- Autodesk Maya 2016 Extension 2 Service Pack 1 includes several important fixes. Refer to the readme for more information. Important Installation Notes: On Windows operating systems, this service pack patches your existing Maya software. Do not uninstall Maya before applying this service pack. On Mac and Linux operating systems, this service pack is a full product install.
- Thank you for downloading Autodesk ® Maya ® 2016 Service Pack 1. This document describes known limitations, issues, and fixes in Autodesk Maya 2016 Service Pack 1. It is strongly recommended that you read this document before you install this release. For reference, you should save this readme to your hard drive or print a copy.
Thank you for downloading Autodesk ® Maya ® 2016 Service Pack 1.
This document describes known limitations, issues, and fixes in Autodesk Maya 2016 Service Pack 1. It is strongly recommended that you read this document before you install this release. For reference, you should save this readme to your hard drive or print a copy.
To view all Maya release notes, see www.autodesk.com/maya-release-notes.
This article provides the system requirements for Autodesk® Maya® 2016. Autodesk® Maya® 2016 software is supported on the following 64-bit operating systems and at a minimum, requires a system with the following 64-bit hardware: Software Operating System Microsoft® Windows® 10 Professional, Windows® 8.1 Professional, and Windows® 7 (SP1) operating system Apple® Mac OS® X 10.9.5, 10.
Contents
What's New
What's Fixed
Limitations
Additional Resources
What's New
Hardware selection features
If you are writing your own custom shader for use with the dx11Shader or glslShader plug-in in Viewport 2.0, the following semantics have been added that allow your DX11 or GLSL shader to perform hardware selection; for example, semantics that allow you to specify whether selection is to be done at the object level or vertex level. Annotations have also been added that allow you to draw non-material items such as the wireframe and selected edges/vertices components.
Hardware selection is enabled when you run Maya in OpenGL Core Profile mode. Alternatively, you can also set the environment variable MAYA_USE_HARDWARE_SELECTION = 1.
The Maya Developer Kit has been updated to include new versions of the dx11Shader and glslShader plug-in examples. These examples have been updated to illustrate hardware selection. In addition, the glslShader example also supports shadow pass, transparency and advanced transparency passes. Varying inputs are selectable (choice of color or UV sets), and performance is improved.
The Developer Kit is available online at Autodesk Exchange at https://apps.exchange.autodesk.com/MAYA/en/Home/Index.
New selection semantics
Name | Type | Description |
HWS_PrimitiveBase | int | Integer used to generate the color of the object, or the first component, or the first geometry instance. (GPU Instancing must be enabled in the Viewport 2.0 options window.) Corresponds to: MUniformParameter::kSemanticHWSPrimitiveBase. |
HWS_PrimitiveCountPerInstance | int | Specifies the amount that HWS_PrimitiveBase needs to be incremented for each geometry instance. Corresponds to: MUniformParameter::kSemanticHWSPrimitiveCountPerInstance. |
HWS_ObjectLevel | bool | Specifies whether selection is to be done at the object level. Corresponds to: MUniformParameter::kSemanticHWSObjectLevel. |
HWS_FaceLevel | bool | Specifies whether selection is to be done at the face level. Corresponds to: MUniformParameter::kSemanticHWSFaceLevel. |
HWS_EdgeLevel | bool | Specifies whether selection is to be done at the edge level. Corresponds to: MUniformParameter::kSemanticHWSEdgeLevel. |
HWS_VertexLevel | bool | Specifies whether selection is to be done at the vertex level. Corresponds to: MUniformParameter::kSemanticHWSVertexLevel. |
HWS_FrontCCW | bool | Specifies whether a counter clockwise triangle is front facing. Useful when generating fat points or lines. Corresponds to: MUniformParameter::kSemanticHWSFrontCCW. |
HWS_InstancedDraw | bool | Specifies whether geometry instances are being drawn. Corresponds to: MUniformParameter::kSemanticHWSInstancedDraw. |
New supported technique annotations
Name | Type | Description |
OverridesNonMaterialItems | string (bool) | Specifies if this technique should be used to render non-material items such as the wireframe and the selected edges/vertices components. This is particularly useful for shading effects that compute displacement for which the object geometry will not match the rendered material, making selection difficult. false : does not override non-material items (default) true : used to render non-material items, so that the shader can display UI primitives See DrawContext in New supported pass annotations below. Corresponds to: MPxShaderOverride::overridesNonMaterialItems(). |
New supported pass annotations
New nonMaterialItemsPass and selectionPass contexts are now available for the DrawContext annotation, and a new PrimitiveFilter annotation has been added.
Name | Type | Description |
DrawContext | string | Specifies that this pass should be enabled only for this draw context. Multiple passes can have the same DrawContext value. This can be any string value that matches a pass semantic in MHWRender::MPassContext. For example, the following contexts are supported: colorPass, shadowPass, depthPass, and normalDepthPass. An empty value (or if DrawContext is not set) is equivalent to setting this annotation to colorPass. You can now set this annotation to nonMaterialItemsPass for passes used to render non-material items. Set to selectionPass for passes used to select non-material items See OverridesNonMaterialItems in New supported technique annotations above. |
PrimitiveFilter | string | Specifies that this pass can handle the rendering of the following components:
Can be used to handle edge or vertex components during the rendering pass or the selection pass. Vertex components are rendered as quads instead of single pixels, and edge components, mostly during pre-selection highlighting, are rendered larger, for better visibility. This is usually achieved by using a geometry shader to convert lines and points to quads. fatLine : this pass can render lines as quads fatPoint : this pass can render points as quads If there is no pass defined that handles this special case, the default pass that handles the draw context nonMaterialItemsPass or selectionPass is used. |
Varying attributes for vertex streams
Additional functionality has been added for the GLSL Shader, for use with the COLOR0 and TEXCOORD0-7 semantics.
Semantic | Type | Description |
COLOR0 | float3/4 (dx11Shader) vec3/4 (glslShader) | Instructs Maya to bind this attribute to the color set vertex buffer. NOTE: For glslShader only: Currently, there is only 1 stream available. While OGSFX is limited to only one color stream defined by the COLOR0 semantic, it is still possible to define more than one color stream by using the TEXCOORDx semantic. An attribute using the TEXCOORDx semantic that is of a vec3 or vec4 type can be used to convey a color stream to the shader, and an attribute using the TEXCOORDx semantic that is of vec2 type used to convey a UV coordinate stream. |
TEXCOORD0-7 | float3/4 (dx11Shader) vec 2 or vec3/4 (glslShader) | Instructs Maya to bind this attribute to the UV set vertex buffer. Currently, there are 8 streams available. NOTE: For glslShader only: While OGSFX is limited to only one color stream defined by the COLOR0 semantic, it is still possible to define more than one color stream by using the TEXCOORDx semantic. An attribute using the TEXCOORDx semantic that is of a vec3 or vec4 type can be used to convey a color stream to the shader, and an attribute using the TEXCOORDx semantic that is of vec2 type can be used to convey a UV coordinate stream. |
Shader example
The WaterSimulation example has been updated to use the newly added semantics and annotations to demonstrate how to write a shader that performs hardware selection on displaced geometry, and to draw vertex, edge, and face components at their correct displaced positions. For the GLSL version of the shader example, see WaterSimulation.ogsfx in the presetsGLSLexamples folder of the Maya installation directory. For the DX11 version, see WaterSimulation.fx in the presetsHLSL11examples folder.
The following describes the new additions to the GLSL version of the example.
To select and draw displaced components
The technique NormalView_Selection demonstrates how to perform hardware selection on displaced components, and to render non-material items (such as wireframe and selected edges/vertices) at their displaced positions.
Hardware selection allows you to select tessellated geometry. In addition, wireframe and components draw with the same outline as the shaded material in the viewport. This technique has 7 different passes.
Before defining the techniques, the #include directive is used to load four shaders as follows. The #include directive allows you to share the same GLSL fragments between different applications, and maintain separate shader code files instead of having to combine them all into one .ogsfx file.
GS_FatLine.ogsfh: This is a geometry shader that converts a line to a rectangle, and therefore allow render lines to be drawn bigger (for example, red pre-selection highlighting edges are drawn larger than dormant edges).
GS_FatPoint.ogsfh: This is a geometry shader that converts a point to a quad, and therefore allow render points to be drawn bigger (for example, vertices are rendered as a square instead of a single pixel).
PS_SolidColor.ogsfh: This is a pixel shader that draws with a solid color.
PS_HWSelection.ogsfh: This is a pixel shader that renders the components during hardware selection, where each component is rendered in a different solid color that is calculated using the object or component ID.
The first 4 passes are used for drawing in the viewport; therefore the PS_SolidColor pixel shader is used.
- Pass pNormal: renders the textured material
Pass pNonMaterialItems: renders components such as wireframe and vertices. Components are rendered with a solid color, such as blue for edges of dormant objects and light green for edges of active objects.
Pass pNonMaterialItemsFatLine: renders lines using the GS_FatLine geometry shader.
Pass pNonMaterialItemsFatPoint: renders points using the GS_Point geometry shader.
The last 3 are used to render components during hardware selection, and therefore the PS_HWSelection pixel shader is used. The PS_SolidColor pixel shader is not used, as these passes are not used to draw in the viewport.
A primitive id (such as vertex id) is used to produce a color to identify the object that is picked. An offscreen buffer is used to store these computed colors so that Maya knows what is picked by the mouse.
Pass pNonMaterialItemsSelection: used for selection of components such as wireframe and vertices.
Pass pNonMaterialItemsSelectionFatLine: used for selection of fat lines
Pass pNonMaterialItemsSelectionFatPoint: used for selection of fat points.
Technique and pass annotations
The overridesNonMaterialItems technique annotation specifies that this technique can be used to render non-material items such as the wireframe and components like edges or vertices.
Pass annotations are used to tell the plug-in which pass to use for which render items.
For example:
Therefore, if a render item is categorized as a non-material item, and the primitive type is categorized as fat line, then the pNonMaterialItemsFatLine pass is used.
New C++ API methods added
MUIDrawManager::beginDrawInXray() and MUIDrawManager::endDrawInXray() methods have been added so that primitives drawn between calls to these two methods will display on top of other geometries in the scene. These methods can be used to draw objects such as locators.
The squaresNode_noDepthTest example in the Maya Developer Kit has been updated to illustrate the use of these methods. This example draws meshes without performing depth testing. MUIDrawManager is used to draw two squares and some text, and these two squares and text display on the top of other geometries in the scene.
The Developer Kit is available online at Autodesk Exchange at https://apps.exchange.autodesk.com/MAYA/en/Home/Index.
The method descriptions are as follows:
The drawables between calls to beginDrawInXray() and endDrawInXray() will display on top of other geometries in the scene, as the depth test is disabled for these drawables.
These methods can be used to draw objects such as locators.
Limitations:
- Only drawables that meet the following conditions will be affected by beginDrawInXray() and endDrawInXray().
- Created by the method MUIDrawManager::mesh()
- The first input parameter (primitive type) for MUIDrawManager::mesh() is one of kTriangles, kLines and kPoints.
Any other drawables between calls to beginDrawInXray() and endDrawInXray() will display as normal.
If several meshes are drawn between these two APIs, then their draw order is the reverse of the mesh() function call order. For example, in the sample code above: C will be drawn on top of B; B on top of A. If text calls are made after these two APIs, the text will be drawn on top. In sample code above, text D will be drawn on top of C.
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What's Fixed
The following list contains bug numbers and corresponding descriptions for issues fixed in this release.
Bug Number | Description |
---|---|
Animation | |
MAYA-16724 | Playback is not as fast as expected when all rigs are hidden |
MAYA-45974 | Performance : Investigate why transform nodes have a lot of attributes evaluated |
MAYA-48500 | Performance : Manipulation with Evaluation Manager in Legacy Default Viewport after switching from Viewport 2.0 doesn't always work |
MAYA-50016 | Fixed the filterCurve slowdown when motion trails are used |
MAYA-51067 | Trax Editor Offset poses key incorrectly |
MAYA-51112 | Undo of key all controls will hang Maya for a long time when autokey is on |
MAYA-51181 | Sequencer : Message displayed in viewport after Ubercam creation |
MAYA-51394 | MotionTrail : Maya fails to create motion trail on a simple sphere |
MAYA-52178 | Performance : Hide on playback does not perform as well as turning off visibility |
MAYA-52247 | Sequencer : Memory spikes with large number of shots |
MAYA-52252 | Performance : softMod GPU override doesn't support per vertex weights |
MAYA-52313 | Performance : Zooming causes mesh to disappear |
MAYA-52414 | Performance : Shadows disappear when GPU override is enabled |
MAYA-52430 | Performance : Shadows don't properly update with Evaluation Manager and Viewport 2.0 |
MAYA-52544 | Performance : Wrap deformer evaluation triggers a wait cursor |
MAYA-52910 | Geometry cache : Crash when switching topology on the cached mesh |
MAYA-53076 | Fixed performance of cmds.deformer |
MAYA-53381 | Fixed an error loading Python scripted plug-in (Unknown C global variable) |
MAYA-53941 | MFnGeometryFilter::indexForOutputConnection produces error for sparse outputs |
Bifröst | |
MAYA-34678 | Mesh clip bounding box inexact |
MAYA-35206 | Bifröst: Attributes left behind when object is removed from simulation |
MAYA-35458 | Attribute Editor tabs for bifrostContainer and bifrostShape should be displayed upon selection (showEditor.mel : More than one object matches name) |
MAYA-35974 | When creating a liquid without a mesh selected, an error occurs (but the liquid is created) |
MAYA-36645 | Bifröst: Auto-rename does not check if renamed name exists |
MAYA-42236 | Bifröst emitter density values of 0 hang/crash Maya |
MAYA-44322 | Turning on meshing on an Aero returns vorticity warning |
MAYA-45283 | Clip Bounding Box Min and Max are still exposed as channels in the Channel Box |
MAYA-45947 | Mesh node that holds current or prior Bifröst attributes will break redo if Attribute Editor is open |
MAYA-48543 | Bifröst: Too much dissipation in Aero voxels compared to particles |
MAYA-48544 | Bifröst: Performance problems when emitter is outside adaptive mesh |
MAYA-49577 | Unable to render both liquid and aero together |
MAYA-49946 | Bifröst Aero: Adaptive mesh deletes all particles outside mesh |
MAYA-51397 | Bifröst: Accelerators consume too much RAM |
MAYA-51440 | Bifröst Aero: Adaptive mesh is not managed by state server, consumes RAM |
MAYA-51469 | Gravity is applied twice when spatial is Off |
MAYA-51509 | Bifröst cached scenes that are saved at a non-start frame should read cache on load |
MAYA-51526 | Unable to emit into thin geometries with spatial on |
MAYA-51614 | Foam moves too slowly when time steps are used |
MAYA-51634 | Particle properties not properly transferred to the mesh with spatial on |
MAYA-51747 | Turning off BGcompute after user caching multi-liquid Bifröst simulations with the same user cache name crashes Maya during playback |
MAYA-51863 | Imported Bifröst Visor example scenes have zeroed out foam (foam 0.0) attributes |
MAYA-52068 | Adaptive Aero memory leak |
MAYA-52110 | Opening Bifröst scene twice on windows with GTX card prints a lot of hardware shader code |
MAYA-52153 | Viewing Aero voxels from orthographic view at far distances hangs Maya |
MAYA-52167 | Diffusion in emitted aero quantities presents problems for adaptive Aero |
MAYA-52431 | Aero blockiness |
Color Management | |
MAYA-43869 | Adding an invalid transform while in regional mode (for example, Simplified Chinese) fails to generate a popup error and adds the invalid transform to list |
MAYA-49394 | Shaderball swatch without file texture doesn't update with Color Management preference settings |
MAYA-50854 | The Color Management setting does not update after loading a policy that enables Color Management |
MAYA-51125 | Color Management custom view transform is not loaded after adding a new transform from Apply Output Transform to Playblast in the Preferences window |
FBX | |
MAYA-53738 | relativeNamespace flag of file command doesn't work on FBX files when Dialog style preference set to OS native |
General | |
MAYA-44677 | GameExporter FBXReview feature on Mac OS X - folder not found error occurs if FBXReview has never been launched |
MAYA-45050 | Mac OS X: Menu labels in Bullet drop down menu are missing their labels |
MAYA-47723 | Crash when importing FBX |
MAYA-49175 | Fixed an issue where removing a connectAttr edit would delete other connectAttr edits involving the same plug |
MAYA-51363 | Fluid shelf icons not executing commands as expected |
MAYA-51551 | Fixed renaming of multi-attribute |
MAYA-51628 | Fixed an FBX import/export problem when blendShape items have the same short name |
MAYA-51689 | Fixed the MFnMesh::setFaceVertexColors() API |
MAYA-52207 | getFilesToArchive() never gets called for MPxLocatorNode |
MAYA-52449 | nParticles > Paint Soft Body Weights Tool menu now appears correctly |
MAYA-52943 | Alembic reference doesn't work with dir mapping correctly (command dirmap) |
MAYA-53385 | HIK rename character tool only changes the name of the character in Outliner once |
MAYA-53631 | Can't right-mouse paint goal weights on nSoftbody |
MAYA-54273 | Game Exporter does not find FBX Review on Mac OS X |
MAYA-54358 | PySide Phonon fails to import on Mac OS X |
mental ray | |
MAYA-49286 | Maya crashes when performing several mental ray renders consecutively in scenes with instances |
MAYA-50396 | mila_material specular highlight in IPR is too large and creates a cloudy halo effect |
MAYA-50932 | Runtime error returned with mila_material and render layer material override workflow upon invoking Attribute Editor |
MAYA-51275 | Improved mental ray render times with procedural shaders/textures (ocean, fractal, and so forth) |
MAYA-51970 | mental ray always uses/creates optimized texture for UV-tiled textures |
MAYA-52168 | mental ray colorprofile shader parameter always enabled for UV-tile scenes |
MAYA-52657 | mental ray, if selected as the renderer in the Hypershade Material View, will crash the given scene if file nodes use UV-tiling |
MAYA-52696 | Hypershade Material Viewer errors with mental ray mila_material |
MAYA-52863 | mental ray batch render crashes or hangs after a few frames with large mental ray mi proxy, abc and UV tiles in scene |
MAYA-53478 | Adding mental ray bake set throws error |
MAYA-53719 | mental ray preference 'Use optimized textures (auto-conversion)' does not work |
Modeling | |
MAYA-32188 | Bevel produces bad results on a simple geometry |
MAYA-40032 | Bevel creates skewed geometry in example scene |
MAYA-43256 | MAC OS X: Multi-cut tool cut line is drawn on mouse up or when dragging |
MAYA-43491 | In Viewer Editor text and values are in bold on Mac OS X and on Windows when using the Legacy Default Viewport |
MAYA-44278 | Crash beveling edges after merging vertices to center |
MAYA-45889 | Sculpting may stop working if mesh has been rotated |
MAYA-47328 | Mac OS X: Stamp thumbnail sometimes does not display in the Sculpt Tool settings window |
MAYA-48630 | Editing blend shape targets using the Scale tool and symmetry causes problems |
MAYA-48987 | Cannot sculpt mesh after delete history and freeze transforms |
MAYA-50720 | OpenSubdiv Adaptive displacement is always on even when disabled |
MAYA-50806 | Edge selection is inaccurate after bevel |
MAYA-50824 | Freeze brush not working properly with pen pressure and surface falloff |
MAYA-50970 | Pinch brush not creating symmetrical strokes in object mirror mode |
MAYA-50995 | Delete part edges of smoothed mesh crashes Maya |
MAYA-51026 | Screen pixel performance drop in Volume falloff |
MAYA-51029 | While in UV Editor, soft select doesn't work on any other components than UVs |
MAYA-51184 | Grab brush's Grab silhouette doesn't work properly with Volume or Surface falloff |
MAYA-51530 | Bevel Fraction not working as expected |
MAYA-52156 | Grab UV and Pin UV tool are missing from UV Editor right-mouse menu |
MAYA-52441 | Bevel problem when increasing segment count |
MAYA-52867 | Pivot reset when changing the view |
MAYA-53447 | Bevel is not connecting an edge |
MAYA-53479 | Component axis orientation sometimes incorrect on rotated or non-uniformly scaled objects |
MAYA-53602 | Disappearing geometry with Bevel tool |
MAYA-53610 | Performing Poly Smooth while in Sculpting Tool corrupts geometry |
MAYA-53926 | Increasing segments moves UVs to -1 -1 |
MAYA-54476 | Beveling this geometry creates non-planar faces |
Rendering | |
MAYA-47111 | Maya Software renderer IPR crashes the application |
MAYA-47703 | Soloing/unsoloing complex Layered Shader locks up Maya even though nothing changes |
MAYA-50337 | Removing default windows inside Hypershade and then re-adding them will not be restored upon File > New |
MAYA-50529 | Docking Hypershade windows, then closing Maya with Hypershade still open, will not restore the docked windows after restart |
MAYA-50549 | Changing Node Editor tabs or re-opening the Hypershade causes the Material Viewer to render the selected node if an upstream node is selected |
MAYA-51087 | Hardware Material Viewer is always active and causes unnecessary Viewport 2.0 processing (slow down) |
MAYA-51327 | Scene is dirtied when selecting File > New after opening the Render Settings |
MAYA-51829 | Texture-centric UV linking does not work with Hypershade open |
MAYA-52321 | Fatal error trying to snap with Bifröst shape visible |
MAYA-52418 | Frames per second drops unexpectedly when setting Hypershade swatch button to OFF |
MAYA-53409 | Viewport and Hypershade Material Viewer get out of sync when deleting a node and soloing in Hypershade |
MAYA-54004 | Maya will crash when rendering scenes with textures over 8k using the software renderer |
MAYA-54403 | Maya crashes when IPR renders checker texture using the software renderer |
MAYA-54709 | Latest mental ray satellite doesn't have the right mental ray version |
User Interface | |
MAYA-54522 | Node Editor bookmark stops shape node from being removed when you delete history |
MAYA-55057 | Unconnected DG nodes get deleted on save |
MAYA-53166 | hotkey command doesn't work anymore |
Viewport | |
MAYA-17905 | Viewport 2.0: rawfootPrintNode node shaded display is incorrect |
MAYA-31779 | Mac OS X with wacom pen : viewport frames per second much slower during manipulation with help line visible |
MAYA-37518 | Viewport 2.0: Assign Shader to Each Projection does not work as expected |
MAYA-42089 | User can't select the XGen guide in the viewport in OpenGL Core Profile mode |
MAYA-50042 | Image sequence fails to load with image names such as image<f>.<ext> |
MAYA-50565 | Joints and locators are not drawn when isolated in Viewport 2.0 |
MAYA-50891 | OpenSubdiv smoothed geometry in Viewport 2.0 in Core Profile mode is covered in cross-hatched artifacts |
MAYA-50931 | Cannot point snap to geometry in OpenGL Core Profile mode (middle mouse move snap to curve fails) |
MAYA-51013 | Errors when switching renderer in Render Settings window if rendering shelf is open |
MAYA-51094 | Crash adjusting subdivisions on extruded faces that are isolated |
MAYA-51215 | Viewport 2.0 locator depth drawing is inconsistent with Legacy Default Viewport |
MAYA-51437 | Incorrect intersection point computation in software selection mode when all points are in selection region |
MAYA-51638 | Maya crashes in Viewport 2.0 when duplicating instancer of fireworks |
MAYA-51818 | Pivot edit mode curve and point snap problems in OpenGL Core Profile mode |
MAYA-51831 | playblastTest crashes when run in automated test mode |
MAYA-51862 | Selected spring components are not shown in Viewport 2.0 |
MAYA-52549 | MotionTrail : Viewport 2.0 sorting issue when show frame markers are enabled |
MAYA-52746 | Major memory leak in Viewport 2.0 when cycling select/unselect |
MAYA-52966 | Image plane losing alignment in Viewport 2.0 |
MAYA-53350 | Missing transparency in Playblast |
MAYA-53388 | Image sequences as textures do not load |
MAYA-53661 | Image sequence cache on image plane doesn't work well for the specified scene |
MAYA-53869 | Framing locator with no bounding box confuses perspective layout |
MAYA-54045 | Viewport 2.0 MRenderOverride heads-up display does not appear |
XGen | |
MAYA-51245 | Performance problem when iterating objects in XgmUtil::pushOver() |
MAYA-51976 | Select Material Attributes context menu fails for items with XGen groomable splines attached |
MAYA-52246 | XGen Export Selected as Archives triggers firewall message on Mac OS X |
MAYA-52496 | The _lo and _med objects are exported twice using batch export archive with manual Level of Detail |
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Limitations
The following section describes limitations and workarounds (where applicable) about this release.
Bug Number | Description |
---|---|
API and Scripting | |
MAYA-54817 | Maya Developer Kit does not contain file OpenMayaMac.h on Mac OS X. OpenMayaMac.h has been removed as it is no longer used. Customer's legacy projects must be updated to remove the use of the header file. |
Bifröst | |
MAYA-49898 | Adaptivity is not turned off when step is set to zero To turn adaptivity off, you must set min and max steps both to 1. |
MAYA-38451 | Large user cache files not readable Bifröst cache files that exceed 4.2 GB may not play back. |
mental ray | |
When the mental ray interactive preview render view (IPR) is active, the mental ray Material Viewer in the Hypershade will not update on changes or selections. | |
Modeling | |
MAYA-45402 | OpenSubdiv: Painting texture maps does not display on polygon in smooth mode. Workaround: Use Maya Catmull-Clark instead of OpenSubdiv Catmull-Clark subdivision method. |
Scene Assembly | |
MAYA-45340 | Incorrect order of scene assembly edits may cause animated components to not respect the timeline animation when a key framed scene representation is unloaded and then reloaded. If the animated component does not reflect the animation timeline after reloading the scene representation, workaround the issue by scrubbing the timeline. |
Viewport | |
MAYA-53164 | Scenes with many procedural textures in one network may cause the Hypershade to hang when the Material Viewer is open in Viewport 2.0 in OpenGL mode only (cg library failure). If the Hypershade hangs or crashes while using OpenGL mode in Viewport 2.0, this may be due to a legacy Cg library issue. A possible workaround is to use the more modern OpenGL Core Profile or DirectX 11 mode. |
XGen | |
MAYA-39333 / MAYA-39354 | XGen control guides: Soft-select falloff color is not yet supported. |
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Additional Resources
For complete instructions about uninstalling and installing this product see Maya Installation Help.
To learn about new features in this release, see the Maya Help.
For complete documentation and resources, see www.autodesk.com/maya-docs.
For the list of hardware that is certified to run Maya, including graphics cards, see Autodesk Certified Hardware.
For more Maya Support, see www.autodesk.com/maya-support.
Customer Involvement Program
The first time you start Maya, the Customer Involvement Program (CIP) dialog box appears. If you choose to participate in the CIP, Maya automatically sends Autodesk information about your system configuration, what features you use most, any problems that you encounter, and other information helpful to the future direction of the product. For further information, see http://www.autodesk.com/cip.
Customer Error Reports
We are able to improve the stability of Maya largely because of the Customer Error Reports (CER) submitted by users of our products. We thank you for taking the time to fill out these reports and ask that you include as much information as possible about what actions you were performing at the time the error occurred. These details raise the value of the report immensely and are very much appreciated by the Autodesk Maya Engineering team.
For further information about CERs, see http://www.autodesk.com/cer.
Autodesk, the Autodesk logo, Backburner, FBX, HumanIK, Maya, Maya LT, MotionBuilder, Mudbox, Softimage, and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document.
© 2015 Autodesk, Inc. All rights reserved.
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