Error line 1 cannot find procedure cgabblastpaneloptchangecallback

Hello. I switched to Maya 2018 and started getting this error - (Error: line 1: Cannot find procedure "CgAbBlastPanelOptChangeCallback".) Every time I am switching  viewport, starting new scene and some other staff.  Does anybody knows what is that and how to fix this annoying thing ?

The simplest hack to have Maya believe the function exists and to have it do nothing at all is to declare the MEL procedure:

global proc CgAbBlastPanelOptChangeCallback(string $pass){}

Just run that in MEL and the error should disappear in the current Maya session. However, the callback is still saved with the scene, so reopening it later and not having that procedure defined in a new Maya session will cause the errors again.

To remove the actual callback one can do try this Python snippet I posted here: https://gist.github.com/BigRoy/0c094648e6af1a22d6fe99cdc9837072

Even if then after saving and reloading it is not fixed it’s likely due to it still somehow being present in the uiConfigurationScriptNode that Maya creates during save and used during loading of the scene file (if you have that enabled, which it is by default — it is whatever restores the Maya UI to what it was like when you were saving the file).

Anyway, if you really want to debug further you can look into the content of the particular script node. It can for example be found in:

  • Window > Animation Editors > Expression Editor
  • Select Filter > By Script Node Name (top left of the window)
  • uiConfigurationScriptNode (this will only exist if the scene has been saved with the UI setting enabled)

If that script node sets the modelEditor callback the issue will then again persist on scene reopen. I guess you could try deleting the uiConfigurationScriptNode and then just save the scene again… e.g. delete it with this in MEL:

delete "uiConfigurationScriptNode";

Then still make sure to clear it using the Python snippet in the Github gist link above.

@mlennon8does that help your case?

Little snippet to remove «CgAbBlastPanelOptChangeCallback» error from Maya scene — // Error: line 1: Cannot find procedure «CgAbBlastPanelOptChangeCallback». //


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«»»
This will iterate all modelPanels and remove the «CgAbBlastPanelOptChangeCallback»
As such, after running this the following error should be fixed:
// Error: line 1: Cannot find procedure «CgAbBlastPanelOptChangeCallback». //
«»»
from maya import cmds
for model_panel in cmds.getPanel(typ=«modelPanel»):
# Get callback of the model editor
callback = cmds.modelEditor(model_panel, query=True, editorChanged=True)
# If the callback is the erroneous `CgAbBlastPanelOptChangeCallback`
if callback == «CgAbBlastPanelOptChangeCallback»:
# Remove the callbacks from the editor
cmds.modelEditor(model_panel, edit=True, editorChanged=«»)

Spring Magic in Maya

Spring Magic for Maya is a script tool that can create dynamic bone chain animation.

Create waving, twisting, flexibility effect on bone chain

Create loop animation

Work with existed animation controller

Benoit Degand, who help improved performance and re-constract script in a better way.

Latest Version: 3.5a

There is MotionBuilder Version Click Here

  • Fix bug tension calculation introduced in the 3.5 (Benoit Degand)
  • Fix bug inertia calculation introduced in the 3.5 (Benoit Degand)
  • Fix bug Shelf button error
  • Add possiblity to cancel the operation (Esc) (Benoit Degand)
  • Increase speed x2 (Benoit Degand)
  • Fragment source code in several files (Benoit Degand)
  • Pose Match default off
  • fix collision bug
  • fix wind bug
  • add plane collision
  • add pose match
  • fix wind effect cannot set key issue
  • add warning for risky case, to avoid ” No valid objects supplied to ‘xform’ command” error

170 thoughts on “Spring Magic in Maya”

Hello! Thank you for your work, it’s really helpful.
I encountered an error related to some python code that I don’t understand.

– I load the script
– I select some bones
– I clic apply
– The tool goes through the timeline but no spring happens and no keys are places
– I get the following error :
# Error: TypeError: file C:Program FilesAutodeskMaya2019Pythonlibsite-packagespymelinternalpmcmds.py line 134: Not enough objects for this command (expected at least 1). #
– The loading bar stays stuck at 100% and the apply button is stuck in a “grayed-out” state

Could you please help?

I encountered this error: # Error: NameError: file line 5: name ‘execfile’ is not defined

1. make sure you are using “python” mode not “mel” mode
2. make sure you are not using maya 2022 or newer
3. if you have unfortunately got only maya 2022, then set it to python 2 mode with this instructing:
https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2022/ENU/Maya-Scripting/files/GUID-C0F27A50-3DD6-454C-A4D1-9E3C44B3C990-htm.html

will “Spring Magic” come to Python 3? Please

# 错误: NameError: file line 1399: global name ‘i’ is not defined
3.4版本报错 触发场景 绑定控制器后添加风场会有报错 不加风就没有

Источник

David Lai davidlatwe

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import pprint
import inspect
import html
import copy
import pyblish . api
from Qt import QtWidgets , QtCore , QtGui
TAB = 4 * » «

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from maya import cmds
import maya . api . OpenMaya as om
import pymel . core as pm
import maya . app . renderSetup . model . utils as utils
from maya . app . renderSetup . model import (
override ,
selector ,
collection ,
renderLayer ,

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// Maya Mel UI Configuration File.Maya Mel UI Configuration File..
//
//
// This script is machine generated. Edit at your own risk.
//
//
////////////////////////////////////////////////////////////////////
global proc UI_Mel_Configuration_think() <
string $localized_resources_path = `getenv MAYA_LOCATION`+(«/resources/l10n/»);
string $all_file[]=`getFileList -folder $localized_resources_path`;

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«»»
MIT License
Copyright ( c ) 2019 Roy Nieterau
Permission is hereby granted , free of charge , to any person obtaining a copy
of this software and associated documentation files ( the «Software» ), to deal
in the Software without restriction , including without limitation the rights
to use , copy , modify , merge , publish , distribute , sublicense , and / or sell
copies of the Software , and to permit persons to whom the Software is

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«»»
This will iterate all modelPanels and remove the «CgAbBlastPanelOptChangeCallback»
As such, after running this the following error should be fixed:
// Error: line 1: Cannot find procedure «CgAbBlastPanelOptChangeCallback». //
«»»
from maya import cmds
for model_panel in cmds . getPanel ( typ = «modelPanel» ):

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import maya . api . OpenMaya as om2
import maya . cmds as mc
import contextlib
from colorbleed . maya . lib import iter_parents
@ contextlib . contextmanager
def maintained_time ():
ct = cmds . currentTime ( query = True )

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import alembic . Abc
from alembic . AbcGeom import IXform
kWrapExisting = alembic . Abc . WrapExistingFlag . kWrapExisting
def get_matrix ( obj ):
if not IXform . matches ( obj . getHeader ()):
raise TypeError ( «Object is not an xform: <0>» . format ( obj ))

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import alembic
def any_shapes_in_alembic ( filename ):
«»» Return whether Alembic file contains any shape / geometry .
Arguments :
filename ( str ): Full path to Alembic archive to read .
Returns :
bool : Whether Alembic file contains geometry .

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from avalon import api
from avalon import io
import alembic . Abc
def get_alembic_paths ( filename ):
«»»Return all full hierarchy paths from alembic file»»»
# Normalize alembic path
path = os . path . normpath ( filename )

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import maya . cmds as cmds
def get_shader_in_layer ( node , layer ):
«»» Return the assigned shader in a renderlayer without switching layers .
This has been developed and tested for Legacy Renderlayers and * not * for
Render Setup .
Returns :
list : The list of assigned shaders in the given layer .

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Bifröst Caching attributes

By:

The Caching attributes can be found in the Caching group of bifrostLiquidProperties, bifrostFoamProperties, bifrostGuideProperties, and bifrostAeroProperties nodes.

Initial State Cache

These options are available for liquid and foam only. Normally they are set automatically when you set an initial state, but you can also edit them manually.

Enable Activates the use of an initial state. Initial State Filepath The path and file name of a Bifröst cache file to use as a starting point for the simulation. The path can be relative to the current project, or absolute.

  • For a liquid simulation, you can specify either a voxel file or a particle file (e.g., voxel_liquid_particle.0200.bif ), but there must be a matching pair of cache files for the corresponding frame in the folder.
  • For a foam simulation, specify a particle file (e.g., Foam_particle.0200.bif).

Aero/Liquid/Mesh/Solid/Foam Cache

These options control how each Bifrost object is cached. Normally they are set when you generate a user cache but you can also edit them manually, for example, if you want to load a cache into an empty simulation.

Note that, to read or write cache files for the mesh, meshing must be enabled in the Bifröst shape’s attributes.

Enable Allows Bifröst to use the user cache files.

0—Recomputes the simulation.

1—Reads cached frames. This is the default setting when cache files exist.

2—Creates user files for each frame. Existing cache files get overwritten.

3—Reads existing cached frames, while creating files for uncached frames based on the previously cached frames.

Compression Quality Set to 0 for the least amount of compression, 1 for more compression, or 2 for lossy compression. Cache Directory The location of the user cache files. The default is the cache/bifrost/ subfolder of the current project folder. (Object) Cache Name The directory containing the object’s cache files. The default cache name is the name of the main bifrostLiquidContainer or bifrostAeroContainer node. Cache file names consist of the appended by -volume for voxelized objects and -particle or -flipParticles for particles.

Источник

Roy Nieterau BigRoy

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from PySide2 import QtCore , QtWidgets
import substance_painter . ui
try :
from openpype_modules . python_console_interpreter . window import PythonInterpreterWidget # noqa
except ModuleNotFoundError :
from openpype . modules . python_console_interpreter . window import PythonInterpreterWidget # noqa
WIDGET = None
ACTION = None

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QWidget
QWidget:disabled
QFrame, QDialog, QWindow
QFrame
QFrame[indentBorder=true]
QToolTip
QLabel
QLabel[messageHovered=»true»]
QLabel[messageType=»warning»]
QLabel[messageType=»error»]

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«»»Substance Painter OCIO management
Adobe Substance 3D Painter supports OCIO color management using a per project
configuration. Output color spaces are defined at the project level
More information see:
— https://substance3d.adobe.com/documentation/spdoc/color-management-223053233.html # noqa
— https://substance3d.adobe.com/documentation/spdoc/color-management-with-opencolorio-225969419.html # noqa
«»»

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import substance_painter . resource
import substance_painter . js
import tempfile
def get_export_maps ( preset , folder = None , format = «exr» ):
«»» Return filenames from export preset by filename template .
Note : This doesn ‘ t return each individual UV tile .

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import json
from PySide2 import QtCore , QtWidgets
import substance_painter . js
def scrape_export_presets ():
app = QtWidgets . QApplication . instance ()
# Allow app to catch up
app . processEvents ()

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from maya import cmds
STR_VALUE_SINGLE_LINE = True
for var in sorted ( cmds . optionVar ( list = True )):
value = cmds . optionVar ( query = var )
if isinstance ( value , str ) and STR_VALUE_SINGLE_LINE :
value = value . replace ( » n » , » » )

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def get_correct_position ( tool ):
«»»Get position of a tool that is usable for FlowView positions»»»
result = tool . SaveSettings ()
for tool in result [ «Tools» ]. values ():
pos = tool [ «ViewInfo» ][ «Pos» ]
return pos [ 1 ], pos [ 2 ]

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from maya import cmds
import maya . api . OpenMaya as om
import pymel . core as pm
import maya . app . renderSetup . model . utils as utils
from maya . app . renderSetup . model import (
override ,
selector ,
collection ,
renderLayer ,

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«»»
MIT License
Copyright ( c ) 2019 Roy Nieterau
Permission is hereby granted , free of charge , to any person obtaining a copy
of this software and associated documentation files ( the «Software» ), to deal
in the Software without restriction , including without limitation the rights
to use , copy , modify , merge , publish , distribute , sublicense , and / or sell
copies of the Software , and to permit persons to whom the Software is

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«»»
This will iterate all modelPanels and remove the «CgAbBlastPanelOptChangeCallback»
As such, after running this the following error should be fixed:
// Error: line 1: Cannot find procedure «CgAbBlastPanelOptChangeCallback». //
«»»
from maya import cmds
for model_panel in cmds . getPanel ( typ = «modelPanel» ):

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Источник

mtime = om2.MTime(frame, unit=scene_units)
context = om2.MDGContext(mtime)
mplug.asBool(context)

These three lines is way stable and faster then cmds.getAttr("some_attr", time=frame)

Thanks for sharing !

:+1: No problem. Glad it helps.

Anyone has hit this error before in Maya?

// Error: line 1: Cannot find procedure "CgAbBlastPanelOptChangeCallback". //

Somehow it would start spamming this error on a callback it can’t find. I still wonder where that originates from.

I wrote a little script to at least remove the callback. I’m just wondering what plug-in, tool or script is causing it.

Wow, we had this error for about two years back.
I end up just make a dummy function for it

Could not find any info from Googling at the time.

Haha! Hilarious. I’ve seen this pop up from time to time.

It still seems there’s little info about this online. :D

Thought that was really exciting!

Soon edls/aaf will be a thing of the past!

I have Netflix subscription, which means I will soon become part of OTIO contributor :tada:

Anybody know how to apply stylesheets on QMenu added to QPushButton with .setMenu()?

Does anyone know about exporting Maya muscle system or weights?

or rather, not for past 8 years

sorry, no direct answer here on both questions. ;)

Another question though, anyone ran into this error in Maya:

Cannot switch from 'renderlayer' to 'other_renderlayer' because of an override to a missing node within a referenced scene. Reload the referenced scene if it's unloaded, clean up the referenced scene or remove corresponding reference edits if the node has been deleted in the referenced scene. //

Think I’m getting somewhere with export/import of muscles :)

Is this for the legacy renderlayers?

It might be happening due to legacy renderlayers, yes. (Which we are using in production, so I’m not sure if it could happen with renderSetup too)

Yeah, have noticed that error in legacy renderlayers. Long time ago though.

Ah ok, because I have a pretty good fix that doesn’t require «Clean Up Reference» ;) and allows displaying what original connections are erroneous (like name both input + output) and remove these ‘failed connections’

So technically you could with the code, review what gave errors, and purge the failed connections (or fix it yourself so the original connections can be made again.)

Nice! Left legacy renderlayers behind, and never looking back :)

I wish our artists would do the same.

I’d love to see how you are handling assignment overrides for many shaders and meshes though with render setup. I think that has been the biggest struggle for our artists, that you’d need to create those overrides per shader which takes like 5 steps per shader.

Whereas with legacy layers they could just assign a new shader in a renderlayer, and Maya would handle it as a renderlayer override.

With Render Setup it doesn’t seem to allow that… or is there a preference/setting I never found? :O

We dont have complicated setup atm, so may not have run into the issue yet. Overriding material assignments are just using a wildcard «*» or something to grab all the transforms in the scene?

Overriding material assignments are just using a wildcard «*» or something to grab all the transforms in the scene?

Yes, but you’d have to do that per material. ;) But say you would want to assign another look variation to a complex character for another rendersetup layer (e.g. give him the «damaged» or «red» variation) that might exist of 10 materials you’d have to do each manually. Plus since regular assignment can’t be «detected as override» you also couldn’t use the regular ‘assign look’ functionality. So you’d have to assign create the full overrides manually.

No that is a good point. Would be better to have material assignments come in as overrides when you are on another layer.

@BigRoy lol I know that error all too well, that’s the one which tells you to use gaffer or something else hahaha

haven’t read your conclusion yet, but maya hides an unsupported mel script which fixes it somewhere in its codebase

Did you mean the ancient fixRenderLayerOutAdjustmentErrors? Haha.

Man, I know this one out of top of my head. What the hell. :)

But I think that’s a different issue relating to component assignment messing up. But it might just fix this one too. Hehe.

it was one of the reasons why I was porting gaffer to windows lol

Does anyone sit with a script that will batch publish?

Looking to launch a task in Avalon and publish in Maya.

I have something that does published on the farm through deadline. Basically similar thing?

But that however does submit from the scene, and has task etc published along.

I have something now, I’m testing. Slightly hardcoded atm, but could easily be more flexible.

Cool, let me know what you got when you have it tested. :)

Deer Test Animation – Maya | RedShift 

60 frame test of a deer performance. I might come up with a workflow tutorial for this one beyond just showing blocking and arcs.  Is anyone interested?

Download Deer Rig here:
gum.co/deerAnimRig

Notes on animating with this rig:

1 – You will get errors that say // Error: line 1: Cannot find procedure “CgAbBlastPanelOptChangeCallback”. //  over and over again and I cannot figure out where they are coming from or how to get rid of it.

2 – There are entirely too many controls on this rig. Remember! Keep It Simple and animate the least amount of controls possible and you will have an easier time revising.

3 – The rigger provides you with a pre-animated walk cycle, using the rig.

However, the cycle is stiff and animated in place which is useless unless you are animating for games. If you want to study the cycle to discover how to animate the rig, remember she animates all of those extra countering controls and there are some scary and unpredictable curves in there because of it (see image below of curves on the reverse footIk Ctrl that goes up and down with no meaning to the movement which tells me it’s just correcting shapes. Keep in mind, this is only one of the controls used to animate the foot motion for the pre-made cycle.

Don’t be lazy.  Try your best to animate cleanly and with intention.

I did not animate the – FrontReverseFootIk_ctrl  control at all.

Instead,  I animated with the foot and toe roll and the foot control ONLY. Nothing natural moves in perfect ellipses but it’s a good place to start.  If your curves look like the “stock market,” you will have a hard time interpreting what is moving.

You can see in the image below I am only animating 3 controls to make the foot motion and the only up and down curves are where I implement the ballRoll/Toe attributes to keep the foot in contact with the ground as it releases to take a step.

As an animator, it is your job to understand your curves.  The cleaner the workflow and the rig, the cleaner your curves will be.

4 – By default there is a humerus follow IK control turned on when you open the rig. I absolutely hate automation on rigs because it creates pops in the movement and then you have to use extra controls to counter the pops. Turn this off on the pole vectors and you can animate more simply.

5 – I prefer FK on the spine and neck for most character rigs because I can illustrate better weight through the hierarchical tree, but I found IK controls easier for a quad.

6 – I encourage using Visualize –> Motion trail to check your arcs.

7 – I pulled the pole vectors far away from the rig so they did not pop the knees.

Good luck!  And let me know if I should make a full tutorial!

0

Анатолий Курбатов (Imperial_Fist)


17 фев 2016

Всем доброго времени! Есть такая проблема, при наложении текстуры на простенькие модели всё работает как надо(наколенники справа), но при наложении на модель гуманоида происходят вот такие вещи(рука персонажа). На развёртке в «UV Editor» всё нормально. Подскажите как исправить.

Бабуин


Дмитрий Соловых


17 фев 2016

Всё ещё проблемы с psd ,как со скриптами skinmorpher, так и с extractDeltas, на меше кроме скина ничего нет, никаких изменений меша, копирую через утилиты данные, скульптом правлю меш для нужного положения, делаю типа эксракт меша (как я понял, он запоминает вёртексы, чтобыможно было поставить например руку в начальное положение, но с уже с изменённым мешом) и в итоге тот участок, котрый менял, просто в кашу вуглядит, ну и собственно блендшейп фигня творит =
Пользовался, как этой утилитой

, так и вот этой http://www.braverabbit.de/extractdeltas/
одно и тоже, не понимаю в чём проблема… причём на другой модели пробовал ,всё работает, только туткакая-то ахинея, мб надо нормали проверить или ещё что-то, кто-нить сталкивался с такой проблемой?

Анатолий Курбатов (Imperial_Fist)


Дмитрий Соловых


17 фев 2016

Короче всё заработало после использования непонятной фичи под названием «Optimize scene size»

18 фев 2016

А может ли подсказать кто-то, по каким причинам в 2015 майе при выборе Xgen-Create Description вылетает Error: line 1: Cannot find procedure «XgCreateDescription»? В гугле особо информации не нашел по этому вопросу

simon310


18 фев 2016

Единственное, что могу сказать — Xgen — вообще очень капризная и глючная система(((

18 фев 2016

Что самое удивительное, поставил 2016, и там тоже самое :/

simon310


18 фев 2016

Посмотрите вот эти уроки, они на английском , но даже среднего уровня языка хватит

SkillShare — Creating Cartoon Hair using Maya xGen and nHair

Digital Tutors — Creating Dynamic Fur with XGen in Maya

Gumroad – Xgen: guide curve based grooming essentials

Digital Tutors — Creating a Pegasus Using XGen in Maya

18 фев 2016

Проверил у себя на 2016 sp5. Создается без проблем. Поверхность не забываете перед тем как на кнопку нажать выбрать?

Хотя по сообщению у вас просто в списке плугинов галочка на Xgen — е может не стоять, вот Майка его и не находит.

Последнее редактирование: 18 фев 2016

18 фев 2016

За уроки спасибо, обязательно посмотрю их.

По поводу поверхности, выбираю ее, но все тоже самое. Более того при попытке открыть Xgen window пишет Error: line 1: Cannot find procedure «XgCreateDescriptionEditor»
В списке плагинов включен XgenMR.py. Пытаясь подключить xgGlobal.py (вроде бы как он основной Xgen плагин) пишет Error: file: E:/Program Files/Autodesk/Maya2015/scripts/others/pluginWin.mel line 777: (xgGlobal)

Y_U_G

Guest


18 фев 2016

привет всем. давно мучает меня одна проблемма, которую никак немогу решить. это — колижен инстансов. думаю на скриншоте — понятна ситуация. Инстансы — разные обьекты, а способ коллижена — одинаковый (в виде сферы). можно ли сделать так, чтобы способ коллижен был, как например в буллет-динамике (hull, или mesh)? Думаю, здесь нужно задать условие контакта ближайших вертексов. Если подскажете, как это реализовать — спасёте мой сон! :)

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18 фев 2016

За уроки спасибо, обязательно посмотрю их.

По поводу поверхности, выбираю ее, но все тоже самое. Более того при попытке открыть Xgen window пишет Error: line 1: Cannot find procedure «XgCreateDescriptionEditor»
В списке плагинов включен XgenMR.py. Пытаясь подключить xgGlobal.py (вроде бы как он основной Xgen плагин) пишет Error: file: E:/Program Files/Autodesk/Maya2015/scripts/others/pluginWin.mel line 777: (xgGlobal)

Странно, xgGlobal.py у меня в 2016 нет. Кроме xgenMR.py включен xgenToolkit.mll

Y_U_G

Guest


18 фев 2016

тогда как вариант — снести все настройки программы из /документы/maya/preference всю папку preference.

18 фев 2016

Странно, xgGlobal.py у меня в 2016 нет. Кроме xgenMR.py включен xgenToolkit.mll

про xgGlobal я на каком-то зарубежном CGшном форуме читал, рекомендовали его подключить попробовать, но там тоже результата не дало человеку.

тогда как вариант — снести все настройки программы из /документы/maya/preference всю папку preference.

Попробовал, открываю майю, create defaul preferences, и все тоже самое. Странно, что поставил только 2016 и «с порога» такая же фигня как и в 2015. В общем не знаю, может это уже к винде отсылка или версия сама установочная такая, спасибо за советы всем )

Бабуин


19 фев 2016

Если подскажете, как это реализовать

в майе инстансы только так колидятся

Sander_BS


19 фев 2016

Всем привет. У меня видеокарта AMD Radeon HD 7800. После того как я обновил драйвера у меня полигональные объекты не выделяются с помощью прямоугольника или лассо. Только кликом. Или если поли объект сглажен то тогда все нормально работает. Я драйвера откатывал и проблема пропадала, но появлялись другие и еще более страшные. Может кто-то сталкивался с этим? В других программах ничего подобного не наблюдал, майку переустанавливал и не помогло.

Александр Чернега


20 фев 2016

Всем привет. У меня видеокарта AMD Radeon HD 7800. После того как я обновил драйвера у меня полигональные объекты не выделяются с помощью прямоугольника или лассо. Только кликом. Или если поли объект сглажен то тогда все нормально работает. Я драйвера откатывал и проблема пропадала, но появлялись другие и еще более страшные. Может кто-то сталкивался с этим? В других программах ничего подобного не наблюдал, майку переустанавливал и не помогло.

Да, подобные косяки с игровыми картами, к сожалению не редкость.
Единственный «деревянный», но действенный метод, это найти подходящую версию драйвера, и никогда не обновляться. По крайней мере мне, помогло.

Sander_BS


21 фев 2016

Да, подобные косяки с игровыми картами, к сожалению не редкость.
Единственный «деревянный», но действенный метод, это найти подходящую версию драйвера, и никогда не обновляться. По крайней мере мне, помогло.

Хорошо что версий драйверов не много. Вроде нашел подходящую версию. Спасибо.

ZVIK

Активный участник


22 фев 2016

Всем Здрасти !) у меня вот такая проблема не срабатывает isolate select на выборных полигонах при сглаживание модели ! В не сглаженном виде все исчезает кроме выделенного все хорошо но как только нажимаешь 3 чтоб сгладить все перестает работать и видны все полигоны что были скрыты в не сглаженном виде ) рыл в google и в maya help, не чего не нашёл ( помогите pls !!! раньше всё работало

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