ReleaseNotes Maya
ReleaseNotes Maya
Alias is a registered trademark and Conductors, Dynamation, Explore, Kinemation, SuperConductors, Trax,
Wavefront IPR, Wavefront Visualizer, VizPaint2D, Alias|Wavefront, the Alias|Wavefront logo and ZaP!iT are
trademarks of Alias|Wavefront, a division of Silicon Graphics Limited.
Maya is a registered trademark and Maya Artisan, Maya Builder, Maya Cloth, Maya Complete, Maya Composer,
Maya ComposerLite, Maya Fur, Maya Fusion, Maya Fusion Lite Edition, Maya F/X, Maya Invigorator,
Maya Invigorator Lite Edition, Maya Live, Maya Paint Effects, Maya Real Time SDK, Maya Unlimited,
are trademarks of Silicon Graphics, Inc. used exclusively by Alias|Wavefront, a division of Silicon Graphics Limited.
Graph Layout Toolkit 1992-1996 Tom Sawyer Software, Berkeley, California, All Rights Reserved.
Fusion is a trademark of eyeon Software Inc. Invigorator is a trademark of Zaxwerks Inc.
Linux is a trademark of Linus Torvalds. Red Hat is a registered trademark of Red Hat, Inc.
Microsoft, Windows NT, and Windows 2000 are registered trademarks of Microsoft Corporation.
IRIX and Silicon Graphics are registered trademarks and SGI is a trademark of Silicon Graphics, Inc.
UNIX is a registered trademark, licensed exclusively through X/Open Company, Ltd.
All other product names mentioned are trademarks or registered trademarks of their respective holders.
This document contains proprietary and confidential information of Alias|Wavefront, a division of Silicon Graphics
Limited, and is protected by Federal copyright law. The contents of this document may not be disclosed to third
parties, translated, copied, or duplicated in any form, in whole or in part, or by any means, electronic, mechanical,
photocopying, recording or otherwise, without the express written permission of Alias|Wavefront, a division of
Silicon Graphics Limited. The information contained in this document is subject to change without notice. Neither
Alias|Wavefront, a division of Silicon Graphics Limited, its affiliates, nor their directors, officers, employees, or
agents are responsible for punitive or multiple damages or lost profits or other special, direct, indirect, incidental, or
consequential damages including any damages resulting from loss of business arising out of or resulting from the
use of this material, or for technical or editorial omissions made in this document.
CONTENTS
1 BASIC INTERFACE 1
General UI 2
Tips for using the Hypergraph 6
Hypergraph 7
2 ANIMATION 9
General Animation 10
Graph Editor 11
Path animation 12
Animation preview and playblast 13
3 CHARACTER SETUP 15
4 MAYA ARTISAN 35
5 DYNAMICS 37
6 NURBS MODELING 45
7 SUBDIVISION SURFACES 49
CONTENTS
IPR Rendering 67
Particle software rendering 68
Texture mapping 70
Lighting and shadowing 72
Motion blur 74
Optical FX 76
Ray tracing 77
Miscellaneous software rendering 78
Rendering workflow issues 82
Hardware shading 83
Hypershade/Visor 85
Multilister, Connection Editor, & Attribute Editor 87
Cameras and views 87
Image planes 88
Convert to File Texture 90
Render Layers/Passes 91
Stand-alones 92
Paint Textures Tool 93
CONTENTS
10 MISCELLANEOUS 95
11 DOCUMENTATION 115
MEL 154
ELF 157
CONTENTS
INDEX 183
Where do I begin?
The following should help you decide where to start reading and learning
about Maya.
5 When you install Maya Complete, Maya Unlimited, or Maya Builder, see
one of the installation guides for guidance.
For example, see Installing Maya 3.0 on Windows NT if you’re installing Maya
Complete or Unlimited on an NT or Windows 2000 system.
Important
In response to customer requests, we’ve changed the licensing procedure
in Maya 3.0, Please read the installation instructions from cover to cover,
even if you have installed previous versions of Maya.
6 If you’ve used Maya before and want an overview of new features, see
What’s New in Maya 3.
This booklet provides a summary of new features across all modules.
Next, you may want to review the Maya 3.0 Release Notes for brief
descriptions of limitations in the software and successful ways to work
around them.
7 If you’re a first-time Maya user, see Learning Maya for a comprehensive,
step-by-step tour of the Maya software before you read any other
documentation.
A CD included at the back of the book contains online documentation of the
tutorials as well as all required image and Maya support files. Additional
copies of this book are also available from your local technical bookstore.
The remaining documentation assumes that you have at least a working
familiarity with Maya, so it’s important to start with Learning Maya.
8 Now, you’re ready to move on to the Using Maya series.
Essentials a guide to Maya’s user interface and basic tools. Using Maya: Essentials also
defines a number of concepts that are common to all of Maya. Using Maya:
Essentials was called Using Maya: Basics in previous releases.
NURBS describes Maya's spline modeling system and tells you how to get the most
Modeling out of it.
Polygonal describes how to interactively create, modify, and color polygonal models.
Modeling
Subdivision describes the enhanced subdivision surfaces modeling tools which are
Surfaces available only in Maya Unlimited.
Modeling
Character tells how to use Maya’s deformer, skeleton, skinning, constraint, and
Setup character features.
Animation describes Maya's basic animation software, which is based on keyframes and
motion paths. This book also provides information on motion capture and
introduces other Maya animation techniques, such as character setup.
Dynamics describes how to animate using natural forces. You can use dynamics to
make effects such as tumbling dice, waving flags, and exploding fireworks.
Rendering describes how to prepare for rendering, render a scene, and view your
rendered images. This book also describes how to create light, shadow, and
light effects, shade and texture surfaces, and paint textures. It also shows you
how to set up cameras and views and create a background. The information
in Using Maya: Rendering is arranged by production task.
The online book, Maya Reference: Rendering describes Maya’s rendering-
related menu options, attributes, and windows.
Paint Effects describes how to use Paint Effects to paint real-time rendered strokes onto or
between 3D objects or onto a 2D canvas.
Cloth describes how to create and animate realistic clothing using Maya
Unlimited’s Cloth software. This book includes four tutorials to get you
started, as well as a complete user’s guide.
Fur describes how to use Maya Unlimited Fur to create realistic, self-shadowing
fur and short hair on multi-surface models.
Live describes how to use Live, Maya Unlimited’s automated match-moving tool.
You can use Live to match Maya scenes with live footage by reconstructing
3D locations and camera or object movement from a shot.
Note
The books in the Maya Technical Library are not included in a printed
document set. However, html files for all of these documents are provided
on your product CD for online viewing. PDF files are also provided unless
otherwise specified.
MEL describes how to use the Maya Embedded Language (MEL) to enter
commands and write scripts.
Expressions describes how to use expressions to control attributes. Expressions are ideal
for controlling attributes that change incrementally, randomly, or
rhythmically over time. They are also useful for linking attributes between
different objects—where a change to one attribute affects the behavior of the
other.
DG Node is for technical users who want more information on the DG node attributes.
Reference The DG Node Reference is provided in html format only, no PDF files are supplied.
Maya File is for technical users with programming experience who want to either edit
Formats Maya files or write translators to or from the Maya file formats.
Maya describes how to use the Maya API to load, write, and edit plug-ins. This
Developer’s book includes instructions for creating your own plug-ins.
Tool Kit The Maya Developer’s Tool Kit also features on-line links to example plug-ins.
Maya is for people who are bringing data into Maya or exporting data to other
Translators software packages.
Maya Game describes how to install and use Maya game translators. Information is
Translators provided for VRML2 and GE2, as well as the RTG file format. This book also
includes information on using the MDt API.
Rendering describes how to use command-line and stand-alone utilities that are part of
Utilities Maya, such as fcheck, as well as the options for the command line renderer.
Rendering Utilities was called Utilities in previous releases.
The Glossary
For 3.0, we’ve provided an online glossary so you can look up meanings of
words you encounter which are new or confusing.
Search tools
We’ve provided an enhanced Library search tool in Maya 3.0. You can use
the Library Search tool without installing the documentation files on a
server.
To access the Library Search tool, select Library Search from the main
Maya Library page. Searching this way provides you a with a broader search
scope—entering a word or text string searches all the Maya books.
A Book Search tool is also provided in the left frame of most books. Use this
tool look for an item in the book you are currently viewing.
Online indexes
When you are viewing a specific book, you can access that book’s index. You
can also use the Global Index to view entries throughout the document set
(except the MEL Command Reference and the DG Node Reference.)
The following lists the basic interface software limitations and workarounds
for Maya 3.0.
The limitations and workarounds are grouped into the following categories.
Please see the specific category for a list of related limitations and
workarounds:
Notes Page
General UI 2
Hypergraph 7
GENERAL UI
The following limitations and workarounds relate to general UI issues.
• Channel Box does not accept keypad 3 and 9 keys in CV edit mode — Page 3
• Color Value attribute for Paint Textures Tool limitation — Page 3
• Hotkeys disabled when using Attribute Editor in main window — Page 3
• Speeding up interactive performance on UNIX machines — Page 3
• Using the grid in perspective view — Page 3
• Tearing off menus with check boxes or radio buttons — Page 4
• Drag and drop nodes in the List of history operations window — Page 4
• Pop-up list boxes in the Channel Box on NT — Page 4
• Using the right-click pop-up menu in the Channel Box — Page 4
• Remapping the Enter key — Page 4
• Marking menus appear when using the left mouse button — Page 4
• Highlighting objects in Component Selection mode — Page 4
• Setting rotation and translation limits in the Channel Box — Page 5
• Using micro-sliders in the Channel Box — Page 5
• Using torn off panels in panel layouts — Page 5
• Creating different instances of tools on a shelf — Page 5
• Referenced files from previous versions of Maya — Page 6
• Edit option menu for mode selection disabled for tools — Page 6
Channel Box does not accept keypad 3 and 9 keys in CV edit mode
Limitation For Maya on IRIX, the Channel Box is unable to accept the keypad 3 and 9
keys in CV edit mode. 127199
Workaround Use the regular keyboard numeric keys.
DG node display
The node type for a given DG node is displayed in the pop-up window only
during mouse-over feedback.
HYPERGRAPH
The following limitations and workarounds relate to the Hypergraph.
• Hiding or collapsing shapes in the Hypergraph — Page 8
• Changing default Hypergraph colors — Page 8
• Deleting connections in the DG view of the Hypergraph — Page 8
• Using the IK Handle Tool in the Hypergraph — Page 8
139 ANIMATION
The following lists the animation software limitations and workarounds for
Maya 3.0.
The limitations and workarounds are grouped into the following categories.
Please see the specific category for a list of related limitations and
workarounds:
Notes Page
General Animation 10
Graph Editor 11
Path animation 12
ANIMATION | 139
General Animation
GENERAL ANIMATION
The following limitations and workarounds apply to general animation
features.
• animationScriptNode's can cause extreme file bloat — Page 10
• Choice nodes do not work with compound attributes — Page 10
• Playblast uses $TEMP directory on NT — Page 10
• Options in option windows (Edit > Keys menu) disabled for current
characters — Page 11
• Copying animations — Page 11
ANIMATION | 139
Graph Editor
Options in option windows (Edit > Keys menu) disabled for current
characters
Limitation When a character is current, options in several option windows are disabled
since they default to the current character. The option windows affected are
the ones under the Edit > Keys menu item.129042
Workaround Set the current character to “None”.
Copying animations
Tip Have you been wondering how to paste animations of characters, skeletons,
and other objects from one scene to characters, skeletons or other objects in
another scene?
One way is to export and import animation using the animImportExport
plugin. However, if you copy an animation to the clipboard, it stays on the
clipboard when you do File > New and File > Open. This means you can
retrieve a scene with animation, select a character and copy the animation,
and then retrieve another scene (with the same character in it) and paste the
animation into it.
GRAPH EDITOR
The following limitations and workarounds relate to the Graph Editor.
• animCurve interpolations Spline and Clamped changes — Page 11
• Key tangents may become difficult to select — Page 12
ANIMATION | 139
Path animation
PATH ANIMATION
The following limitations and workarounds relate to path animation.
• Paths > Flow Path Object lattice limitation — Page 12
• Geometry popping out of flow lattice — Page 12
ANIMATION | 139
Animation preview and playblast
ANIMATION | 139
Animation preview and playblast
Notes Page
Constraints 23
Deformers 25
TraX 31
Bake Simulation with Disable Implicit Control set may not disable IK
Limitation Bake Simulation with Disable Implicit Control set may not disable IK if you
have keyframed the solverEnable attribute of an ikHandle.79973
Workaround When the Disable Implicit Control option is set, bakeSimulation will set the
solverEnable attribute for ikHandles to off after it bakes the simulation. If
you have keyframed the value, however, when you change to a different
time, the animCurve may set solverEnable back on and IK would override
the baked curves.
• If the limb has no length, meaning that the start joint and end effector are
exactly on top of each other, the IK does not know which direction the limb
should be extended so it does not extend the limb at all. Just make sure that
there is some distance between the start joint and end effector and this will
not be a problem.
• Two limbs that appear to be identical may in fact have different preferred
angles. This will cause the IK to compute different solutions for them. You
can use the Set Preferred Angles item in the Skeletons menu to change the
preferred angles or the Assume Preferred Angles item in the same menu to
move the skeleton to its preferred angles. This would allow you to compare
the two skeletons.
Workaround The multi-chain solver is not created by default. When Maya reads the
preferences, there is no multi-chain solver so it cannot use it as the default
solver and it reverts to the default solver: ikRPsolver. If you really want to
do this, add the command createNode ikMCsolver -n ikMCsolver to one of
Maya’s start-up scripts before it reads in the preferences.90562
These IK handles would normally snap to the end-effector. When the scene
is first loaded into Maya, the IK handle is then incorrectly flagged to be
solved. If you are batch rendering, the handle gets moved to the end-effector
position as defined at the current time in the file, for example, frame 1. The
solver is then invoked at the frame being rendered; the limb tries to reach for
the frame 1 position of the end-effector. If solverEnable is off or if the IK
handle does not exist, this will not be a problem.
Path animation timing incorrect using Curves > Rebuild Curve on path
curve
Limitation If you create a path animation with parameterization mode (non-Fraction
mode), using Curves > Rebuild Curve on the path curve messes up the
timing of the path animation.91465
Workaround Select the motion path node and use the Attribute Editor to turn on Fraction
mode. Use Curves > Rebuild Curve to rebuild the path curve, then
(optionally) turn Fraction mode for the motion path off again.
CONSTRAINTS
The following limitations and workarounds relate to Constraints software.
• Geometry constraints may have update problems — Page 23
• Aim, tangent, and normal constraints may have update issues — Page 24
• Tangent, normal, and geometry constraints can be slow — Page 25
For example, assume that you have a cone with a geometry constraint
keeping it on a sphere. Then you animate translateX of the cone. At frame 1,
the cone goes to the position on the sphere that is closest to (x1, y0, z0), call it
(x1c, y1c, z1c) for the constrained position. If you then jump to frame 9, the
translateX value is changed and the cone moves to the position on the sphere
closest to (x9, y1c, z1c). If, however, you had played all the frames from 1 to
9, when Maya got to frame 9, it would have gone to the position on the
sphere closest to (x9, y8c, z8c). These positions can be very different.
This has the most obvious effect during rendering. If you have split your
render up among many machines they may not get consistent positions for
the constrained object and it may appear to flicker or jiggle.
There are two possible workarounds:
• Use bakeResults or bakeSimulation on the translation of the constrained object.
• Animate all three translate values. Be careful because all three values should
be changing slightly every time, even if it is only by a very, very small
amount.
DEFORMERS
The following limitations and workarounds relate to deformers software.
• Deformer set’s weight field for a subd surface vertex member blank — Page
26
• Wrap deformer sometimes tears a NURBS patched model — Page 26
• Wrap behaving unpredictably — Page 26
• Mirror skin weights may not be able to resolve mirroring — Page 26
• Isoparms used as wire deformers have problems with undo — Page 26
• Referenced construction history and adding deformers — Page 27
• Problems when referencing geometry into a scene and binding it — Page 27
• Nodes from referenced file added to a character — Page 27
• Wire with freeze geometry reload incorrectly if base wire moved — Page 27
• Snap mode affects transformed CVs — Page 28
• Adding a new influence object to a smooth skin — Page 28
• Changing the CV count of a deformed object downstream — Page 28
• Reading files containing wrap deformers can be slow — Page 28
• Binding objects and shapes limitation — Page 29
• Unpredictable results when changing an object’s topology upstream from a
deformation — Page 29
• Cannot snapshot lattice geometry — Page 30
• Sculpt deformation discontinuity — Page 30
• Bone lattice flexors limitation — Page 30
• Deformer on skin or referenced geometry without history — Page 30
Deformer set’s weight field for a subd surface vertex member blank
Limitation The weight field for a subdivision surface vertex member of a deformer set
(cluster, skinCluster, or jointCluster) may sometimes appear blank, and
entering new weight values has no effect.133034
Workaround Pick the cluster handle or joint and select the cluster members by invoking
the Deform > Edit Membership Tool. The Component Editor will now
display and edit weight values
for the cluster members. If you now turn “off” List > Auto Update in the
Component Editor window, clicking the name of the component in the first
column of the table will identify the cluster member by selecting it in the
modeling views.
Workaround Don’t use freezeGeometry on wire deformers if you plan to move the base
wire.
TRAX
The following limitations and workarounds relate to TraX software.
• Splitting and expanding summary clips could crash Maya — Page 31
• Poses not displayed in Visor for root character — Page 31
• Clips in TraX that have the same start time or end time may jump — Page 31
• Reloading a reference with clips — Page 32
• Unable to create layered animation on top of a relative clip.132117 — Page
32
• Show Selected Types does not filter clip curves for characters — Page 32
• Redo after Undo of Duplicate Upstream Graph of IK limitation — Page 32
• Maya 2.0 and 2.5 files containing corrupted characters act unreliably — Page
32
Clips in TraX that have the same start time or end time may jump
Limitation Clips in TraX that have the same start time or end time may jump when the
clip starts/ends if there is a blend between them.132670
Workaround Use “Merge” on the blended clips to create a single clip. Alternatively, create
a pose that corresponds to the start or end point of the blended clips, then
drag and drop the pose into Trax immediately before or after the blended
clips to force the character to keep the pose before or after.
Show Selected Types does not filter clip curves for characters
Limitation The Graph Editor menu item Show >Show Selected Types does not filter clip
curves for characters or clips in TraX.131846
Workaround To filter clip curves, activate the keys for the clip, then select the character
members, and filter the curves using the character nodes.
Maya 2.0 and 2.5 files containing corrupted characters act unreliably
Limitation Files from 2.0 and 2.5 containing corrupted characters will act unreliably
when creating clips. Specifically, if you create a character in 2.0 or 2.5 and
then use the Channel Box > Break Connection operation to remove the
connection between the character node and the attribute, the character node
will be partially corrupted. On such characters, Trax animation will not
work reliably. You can detect this situation if you select the character node
and look at its attributes in the Channel Box and in the Outliner. If the
number of attributes is the same in both, the character is okay. If the Channel
Box lists fewer items than the outliner, the character is corrupted.129596
Workaround Corrupted character nodes must be rebuilt from scratch. Delete the bad
character and create a new one.
The following lists Maya Artisan software limitations and workarounds for
Maya 3.0:
Notes Page
142 DYNAMICS
Notes Page
DYNAMICS | 142
Notes Page
DYNAMICS | 142
DYNAMICS | 142
DYNAMICS | 142
DYNAMICS | 142
DYNAMICS | 142
DYNAMICS | 142
Notes Page
The following lists polygonal modeling and games software limitations for
Maya 3.0:
The polygonal modeling and games limitations and workarounds are
grouped in the following categories. Please see the specific category for a list
of related limitations and workarounds:
Notes Page
NURBS To Polygons 60
Level of Detail 60
Blind Data 61
Games translators 63
cp attribute limitation
Limitation On polygonal objects, the cp attribute is supposed to represent the actual
position in local space of a vertex, while the pnts attribute represents the
tweak value (its offset relative to the rest position). 88037
The cp attribute is a compound attribute with child attributes named xv/yv/
zv. When you get the value of the parent attribute, Maya incorrectly returns
the same value as for the pnts attribute.
Workaround Use the xv/yv/zv child attributes individually instead of the entire cp
compound attribute.
For example:
polyCube; select -r pCube1.vtx[0] ; move -r .1 .1 .1;
getAttr pCube1.cp[0];
// Result: 0.1 0.1 0.1 //
getAttr pCube1.cp[0].xv;
// Result: -0.4 // Real X position (-.5 + .1)
polySeparate command
Limitation The polySeparate command fails if the object is invisible.106417
The error message in this case can be misleading:
Warning: polySeparate works only on polygonal objects.
Workaround Make the object visible.
Split Polygon Tool does not split holes belonging to split faces
Limitation The Split Polygon Tool does not split holes belonging to faces that are split.
Any holes get assigned arbitrarily to one of the new faces produced, and
may not draw properly if not completely enclosed by the outer edge loop.
126907
Workaround Move the vertices of the holes to where you want them on the split faces.
Boolean, Reduce, and Bevel do not preserve color per vertex and
component level blind data info
Polygons >Boolean operations and Edit Polygons > Reduce and Bevel do not
preserve color per vertex or component level blind data information. 112832
Note
The Move Component operation must be performed while Construction
History is toggled on, in order to introduce the needed
polyMoveComponent node into the object's construction history.
Workaround • Either select all faces before invoking the tool, or set the selection mask
explicitly to Polygon.
• Use best plane fit on one shape at time. You can still use vertices from a
different shape to define the plane.
NURBS TO POLYGONS
The following lists NURBS To Polygons limitations and workarounds:
• NURBS To Poly interpretation failure — Page 60
• Fix Texture Warp does not work with NURBS to Poly conversion — Page 60
Fix Texture Warp does not work with NURBS to Poly conversion
NURBS to polygon conversion does not take the Fix Texture Warp attribute
(which produces a tessellation based on chord-length) into account.118718
LEVEL OF DETAIL
The following lists Level of Detail limitations and workarounds:
• Level of Detail doesn’t handle instances — Page 61
• Edit > Ungroup should not be used with Level of Detail — Page 61
• Duplicating a child of a Level Of Detail node fails — Page 61
BLIND DATA
The following lists Blind Data limitations and workarounds:
• Blind Data Editor coloring and querying limitations — Page 61
• Blind Data false coloring does not display — Page 62
• Blind Data Editor no longer opens in a panel — Page 62
• Blind Data Editor and saving new blind data types — Page 62
Update to MFnMesh::setFaceVertexColors()
MFnMesh::setFaceVertexColor()
Update MFnMesh::setFaceVertexColors() and MFnMesh::setFaceVertexColor() now
correctly treat supplied vertex indices as object-relative, as documented. In
earlier releases, the indices were incorrectly treated as face-relative.
Any plug-ins that had adjusted for the previous incorrect behavior need to
be updated now that the methods work as documented. 130673
GAMES TRANSLATORS
GE2 export (and imgcvt on IRIX) do not properly produce .bmp format
image files for converted textures.
Workaround Specify .sgi or .tif format instead, and convert the textures to .bmp off-
line.125639
The following lists rendering software and Paint Textures Tool limitations
and workarounds for Maya 3.0:
The Rendering limitations and workarounds are grouped in the following
categories. Please see the specific category for a list of related limitations and
workarounds:
Note Page
IPR Rendering 67
Texture mapping 70
Motion blur 74
Optical FX 76
Ray tracing 77
Hardware shading 83
Hypershade/Visor 85
Note Page
Image planes 88
Render Layers/Passes 91
Stand-alones 92
IPR RENDERING
The following lists IPR limitations and workarounds for Maya 3.0:
• General IPR limitations — Page 67
• Disappearing shadows correction — Page 67
• IPR image plane display options — Page 67
• Displaying menu items for IPR in Render View on IRIX vs. NT — Page 67
• Tuning 2D motion blur in IPR — Page 68
• Manual feedback from IPR — Page 68
TEXTURE MAPPING
The following lists texture mapping limitations and workarounds for Maya
3.0:
• Quadratic filtered texture slowing down the renderer — Page 71
• Higher order filters do not render correctly — Page 71
• Projection texture can swim over an animation — Page 71
• Environment maps and incorrect normals when surface is bump mapped —
Page 71
• Using “.” to delineate animated file texture names—limitation — Page 72
• Image files and displacement and bump mapping — Page 72
MOTION BLUR
The following lists motion blur limitations and workarounds for Maya 3.0:
• General motion blur limitations — Page 74
• Motion blur with elongated objects may cause artifacts — Page 75
• 2D motion blur artifacts can occur when... — Page 76
• blur2d stand-alone does not support frame names — Page 76
OPTICAL FX
Shader Glow, Light Glow, and Light Fog limitations
• Shader Glow and Light Glow attributes cannot be texture mapped, but they
can be animated.65338,80459
• Light Glow and Light Fog are not rendered in raytraced reflections and
refractions.79241
RAY TRACING
The following lists ray tracing limitations and workarounds for Maya 3.0:
• Raytracing and background color—if ray hits nothing or is terminated —
Page 77
• Raytracing and background color—if reflection (or refraction) off — Page 77
Render View > File > Save Image incorrect file type choices
Render View > File > Save Image offers incorrect file type choices. Image
files will always be saved as IFF format. 86894
HARDWARE SHADING
The following lists hardware shading limitations and workarounds for Maya
3.0:
• Hardware shading in views—file texture and transparency — Page 83
• Projected textures or 3D texture placement on NURBS — Page 84
• Mapped 3D texture on polygonal object — Page 84
• Plug-ins and unpredictable results in hardware shading — Page 84
• General plug-in limitations — Page 84
• Default texture resolution issues — Page 84
• Texture transparency issues — Page 85
• Interactive texture placements on projected polygons — Page 85
• The 2D file texture attempts to use the full resolution (rounded to a base 2
number) of the file, but some configurations of texture placement will result
in the use of a 64x64 hardware texture (for example, if you set the Coverage
to less than one this occurs).
• All 2D procedural textures are represented by a 64x64 swatch.
• All 3D textures are represented by a 32x32 swatch, but a dynamic attribute
named resolution may be added to configure this setting.
HYPERSHADE/VISOR
The following lists Hypershade/Visor limitations and workarounds for
Maya 3.0:
• Cannot unload plug-in shaders after you open Visor — Page 86
• Reading binary files on different platforms — Page 86
• Shading group not automatically deleted in Hypershade — Page 86
• Deleting nodes in the view using Ctrl-D — Page 86
• Deleting a remapRamp node On SGI NT machines (320s/540s) — Page 86
IMAGE PLANES
The following lists image planes limitations and workarounds for Maya 3.0:
• Procedural texture image type — Page 88
• Image plane not connected to a camera displays black swatch — Page 88
• Color Gain and Color Offset image plane attributes do not display correctly
on SGI O2 — Page 89
• Readable movie file formats in image planes — Page 90
Color Gain and Color Offset image plane attributes do not display
correctly on SGI O2
The Color Gain and Color Offset image plane attributes, when set to
anything other than their defaults, do not display correctly on an SGI O2. All
other computers display these attributes properly. 89433
RENDER LAYERS/PASSES
The following lists the Render Layers/Passes limitations and workarounds
for Maya 3.0:
• Hardware Render Buffer will not render particles successfully — Page 91
• Cannot change the color of objects in a Render Layer — Page 91
• Assigning objects to Render Layers through the Relationship editor — Page
91
• Scenes with Fur give unexpected results when using Render Layers — Page
91
STAND-ALONES
The following lists stand-alone rendering limitations and workarounds for
Maya 3.0:
• Dispatcher render options format — Page 92
• Dispatching rendering on IRIX CPU usage — Page 92
• makebot stand-alone no longer available — Page 92
147 MISCELLANEOUS
Notes Pages
Maya NT 112
MISCELLANEOUS | 147
General Maya limitations & workarounds
MISCELLANEOUS | 147
General Maya limitations & workarounds
MISCELLANEOUS | 147
General Maya limitations & workarounds
MISCELLANEOUS | 147
General Maya limitations & workarounds
MISCELLANEOUS | 147
General Maya limitations & workarounds
MISCELLANEOUS | 147
General Maya limitations & workarounds
MISCELLANEOUS | 147
General Maya limitations & workarounds
MISCELLANEOUS | 147
AliasToMaya and MayaToAlias
MISCELLANEOUS | 147
AliasToMaya and MayaToAlias
MISCELLANEOUS | 147
AliasToMaya and MayaToAlias
MISCELLANEOUS | 147
AliasToMaya and MayaToAlias
MISCELLANEOUS | 147
AliasToMaya and MayaToAlias
MISCELLANEOUS | 147
AliasToMaya and MayaToAlias
MISCELLANEOUS | 147
AliasToMaya and MayaToAlias
MISCELLANEOUS | 147
AliasToMaya and MayaToAlias
MISCELLANEOUS | 147
AliasToMaya and MayaToAlias
MISCELLANEOUS | 147
Obj import
OBJ IMPORT
The following limitation and workaround relates to Obj import:
MAYA NT
The following limitations and workarounds relate to Maya NT issues:
• Pop-ups do not work with xmouse emulation software — Page 112
• Browsing for texture images—button missing — Page 113
• Intellimouse limitation — Page 113
MISCELLANEOUS | 147
Maya NT
Intellimouse limitation
Microsoft Intellimouse is not supported.
MISCELLANEOUS | 147
Maya NT
148 DOCUMENTATION
Notes Pages
DOCUMENTATION | 148
What’s updated in the documentation
NETSCAPE ERRORS
The following limitations and workarounds relate to on-line documentation
processes.
DOCUMENTATION | 148
Documentation errors
DOCUMENTATION ERRORS
The following lists errors found in the documentation for Maya 3.0:
DOCUMENTATION | 148
Documentation errors
Note Page
Cloth initial state may be lost when using referenced files 121
Note Page
Cloth stops solving or hot keys and marking menus lost 127
Pre Maya 2.0 garments/caches may not load across platforms 127
Cache info not saved out during batch rendering (NT only) 128
Cascading Solvers
Limitation If solvers are cascaded (the cloth output of one solver is used as a collision
object for another solver) and the downstream solver has frame samples set
to a value greater than one, then the computation of the cloth collisions may
not be correct.
Workaround If frame samples on the downstream solver is greater than one, make sure
the upstream solver solves first or the data from the first solver is cached.
Extreme edits
Limitation If you modify the panel curves or resolution an extreme amount with Fit to
Surface turned on, you can cause Maya to crash.
Workaround If you need to make an extreme edit, make it in a few successive steps.
Tutorials moved
Update Tutorials and example data are now in maya2.5/extras/cloth directory. Prior to
2.0, this data was in the projects directory.
Cache info not saved out during batch rendering (NT only)
On NT, if you save a Maya file with cloth simulations and cache, Maya saves
both the scene file and the cache file in the current project’s “Scenes”
directory. However, if you first solve the scene, and then render the scene
from the interface (Render > (save) Batch Render), Maya will save a copy of
the scene file in the current project’s “Render” directory, (this is correct) but
will not save a copy of the cache in the “Render” directory (this is not
correct).
The following lists Maya Fur software limitations and workarounds for
Maya 3.0:
Note Page
Loading references with Fur using Load Reference in Reference Editor 131
Rendering fur after baking the color attribute into a texture 131
Rendering fur in scenes with two cameras with the same name 131
Fur does not render at all if the camera is scaled negatively 132
Large shadow maps can cause Fur to run out of swap space 133
Note Page
Rendering fur in scenes with two cameras with the same name
Limitation If there are two cameras with the same name in your scene, the fur may not
render. 109267
Workaround Make sure all camera shapes have unique names.
Large shadow maps can cause Fur to run out of swap space
Limitation Using large shadow maps with Fur can use a very large amount of memory,
and potentially cause Fur to run out of swap space.122313
Workaround Add more swap space, decrease the size of the shadow map, or reduce the
Hairs/Pixel for Shadow Map Rendering in Fur Globals.
The following lists Maya Paint Effects software limitations and workarounds
for Maya 3.0.
The limitations and workarounds are grouped into the following categories.
Please see the specific category for a list of related limitations and
workarounds:
Note Page
Argument list to Paint Effects brush runTime & create functions has
changed
If you have custom brush functions, you should modify them to match the
prototype functions “paintCreateFunc.mel” and “paintRuntimeFunc.mel” .
In particular, the twist argument is now 3 floats rather than a single float.
No rendering on fields
Limitation Paint Effects does not render on fields.
Workaround Render the Paint Effects at full resolution with a By Frame of 0.5 then use a
compositing package to interlace the full frames.
Hide glow source may not work correctly when rendering Paint Effects
strokes
Limitation The strokes may be hidden by the hidden, glowing geometry, or may paint
over the glow when they should appear behind the glow.
Workaround Composite the strokes with the glow if the visibility is not being properly
resolved.
Paint Effects tubes and strokes will not shadow light glows
Limitation The shadowing of light glow is calculated before the Paint Effects strokes are
rendered.
Workaround Use a small object with shaderglow, or a paint effects glow.
Paint Effects strokes will not render in ray traced reflections, refractions
or shadows
Limitation Paint Effects uses a depth buffer based rendering scheme for speed and thus
Paint Effects strokes cannot be raytraced.
Workaround Render the reflected or refracted view into an image plane or texture map
image and apply that to the object in the raytraced scene.
• The stroke is partially visible even when MaxClip value is 0.0 — Page 143
• Paint on view plane in the modeling view does not work — Page 143
• The alpha plane appears fully white in Paint Scene mode — Page 143
• Closing Rendering or Visor folder causes Paint Effects panel refresh — Page
143
• Save Canvas After Every Stroke does not update after undo — Page 143
• If Apply Fog In Post is selected, fog will not appear in IPR — Page 144
• Strokes appear in shaded mode when viewed in a window with an image
plane — Page 144
• Start Time and End Time on a brush in seconds, not frames — Page 144
• Strokes continue to cast shadows in IPR even though they are no longer
rendered by IPR — Page 144
• Brush presets not showing up in my Visor (NT only) — Page 144
• Selecting Only Render Strokes and deselecting Enable Stroke Render renders
nothing — Page 144
• Turning on a brush’s Screen Space Width makes strokes with tubes too small
— Page 145
• Popping on strokes near edge of frame when rendering animations with
wide angle of view — Page 145
• Refresh in Paint Effects panel seems to continuously update as you tumble
in another window — Page 145
• Brushes are behaving oddly — Page 145
• Save Snapshot does not append the .iff extension automatically — Page 146
• Light Depth Map Shadows limitation — Page 146
Resizing Paint Effects view or Rolling in Canvas mode can cause stroke
problems
Limitation Resizing Paint Effects view or Rolling in Canvas mode can cause strokes to
draw in the wrong place.
Workaround Force a refresh of the particle paint buffer if this occurs (Resolution > Full).
Save Canvas After Every Stroke (Auto Save) not updating hardware
texture view (NT only)
Limitation Save Canvas After Every Stroke (Auto Save) does not update the hardware
texture view.
Workaround This problem is limited to some NT machines due to their graphics boards.
Change the texture’s Hardware Texturing > Texture Quality (in the object’s
shader Attribute Editor) to anything other than the default and the update
will work as expected.
Paint Effects panel can have an image out of sync with modeling
window
Limitation The refresh of the Paint Effects panel is not always being forced when it is
out of sync.
Workaround Hold the ALT key down and use your mouse to tumble the view just
slightly. This will cause a refresh which should sync up the views.
Alternatively, select Resolution > Full.
Backspace does not perform a Delete Active in the Paint Effects panel
Limitation Backspace does not perform a Delete Active in the Paint Effects panel.
Workaround Move the cursor into another Maya window, or use the Edit menu.
Save Canvas After Every Stroke does not update after undo
Save Canvas After Every Stroke (Auto Save) does not update after an undo.
However, it will update again after the next stroke you draw.
Turning on a brush’s Screen Space Width makes strokes with tubes too
small
Limitation Turning on a brush’s Brush Profile > Screen Space Width makes strokes with
tubes too small.
Workaround Make the canvas scale equal to the scene scale, and then scale down the
widths of the tubes, flowers and leaves to the desired levels.
The following lists Maya Live software limitations and workarounds for
Maya 3.0.
The limitations and workarounds are grouped into the following categories.
Please see the specific category for a list of related limitations and
workarounds:
Note Page
Setup 149
Track 150
Solve 151
GENERAL SCENE
The following limitations and workarounds relate to general scene issues.
• Errors if you open a file before loading Live plug-in — Page 148
• Unexpected results when solving for a camera without tracking data — Page
148
• Unloading Live — Page 148
• Incompatibility with previous versions — Page 148
• Resizing Live window — Page 149
• Save changes prompt — Page 149
Errors if you open a file before loading Live plug-in
Limitation If you open a Live file before loading the Live plug-in you get errors. 131273
Workaround Load MayaLive plug-in before starting work in Live.
Unexpected results when solving for a camera without tracking data
Limitation Trying to solve for a camera without any tracking data may cause
unexpected results on IRIX. 131360
Workaround Make sure you have valid track data first.
Unloading Live
Limitation Maya may terminate if you use the Plug-in Manager to unload Live.
Workaround Quit and restart Maya without loading Live.
Incompatibility with previous versions
Limitation Live 1.0 and 1.5 scenes are not compatible with the version 2.0 or higher
software. In particular, the image plane may be incorrectly sized.
Workaround Import the track points from your original scene into a new scene using the
following instructions.
SETUP
The following limitations and workarounds relate to setup issues.
• Display of Softimage image files — Page 149
• Refresh of Render Globals — Page 150
• Image plane streaks — Page 150
Display of Softimage image files
Limitation If the Use Cache check box is turned off, Softimage image files that lack the
.pic extension will not display.
Workaround Do one the following: rename images to include .pic extension, convert to
another format, or turn on the Use Cache check box on the Setup Cache
control panel.
TRACK
The following limitations and workarounds relate to track issues.
• Deleting track points — Page 150
• Manipulating track boxes — Page 150
• Message from positioning track boxes — Page 150
• Refresh of track point names — Page 151
• Deselected Track Box Tool — Page 151
Deleting track points
Limitation If you undo the deletion of a track point that was used in a solution, only the
associated 3D locator reappears.
Workaround Choose Edit > Undo again to bring back the track point.
Manipulating track boxes
You may have difficulty selecting and resizing track boxes in the
pointCenteredCamera view panel.
Message from positioning track boxes
Limitation When you position a track box, the following message appears in the Script
Editor:
// Undo: dragTrackedPoint_doDrag //.
Workaround Ignore the message.
SOLVE
The following limitations and workarounds relate to solve issues.
• Ready-to-Solve bar remains red — Page 151
• Track point appears offset — Page 151
• Undo of Start, Continue, or Refine — Page 151
• Root Frame solver failure — Page 152
• Playblast frame range — Page 152
• Survey constraint Variance fields — Page 152
Undo of Start, Continue, or Refine
Limitation Errors occur if you undo the Start, Continue, or Refine step.
Workaround Delete the resulting solution instead of choosing Edit > Undo.
The following lists the Maya commands limitations and workarounds for
Maya 3.0.
The limitations and workarounds are grouped into the following categories.
Please see the specific category for a list of related limitations and
workarounds:
Note Page
MEL 154
ELF 157
MEL
The following limitations and workarounds relate to MEL.
• Help command won’t work with commands defined in plug-ins — Page 154
• MEL array limitation — Page 154
• MEL vector expressions limitation — Page 155
• MEL syntax error — Page 155
• Locally scoped procedure definitions cannot be forwarded — Page 155
• Scripts with infinite loops — Page 156
• Assigning string attributes to strings limitation — Page 156
• Splitting strings tip — Page 156
• Sourcing MEL scripts with unterminated C-Style comment — Page 156
1 2
Note that the value of the second element in $arr is 2, not 2.5 as expected.
ELF
The following limitations and workarounds relate to ELF.
• Menu bar layouts not visible — Page 157
• Deleting menu items from tear-off menu on Maya (NT) — Page 157
The following lists file formats software limitations and workarounds for
Maya 3.0:
Note Page
Problems importing and referencing the same file with the same prefix 161
Avoid using the same renaming prefix when referencing files 162
Cannot remove more than one referenced file in a single operation 162
Sets on .obj files imported into Maya considered shading groups 162
Working units changed when using File > Open Scene 164
File browser in Maya (IRIX only) does not update dynamically 165
Note Page
Renaming .ma files to .mel files and sourcing may give errors 167
Use -rpr or -ns flags for files without legal identifier characters 168
Problems importing and referencing the same file with the same prefix
Limitation There are problems with importing and referencing the same file with the
same prefix. If the file is referenced and then imported then all is well.
However, if the file is imported and then referenced, there are ambiguities in
object names.111650
Another variation of this same limitation occurs when you create a node in
your main scene and then reference a file that creates a node with the exact
same name.
Workaround Use namespaces when importing or referencing files. Alternatively, you can
either reference the file before importing it or change the renaming prefix
between importing and referencing.
Renaming .ma files to .mel files and sourcing may give errors
Limitation MEL scripts are not mayaAscii files and mayaAscii files are not MEL scripts.
If you rename a .ma file to a .mel file and source it, you may get errors.
Alternatively, if you rename a .mel script to be a .ma file and open it, you
may get errors or even crash Maya. Maya does special things while reading
files to improve performance and not all commands are compatible with
this. 98727
Workaround Treat mayaAscii files as if they were data files and not MEL scripts.
Use -rpr or -ns flags for files without legal identifier characters
Limitation You cannot reference or import a file from the command line whose name
contains no legal identifier characters (like “12345.ma”) unless you explicitly
use the -rpr or -ns flags. 108073
Workaround Use the -rpr or -ns flags explicitly.
Namespace errors
Limitation If you explicitly set your current namespace to something other than the root
namespace and then import or reference a file, you may get errors. 100374
and 113597
Workaround Make sure you are in the root namespace before importing or referencing
files. To ensure this, use the command: namespace -set “:”;
The following lists limitations and workarounds for Maya 3.0 utilities and
peripherals.
The limitations and workarounds are grouped into the following categories.
Please see the specific category for a list of related limitations and
workarounds:
Note Page
imgcvt 174
RIB EXPORT
The following limitations and workarounds relate to Rib Export.
• Not all Maya objects are converted by RIB plug-in — Page 172
• Maya light decays and RenderMan default settings — Page 172
• Maya’s ambient lights are not well represented in RenderMan — Page 172
• Warnings for scene written to RIB with disabled motion blur — Page 173
ANIM IMPORT/EXPORT
The following limitations and workarounds relate to Anim Import/Export.
• Anim curves with Spline or Clamped tangents created before V 2.0 — Page
173
• animCurve’s weighted/non-weighted tangents setting not preserved —
Page 173
IMGCVT
The following limitations and workarounds relate to imgcvt:
• imgcvt .gif, AUI, EPS, JPG and BMP files read only — Page 174
• 32 bit BMP files are not supported by Maya127790 — Page 174
imgcvt .gif, AUI, EPS, JPG and BMP files read only
The imgcvt utility does not support the writing of the following image files:
.gif, AUI, EPS, JPG and BMP. It currently writes out Maya .iff files but calls
them .gif files.
The following lists limitations and workarounds for the Developer’s Tool
Kit. We also recommend that you read the Maya API Developers Manual and
“What’s New in API and Developer’s Tool Kit” in the Maya Developers Tool
Kit online documentation before attempting a major project using your new
software.
Note Page
Note Page
Cannot add or remove menu items from a torn off menu 180
NT compiler requirement
To build Maya plug-ins, your NT system must have the Microsoft Visual
C++ compiler versions 6.0 installed.
MFnNurbsSurface::isFlipNorm() limitation
Limitation The method MFnNurbsSurface::isFlipNorm() can be used only on trimmed
surfaces.
Workaround Use the method MFnNurbsSurface::isTrimmedSurface() in your code to
detect if the surface is trimmed before using the method.
MFnPlugin::deregisterAll() removed
Limitation The MFnPlugin::deregisterAll() method has been removed.
Workaround Use the various “deregister” methods available in MFnPlugin.
MItMeshPolygon limitation
Limitation MItMeshPolygon::getArea does not work in World Space. The Object Space
area is always returned.
Workaround Use MItMeshPolygon::getTriangles to get the triangles in World Space; then
calculate the areas of the triangles and sum them
MSyntax::makeFlagMultiUse() limitation
Limitation The method MSyntax::makeFlagMultiUse() currently has no effect.
Workaround In a future release of Maya, related methods will be exposed on MSyntax
which will make it possible to use the method.
MItSurfaceCV limitation
Limitation The NURBS surface CV iterator, MItSurfaceCV, will ignore the useURows
argument if a non-null component argument is passed into either the
constructor or reset methods. In this case the iteration will occur in the order
that the CVs occur in the component.
Workaround The useURows flag will only be used if the iteration is to occur over the
entire surface and hence no components or a NULL component are
specified.
MPxGeometryData.h on IRIX
Limitation When compiling with the file MPxGeometryData.h on IRIX you will see the
following warnings:
“MPxGeometryData &MPxGeometryData::operator=(const
MPxGeometryData&)” does not match “MPxData::operator=”
-- virtual function override intended?
virtual MPxGeometryData& operator =( const MPxGeometryData&
) = 0;
Workaround You can safely ignore these harmless warnings.
MFnMesh::getConnectedSetsAndMembers limitations
Limitation The method MFnMesh::getConnectedSetsAndMembers will fail if the
function set is initialized with an MObject of type kMeshData. This means it
cannot be used in the compute function of a user-defined node on a input
mesh attribute.
Workaround Initialize MFnMesh with either a DAG path or the mesh shape node of type
kMesh.
INDEX
A documentation 115
errors 117
inverse kinematics 16
ANIMATION
Animation Dynamics 37 L
copying 11
Level of Detail 60
Graph Editor 11
path 12 E Live 147
playblast 13
preview 13 Edit option menu 6
API Enter key 4 M
plug-ins 175
Marking menus 4
polygonal 51
Artisan 35 F Maya NT 95
MayaToAlias 95
color feedback 36
file formats 159 menus, tear off 4
free-form layout mode 7 micro-sliders, in Channel Box 5
B Fur 129 modeling
NURBS 45
Blind Data limitations 61 polygonal 51
G Subdivision Surfaces 49
motion capture 33
C games translators 51
Graph Editor 11
multiple nodes, selecting 7
Cloth 119 graphs, large
improve performance 7
collapsing shapes
in Hypergraph 8 grid
N
coloring polygons 58 perspective view 3 Netscape
commands 153 errors 116
Component Selection mode 4 Netscape errors 117
H new web sites 117
Hypergraph NURBS 45
D collapsing shapes in 8 NURBS To Polygons 51, 60
DAG view deleting connections 8
connection lines 7 IK Handle Tool 8
deformers 25
O
Developers Tool Kit 175
device editor 33
I Obj import 95
INDEX
P U
Paint Effects 135 UI 1
panels, tear off 5 UNIX
path interactive performance 3
Animation 12 upstream and downstream
peripherals 171 connections 7
playblast 13 user interface 1
plug-ins API 175 utilities 171
polygonal API 51
polygons
games 51 X
preview xmouse emulation software 4
Animation 13
R
referenced files 6
rendering 65
reorder Deformer nodes 4
rotation and translation limits 5
S
skeletons 16
Subdivision Surfaces 49
T
tear off menus 4
tear off panels 5
texturing polygons 58
Trax 31