I am not going to open a file 3-4 times each time I want to do facial expressions.
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