I've been working on a model for a while now and discovered a weird problem: Some objects disappears without a trace!!
I have no idea were they are... I can select the objects in the outliner but I can't see them anywhere!
They are not hidden, not in a hidden layer, the have a material.
I tried to combine with other objects, deleted history and also tried to export/import without results.
This happened earlier too but then I just opened an back-up file and reworked the lost work.
Anyone know what's wrong?
Replies
Failing that, when you select one of the objects, does the channel box have '-1.#IO' in any of the fields? Its a floating point error. I had that a couple of times and I had to freeze transforms and clear history on each one individually - unparent from group, freeze, repeat. Then I could snap them to the origin or frame them.
Try selecting it and pressing F in case the object is way out in space somewhere. Is the origin of the manipulator at the origin of the scene?
If you select it and there is no wireframe and the poly count shows nothing then it sounds like the mesh is gone.
Did you try looking in the other prospective views? It could be something that you have selected, isolated from the mesh. Does the new mesh disappear when you combine?
Maybe try saving as .ma format, and search for the model names in a text editor, check their data.
I might have the terminology wrong it's been like 5 years since I last used Maya...
EDIT:
If this is the problem then you are working at a scale that is hard for Maya to deal with by default.
the object still exists all i had to do to bring it back was select it using the outliner than press w to put a transformation widget on it and once i tried to move it it re-apparead.
just seems like a weird rendering bug.
but it may of happened to me because i had a few complex hlsl shaders going.
Yes I'm 100% sure they have a material and aren't hidden or are in a hidden layer. (They are not in a layer at all.)
Everything looks ok in the channel box, translate and rotation are 0, scale 1.
History is deleted and there are no empty groups.
There's no wireframe. When I frame it, it zooms in to the origin. When I check the polycount it says 0
Yeah I have looked in the ortographic views and also created a new camera without results. If I combine it with another mesh, the new mesh is normal.
No, it's nothing like that. I was just finished with the UV's for the model and I checked so the model looked like it should since I had the same problem earlier and it was good. Saved and closed maya. Then the next day when I opened the file, the object had disappeared! I don't understand why
There was no error or warning message.
I tried to move it around but it's still not there. I only have lambert1 in the scene...
I can't understand how this can happend!
Everything looked fine when I saved and closed Maya and now it's just... gone...
Fortunately I had several back up files (29 lol) so it was only 10 min of rework. But still I want to know what's wrong because next time I might not have 29 back up files...
You can also turn on shape nodes in the outliner to check if there's anything below the transform node.
Have you been switching between different versions of Maya? I've had this happen between 2012 - 2011 versions....
Which brings me to the constructive part of this post. Do just that and see if that fixes it. My money is that it will. You could also try the ol' export obj, then reimport obj trick and see if it was something with the object that was screwing with it.
No, it says 0 on both verts and tris... Also if I try to export the model it says it doesn't contain any polygons.
I haven't switched during the modelling process, only used 2012.
No, it didn't work either
I'll check it out when I'll work on the model next time!
I'm not sure, but I think I know what could be the reason why it's so screwed up.
For this model, I have used a lot of instances. It's a character will quite a lot of gear and the way I modelled the gear was to first place them on the character, made an instance of the object and reset it's rotation etc and then modelled the instance in the world axis. I did the same when making the UV's. When finished, I deleted the history and also deleted the instance.
Everything looked fine and I saved and quit. Then the next time I opened the model, parts of the gear was missing
Export everything to fbx every hour or two and you'll lose less when it blows up in your face.
Assuming the export works of course. .
Deleting history regularly probably helps avoid many (not all) of the issues addressed in this thread. Just assign it to a hotkey and you should get into the habit of regularly clearing history without a second thought. The majority of problems I hear about often involve a ridiculously large or complex history stack that has been neglected. If you just got done using the Merge Vertex tool 50 times, chances are your history stack is now useless. Delete that history.
You can also set up automatic saves in the preferences if it's such a persistent problem. You can configure how often Maya automatically saves and how far back the saves can go.
Also, like with every bug in Maya, it's super random. Deleting the history can help, but I've worked on huge files and only did that at the very end with no problem. Yes, it's a good practice to have but why is it so random and why is there still no solution? lol
Sacrificing your first-born (or deleting history every third operation) generally helps to avoid this sort of bullshit.