My simple explanation: Lambert1 is the default shader in Maya. Its node is hard-coded into the shading and particle engine, and its not like regular shading nodes. You can see this yourself in hypershade. Select Lambert1 and hit 'input and output connections' or >> . You'll get two nodes branching off, one is…
I'll give that a shot tomorrow daz cheers.. I asked about assigning a random material to the lambert 1, but our coder won't have it.. He says once we start doing that we're just pasting over an error and its asking for trouble. zergxes: the outliner looks clean.. just the mesh and skeleton its bound to. The problem seems…
Try running the optimize scene tool (in the file menu). It managed to find the (literally) 250,000 odd animation nodes that mysteriously hid themselves within one of the character model files someone was working on at Tantalus. Perhaps it can track down this invisible error causing node that you've got and kill it.
actually I do see myself as adjusted.. and from this view I miss max . Theres some node somewhere still associated with lambert 1 and it just wont let go!
We actually did have this situation on a game once rooster. I think we were using renderware at the time. If I recall though, these were debug errors we were getting at the 11th hr, close to beta, with no time, and I seem to recall we just assigned the material of the geo in the scene to the mystery node which had lambert1…