Error no valid items were selected must be joints effectors or nurbs curves

I cannot create a new IK Handle on a skeleton. The IK Handle tool will not detect any joints. I receive the following error: // Error: No valid items were selected. Must be joints, effectors, or nurbs curves.

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misha123

1911 Views, 6 Replies

‎08-10-2022

09:22 AM

IK Handle Tool not working


I cannot create a new IK Handle on a skeleton. The IK Handle tool will not detect any joints. I receive the following error:
// Error: No valid items were selected. Must be joints, effectors, or nurbs curves.


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6 REPLIES 6

Kahylan

‎08-10-2022

09:38 AM

Hi!

There is a known Bug that makes it impossible to select joints in the Viewport when creating an IK handle. The joints should still be selectable in other editors like the outliner, node editor etc. Have you tried selecting your joint that way?

I hope it helps!

misha123

‎08-10-2022

09:43 AM

I can select the joint with the selection tools. Just not with any rigging tool. How do I create an Ik Handle then?

Kahylan

‎08-10-2022

09:49 AM

You start the IK handle tool which will deselect everything. Then select the joints in the outliner by clicking on the start joint and then holding down CTRL (CMDS if you are on mac) and clicking on the end joint.

misha123

Kahylan

‎08-10-2022

09:55 AM

As far as I know the bug is worked on.

But great that there seems to be a work around.

Also, as someone who makes his money by rigging, I can tell you that you’ll stop doing stuff like creating IK handles in the viewport pretty quickly once you start working with more complex rigs with multi-chain setups. I didn’t even know the bug existed until I saw people complaining in the Forum and I work with Joints and IK handles on a daily basis.^^

0222474

‎10-15-2022

10:16 PM

Thank you so much! Nothing I tried work but this was a lifesaver 


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How To Fix Find Troubleshoot in Autodesk Maya

Are you having problems finding the location of something in Autodesk Maya? В Are you stuck and can’t solve the difficulty you’re having doing your homework? В This page is an ongoing help page that is incomplete. В I will keep adding things as I run into them.

THE FIRST STEP IN TROUBLSHOOTING is to go to www.Autodesk.com and look up Maya Service Pack and download and load the latest Maya software fixes.a

You should also have a custom shelf set up:

SHIFT – CONTROL – Then hit the tool you want to add.

Useful Tools to Place on Your Shelf
Edit – Delete by type

You MUST work within a Maya “Project”.

1. В When you start up Maya initially you should always do from the menu, never by double-clicking on a scene file)

2.   the very first thing you should do is either click on “File-Project-Create New” or “File-Project-Set” if you’ve already got one.  This creates a filesystem hierarchy with all of your scene files, texture files, sourceimages files, etc., all in the right place for Maya to find them.

3.  When you archive, or move from school to home, you should move the entire project with all the subdirectories along with it.  When you open Maya (from the menu, not by double-clicking), you should click on “File-Project-Set” and select the project you just moved over.

If you do this after the fact and try to cobble it together later, it won’t work. If you just bring your scene file over to your home computer, it won’t work.  If you don’t set the project every time, it won’t work.

When you do it this way, your file textures are given “relative” pathnames; i.e., relative to the project. В If you look at a file texture in the attribute editor, the reference should say “sourceimagesmyfile.jpg” or whatever the name of the image is. В There should be nothing before the word “sourceimages” – no slash, backslash, or other path information. В If there is, erase it.

If you haven’t done the project setting correctly, you’re likely to see something like “C:Documents And SettingsJoeDesktopprojectsourceimagesmyimage.jpg” This looks right, but it will only work if your project is on the desktop of Joe’s login on the C drive of a computer – if you move the project, Maya won’t know where to put it. В Erase the string before “sourceimages” and you should be OK.

N8Skow points out the obvious – you should press the 6 key to show your textures, of course – it may just be a display thing. В My money is on the project setting – it happens ALL the time.

Problem: В Maya keeps crashing every time I try to render.
FIX 1: В Delete the preferences folder. (back up the folder first) В Documents and Settings – Maya – Preferences

Or delete the preferences mel script (/Users/beige/Library/Preferences/Autodesk/maya/2012-x64/prefs/userPrefs.mel

TROUBLSHOOT 1:  Try rendering from a new camera.  Sometimes cameras get corrupted. (If it still crashes, then you’ve eliminated this as the possible problem)  Did that work?  If no, move on to the next troubleshoot.

TROUBLESHOOT 2:: В Try hiding everything from your scene and rendering. В If it works, then geometry is your problem.

TROUBLESHOOT 3: В FILE – EXPORT ALL and try rendering from that.

TROUBLESHOOT 4: В Turn off raytracing and shaders


MODELING PROBLEMS

Problem: В Eyes pop out of the head:

Control _ Shift then the command to add to shelf

PROBLEM: В Missing INPUT in the Channel Box

Turn on the HISTORY

– Then you will have create your shape again in order to see the history for the shape.

ERROR MESSAGES
Problem:

//Error:  Cannot find procedure “hikWriteSkeletonPoseFile”.

Got the message when working in the HUMANIK window. В Blue icon – Skeleton – Export Template – name it test

//Error:Attribute not found or variable missing ‘$’: fluidShape6.textureTime

In the expression editor while trying to put an expression in while doing dynamics to create fire.

FIX: В Possible fix is to change the fluidShape# to the proper number.

//Error:camera2.translateX already had an input connection.

FIX: В well motion path requires position and rotation fields to be free of any input connections, and with camera with aim there are input connection in rotation fields, check attribute editor. I would suggest take a normal camera without aim and then after animating it on motion path delete the connections on rotation field and then use aim constraint with a locator.

//Error:Could not open command port command port Default because that name is in use .

//Error: file: /Applications/Autodesk/maya2013/Maya.app/Contents/scripts/others/projectCurvePreset:mel line 138: В Select at least one curve to project.

//Error:dognewgeometry:CollarShape is already bound as skin.

//Error:В Freeze Transformwas not applied because RIGHT_HEEL_CONTROL_JOINT.rotateX has incoming connection.

FIX: В in chanelbox check translateX, RMB, and then choose “break connections”)

// Error: line 1: Cannot find procedure “updateBatchRenderOptionsWindow”.

FIX: В usually means that MEL cannot locate the procedure that the script or command you are executing requires. In other words, either the procedure has not been highlighted and executed in the Script Editor, the name was misspelled, or it doesn’t exist in any of the scripts in your script path.

It can also mean that there has not been enough information supplied to the script or command in order for it to work properly.

The first thing to do is to make sure that the procedure exists either on disk in your

/maya/scripts directory (or script path). Check to make sure the spelling of the procedure name matches the spelling that you are executing.

If you have confirmed that it exists in a script or has been sourced into memory via the Script Editor. The next thing to check is the argument list of the procedure that is reporting the problem.

//Error: (Mayatomr:Shader):lightFogSE3: no shader assigned in material

//Error: Must select a skin to detach

//Error: В No deformable objects selected (when trying to Create Deformers during blend shapes) Solution 1 – one problem was that the original geometry was different from the imported blendshapes

//Error: В No object matches the name (when applying gravity to a number of particle emitters)

I ended up opening the outliner and selecting particles (not the emitter) В I had to select each particle separately. В The problem was that when I was selecting everything, the emitters were also selected and Maya did not want to apply the command to the emitters.

THIS DID NOT WORK: В the particle object might not have a relationship to the field. Goto .window->relationship editors > Dynamic Relationship and select the particle object on the left. Then select the “fields” radio button and select your gravity field. I will change colors to show it is now linked. That’s the long of making sure your relationships are right

//Error: В No valid items were selected. В Must be joints, effectors or nurbs curves.

//Error: В No skins were selected. (when binding skin and removing unused influences)

// Error:Object ‘spotLightPreviewPort1’ not found

//Error: В Socket Error creating command port JADE2-OCL =7835 (10048)

Your firewall is blocking maya. В It needs to search for a license on the internet in order to render.

>> Why does it need to get through the firewall

Because it uses internet sockets for inter process communication. The batch render is a separate program. Now since sockets already provide a robust inter process and inter computer communication protocol theres no need to implement one more protocol for communication just on the local machine. Basically what it does is it opens a internet connection form you to you so it can open a В communication channel.

Second the batch renderer need sa network connection in order to obtain a licence, again it will talk to the local computer unless you’ve defined a licensing server and again over the network. Since this si a separate application form the maya you run it also needs a separate entry form your firewall application.

//Error:Target R_hand_manipulator not valid, Targets must be of type ikHandle. (when trying to apply a pole vector constraint)

//Error: В Target list was empty or contained no valid targets. (when trying to apply point constraint to curve)

FIX: В Make sure to select the bone first and then shift-select the curve.

//Error: В The command requires at least 1 argument(s) to be specified or selected; found 0. (after pressing Modify – Freeze Transformations) [to solve this, I think you select the control or whatever selection you are focusing on and then try again)

//Error: В There are no more commands to undo.

// Error: file: C:/Users/Documents/maya/scripts/KludgeCity.mel line 1875: A building with this name already exists. В KludgeCity will now self-destruct. В Goodbye cruel world.
FIX: В still working on this. В Best answer so far is to install the older EdW version. В 2.0 has been giving a lot of people problems.

WARNING MESSAGES

//Warning:  Object, ‘L_Control_Left_Foot,” skipped.   It is already a child of the parent, ‘world’,

Fix this: В Select the other object and press SHIFT-P to unparent.

//Warning:В Joint orientation aborted. Cannot orient joints bound to skin.

//Warning: Animation blending not allowed on constraints with locked output.

//Warning: file:C:/Program Files (86)Autodesk/Maya2013/scripts/others/createHair.mel line 62: No objects selected for hair creation

This warning message was received when using nhair.

//Warning: polyProjection works only on polygonal faces; try turning Polygons > ToolOptions > ConvertSelection On.

Maya is trying to say ‘This tool only works when polygon faces are selected’.

Do you have a transform or shape node selected (i.e you’re in object mode) when you do the planar mapping?

Try selecting the poly faces you want mapped first then do the planar projection.

Set Preferred Angle (skeleton/joints) e

Assume Preferred Angle (skeleton/joints)(select overall skeleton first)

Problem: В Skin Binding

Every time I bind move a limb, vertices seem to “tug each other” like their pulling nearby vertices. How do i fix that?

FIX: В Paint weights

HOW TO UNDO IT

Parenting – to undo parenting В press Shift-P to unparent

How to Parent:
1. В Select the children first

2. В then shift-select the parent last copied

Parents and children in hierarchies work as follows: Where the parent goes, the child must follow, but the child is otherwise free to roam. The child objects can still be animated independently, however, without affecting the parent.

With groups, the group node can be animated and all the members of the group follow the group node, but the group’s members can still animate independently of the group. When you group several objects, Maya creates the group transform node, which can’t be rendered.

You can directly assign hierarchical relationships to objects by selecting the child object(s), Shift-clicking to select the parent, and then choosing Edit >Parent (hotkey: p). Any transform applied to the parent is then reflected in the child. You can also break this bond by using Edit>Unparent (hotkey: Shift+P). This works only when the child object or objects are selected.

HELP I’m stuck in the Paint Mode. В I accidentally hit the 8 key and entered Paint Mode and now I’m stuck. В How do I get out of Paint?

FIX: В Simply hit the 8 key again and/or hit the Select Tool and hit the 8 key.
HOW TO UNBIND

COMMON PROBLEMS IN MAYA

ANIMATING PROBLEMS:

I’m keyframing and changing poses, but my character won’t move.

Preferences Folder – (/Users/beige/Library/Preferences/Autodesk/maya/2012-x64/prefs/userPrefs.mel

Resolution Gate – View – Camera Settings – Resolution Gate
VISOR –

FIX IT IN MAYA

Problem:  Tool won’t work.

FIX 1: В Go toВ www.autodesk.com and see if there is a fix upgrade.

INPUTS are missing from the channel box.
FIX: В Turn the construction history back on.

Right click in the bottom left area and check off Time Slider

DISPLAY – В UI Elements – TIME SLIDER В and В Range Slider

Problem: В Import model and it is laying down.

FIX 1: В Check the format and make sure it is in the maya format with the .mb extension.

Problem: В Skeleton separates from geometry when scaling down in the Global Master Node:

Fix: В Still looking.

Problem:  Can’t delete Constraints

Fix 1: В Open the Outliner and delete constraints from there.

Problem:  Insert Joint Tool won’t work.

(there is a difference between the JOINT TOOL and the INSERT JOINT TOOL. В Are you using the right tool?)

Fix 1: В Change the VIEW to an orthographic view such as Top, Front, Side. В The Joint Tools will not work in the perspective view. В But you will not be able to zoom in and out in Maya with the scroll button.

Fix 2: В В You need to click on the grid to get joints to appear. В So, try the TOP view or just click on the grid in the Perspective view.

Middle Mouse Button keeps zooming and sometimes turns into a dot.

Window>Settings/Preferences>Preferences>Interface>Devices>Mouse Scroll Wheel [] and uncheck Enable

Yes, the scroll feature will still work with other programs, but not with Maya

zoom by pressing ALT + RMB dragging up and down

Zooming in and out Manually

zoom by pressing ALT + RMB dragging up and down

Fixing it in Maya

LOCATION OF

Playblast – Window – Playblast

Problem: В When hitting the spacebar to go into the different views, the panels option menu is missing.

FIX: В Hold down the spacebar and select the hotbox – window options – Turn on pane menus

Источник

Rigging the desk lamp in Maya

Просмотров: 61 447

06 октября 2016

Simon Keisala

Being new in maya, I would’ve probably chosen parent constraint rather than directly parenting the object to the joints.

A very Salty Person

This is a really good tutorial! Ive had a bit of trouble on the IK handle section, it keeps comming up with ‘// Error: No valid items were selected. Must be joints, effectors, or nurbs curves.’ and I haven’t found any info on how to fix it. Is there a fix for this?

KshitizGRG

why didnt you used skinning process instead of parenting joint directly to object?

Sanket Bagwe

Sir where I get this file of lamp?

Suzane Vandervaeren

tthhhaaaankkkk yyooouu 😀 helped so much

thank you so much sir .

Curly T

Thank you very much sir 🙂😍

O-Yu NoraChang

Thank you very much! If not have this tutorial,I can’t finish my Maya homework!thanks

David Hallows

Just what I needed, ta.

LeftoverAtoms

Well I feel very dumb now, it was that simple to do this.

Lazymeshia

I loved this tutorial! Thank you!

Emilyn Alexandra Bolivar Limo

I´ve been driving crazy trying to find an easy and simple tutorial of how to Rig a mechanical arm! after wasting so much time I finally found this one, and It helped me a LOT. finally something easy and understandable. amazing. thank you.

Rathemighty

Fantastic! Thank you so much!

Steven Ross

Is it best practice to Always (In every case) Freeze Transformations/Delete History once you’ve finished modeling and moving onto rigging?

Rizu the Cat Lady

Best tutorial ever.

Yogesh prince

columba espitia

El examen de Chuy en LAD x)

Una Joppie

Rigging seems very difficult to me, but your tutorial helped me a lot! I appreciate it with all my heart 🙂

BAnimate

Thank you for your tutorials! I am learning how to 3D modelling with maya and your videos are really helping me out!
By the way, I would appreciate a lot if you would check my youtube channel. I recently posted my first 3D modelling video, I would like if you would go and check it out!

super useful and clear thanks helped a lot for my project

Источник

#

1

27-06-2022

, 12:39 PM

Registered User

Join Date: Jun 2022

IK handle won’t select joints

Hi everyone, I am new here.

I am rigging my character and trying to create an IK handle.

However, I can’t select any joints. When I try to click on anything with the IK handle tool, the same message «Error: No valid items were selected. Must be joints, effectors, or nurbs curves.» keep showing up.

What should I do now?

Thank you guys.


#

2

23-08-2022

, 06:27 PM

Registered User

Join Date: Aug 2022

same thing here, maya 2023


#

3

13-12-2022

, 07:49 AM

Registered User

Join Date: Nov 2022

Same here user added image


#

4

17-12-2022

, 11:38 AM

Registered User

Join Date: Dec 2022

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Last edited by StephenCross; 23-12-2022 at 12:32 PM.

Содержание

  1. Error line 1 socket error creating command port maya
  2. Arnold Support Corner
  3. Tips, tricks, and troubleshooting help from Steve «xsisupport» Blair
  4. Tag Archives: Batch Rendering
  5. [OSX] Getting Arnold logs for batch renders
  6. [clm] product key not found (44)
  7. The Problem
  8. Solution
  9. [MtoA] [MacOSX] Rendering a sequence
  10. [Arnold] [MtoA] Disabling Skip License Check
  11. [Maya] Socket error creating command port
  12. Maya Station
  13. Authors
  14. Recent Comments
  15. 21/10/2011
  16. Socket error creating command port
  17. How To Fix Find Troubleshoot in Autodesk Maya
  18. MODELING PROBLEMS
  19. ERROR MESSAGES Problem:
  20. WARNING MESSAGES
  21. HOW TO UNDO IT
  22. COMMON PROBLEMS IN MAYA
  23. ANIMATING PROBLEMS:
  24. FIX IT IN MAYA
  25. LOCATION OF

Error line 1 socket error creating command port maya

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. while attempting to batch-render. thanks.

// Error: line 1: Socket error creating command port macbookpro15inch:7835 (49).

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Could you try this?

For Mac, there are some DNS issue. If » sudo dscacheutil -flushcache» don’t work, tell me, and I’ll find other solution for you.

Tony Su
Product Support

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Thanks for your help with this. When on my own home network all is fine but with a portable configuration the error remains. I suspect that this is a firewall issue as you suggest. Its also very helpful that you included an explanation of the mechanics of what is happening. equally important as the suggested solution.

I tried the DNS flush without success. I have little control of being behind a firewall so this will remain a partial solution for me. It was also suggested to update to the latest release of Maya (2015 SP5): this did not provide any relief either.

Источник

Arnold Support Corner

Tips, tricks, and troubleshooting help from Steve «xsisupport» Blair

Tag Archives: Batch Rendering

[OSX] Getting Arnold logs for batch renders

You can get individual log files for each frame:

  1. In the Arnold Render Settings, go to the Diagnostics tab.
  2. In the Verbosity Level list, click Warnings + Info.
  3. Click the File check box.
  4. Click the folder icon and choose a folder for the Arnold log files.

Or you can check the MayaRender log, which will be one log file, with the log messages for every frame.

On OSX, open the Console and look for

/Library/Logs/Maya/mayaRender.log

[clm] product key not found (44)

The Problem

To use Autodesk licenses for Arnold when you batch render with Maya, Arnold must be registered in the Product Information file (aka the PIT file).

Normally the MtoA installer does this for you. But if you’re running Maya and MtoA from a network install, then Arnold won’t be registered in the PIT file, and you’ll see this in the Arnold log:

and you’d see something like this in the Adlm.log:

Solution

MtoA includes pit/pitreg for registering Arnold in the PIT file, so you just need to run pitreg on the local machine, like this:

because you’ll get this error:

[MtoA] [MacOSX] Rendering a sequence

Here’s a question submitted through solidangle.com: how do I render a sequence of frames with Maya on Mac OS X?

The answer is: the same way you would a sequence of frames with mental ray in Maya.

  • On the Common tab of the Render Settings set the Frame/Animation ext to something like name.#.ext and specify a frame range.
  • Then click Render > Batch Render to start rendering the sequence.
    Open a Maya Terminal, either through Spotlight or in Finder (/Applications/Autodesk/maya2015/Maya Terminal.term)

Using a Maya Terminal means that the PATH already includes the location of the Maya command-line renderer.

  • In the terminal, use the Render command to render the sequence. For example:
  • If Arnold is the renderer specified in the saved scene file, you can omit -r arnold from the Render command.

    Run the command Render -help -r arnold to print the help for the Arnold-specific render flags.

    [Arnold] [MtoA] Disabling Skip License Check


    If you render a scene that has Skip License Check enabled, you’ll get the Arnold watermark. One way to make sure this doesn’t happen is to turn off Skip License Check from the command line:

    You might also want to enable Abort on License Fail (-ai:alf for render, -set options.abort_on_license_fail for kick).

    [Maya] Socket error creating command port

    Like many other Maya users, I started getting this error when I tried to batch render:

    I checked the port 7835 with netstat, and that gave me a PID (process ID) of 109736

    But unfortunately, there didn’t seem to be any process with that PID, so I couldn’t kill it to free up the port. tasklist | find “109736” came up empty; there was no such PID in the Task Manager or Process Explorer; and TCP View said that PID was non-existent.

    I was resigned to having to reboot my machine until I saw this. Then I used Process Explorer to find the process that was referencing the “non-existent” PID, and when I killed that process, I could batch render again from Maya.

    Источник

    Maya Station

    • Sivanny Selvakumar on How to prevent Maya writing a «requires» command for a plug-in
    • w on Mayatomr not available after uninstalling mental ray for Maya 2015 SP2 plug-in patch (windows-only)
    • hugoa on Mayatomr not available after uninstalling mental ray for Maya 2015 SP2 plug-in patch (windows-only)
    • roman horol on mental ray Legacy Materials in Maya 2014 missing swatches/shading groups
    • David Santos on Autodesk Maya 2014 has been announced
    • Drake on Autodesk Maya 2014 has been announced
    • Rodrigo Elias on Maya’s dirmap command
    • Yann Anginot on Maya 2013 Extension & Maya 2013 SP2 have been released
    • Neil Burns on Borrowing a license for Maya doesn’t allow you to use mental ray
    • Tom Painter on Viewport 2.0 not refreshing with UV changes

    21/10/2011

    Socket error creating command port

    We see this come through support once in awhile and I wanted to use this blog post to try and explain what can be happening to cause this issue.

    First, some quick background. Even though Maya is rendering locally it still depends on these sockets for communication. Maya will simply use this communication channel like a two radio communication between the batch render application and Maya. So what happens in a network environment is that Maya will actually routes itself through the network back to your machine.

    This is why you must to make sure that the firewall settings are allowing the mayabatch process through regardless of being on a network or not. The firewall is the most simplest solution but we do run into atleast another two scenarios in support.

    1. You may also have two Maya session loaded, maybe a background render that has not completed and is locking the port. To fix this either wait till the process is completed for submitting another bacth or check your tasks and kill off the rogue mayabatch.

    2. The other is a DNS issue, we find this generally on the Mac side of things. We have seen this after a system has picked up a new IP from the server but the DNS has not refreshed itself and is now pointing to another machine. Since the machine is loaded on the network it has a difficult time finding itself. Generally this issues fixes itself after a few hours.

    If that does not happen to work out, you can try flushing the DNS cache on your local machine manually.

    In a Mac OS terminal simply run the following. You may need to reboot afterwards.

    sudo dscacheutil -flushcache

    Hope this helps!

    Posted by Nelson Cruz on 21/10/2011 at 03:41 AM in rendering | Permalink

    Источник

    How To Fix Find Troubleshoot in Autodesk Maya

    Are you having problems finding the location of something in Autodesk Maya? В Are you stuck and can’t solve the difficulty you’re having doing your homework? В This page is an ongoing help page that is incomplete. В I will keep adding things as I run into them.

    THE FIRST STEP IN TROUBLSHOOTING is to go to www.Autodesk.com and look up Maya Service Pack and download and load the latest Maya software fixes.a

    You should also have a custom shelf set up:

    SHIFT – CONTROL – Then hit the tool you want to add.

    Useful Tools to Place on Your Shelf
    Edit – Delete by type

    You MUST work within a Maya “Project”.

    1. В When you start up Maya initially you should always do from the menu, never by double-clicking on a scene file)

    2.   the very first thing you should do is either click on “File-Project-Create New” or “File-Project-Set” if you’ve already got one.  This creates a filesystem hierarchy with all of your scene files, texture files, sourceimages files, etc., all in the right place for Maya to find them.

    3.  When you archive, or move from school to home, you should move the entire project with all the subdirectories along with it.  When you open Maya (from the menu, not by double-clicking), you should click on “File-Project-Set” and select the project you just moved over.

    If you do this after the fact and try to cobble it together later, it won’t work. If you just bring your scene file over to your home computer, it won’t work.  If you don’t set the project every time, it won’t work.

    When you do it this way, your file textures are given “relative” pathnames; i.e., relative to the project. В If you look at a file texture in the attribute editor, the reference should say “sourceimagesmyfile.jpg” or whatever the name of the image is. В There should be nothing before the word “sourceimages” – no slash, backslash, or other path information. В If there is, erase it.

    If you haven’t done the project setting correctly, you’re likely to see something like “C:Documents And SettingsJoeDesktopprojectsourceimagesmyimage.jpg” This looks right, but it will only work if your project is on the desktop of Joe’s login on the C drive of a computer – if you move the project, Maya won’t know where to put it. В Erase the string before “sourceimages” and you should be OK.

    N8Skow points out the obvious – you should press the 6 key to show your textures, of course – it may just be a display thing. В My money is on the project setting – it happens ALL the time.

    Problem: В Maya keeps crashing every time I try to render.
    FIX 1: В Delete the preferences folder. (back up the folder first) В Documents and Settings – Maya – Preferences

    Or delete the preferences mel script (/Users/beige/Library/Preferences/Autodesk/maya/2012-x64/prefs/userPrefs.mel

    TROUBLSHOOT 1:  Try rendering from a new camera.  Sometimes cameras get corrupted. (If it still crashes, then you’ve eliminated this as the possible problem)  Did that work?  If no, move on to the next troubleshoot.

    TROUBLESHOOT 2:: В Try hiding everything from your scene and rendering. В If it works, then geometry is your problem.

    TROUBLESHOOT 3: В FILE – EXPORT ALL and try rendering from that.

    TROUBLESHOOT 4: В Turn off raytracing and shaders


    MODELING PROBLEMS

    Problem: В Eyes pop out of the head:

    Control _ Shift then the command to add to shelf

    PROBLEM: В Missing INPUT in the Channel Box

    Turn on the HISTORY

    – Then you will have create your shape again in order to see the history for the shape.

    ERROR MESSAGES
    Problem:

    //Error:  Cannot find procedure “hikWriteSkeletonPoseFile”.

    Got the message when working in the HUMANIK window. В Blue icon – Skeleton – Export Template – name it test

    //Error:Attribute not found or variable missing ‘$’: fluidShape6.textureTime

    In the expression editor while trying to put an expression in while doing dynamics to create fire.

    FIX: В Possible fix is to change the fluidShape# to the proper number.

    //Error:camera2.translateX already had an input connection.

    FIX: В well motion path requires position and rotation fields to be free of any input connections, and with camera with aim there are input connection in rotation fields, check attribute editor. I would suggest take a normal camera without aim and then after animating it on motion path delete the connections on rotation field and then use aim constraint with a locator.

    //Error:Could not open command port command port Default because that name is in use .

    //Error: file: /Applications/Autodesk/maya2013/Maya.app/Contents/scripts/others/projectCurvePreset:mel line 138: В Select at least one curve to project.

    //Error:dognewgeometry:CollarShape is already bound as skin.

    //Error:В Freeze Transformwas not applied because RIGHT_HEEL_CONTROL_JOINT.rotateX has incoming connection.

    FIX: В in chanelbox check translateX, RMB, and then choose “break connections”)

    // Error: line 1: Cannot find procedure “updateBatchRenderOptionsWindow”.

    FIX: В usually means that MEL cannot locate the procedure that the script or command you are executing requires. In other words, either the procedure has not been highlighted and executed in the Script Editor, the name was misspelled, or it doesn’t exist in any of the scripts in your script path.

    It can also mean that there has not been enough information supplied to the script or command in order for it to work properly.

    The first thing to do is to make sure that the procedure exists either on disk in your

    /maya/scripts directory (or script path). Check to make sure the spelling of the procedure name matches the spelling that you are executing.

    If you have confirmed that it exists in a script or has been sourced into memory via the Script Editor. The next thing to check is the argument list of the procedure that is reporting the problem.

    //Error: (Mayatomr:Shader):lightFogSE3: no shader assigned in material

    //Error: Must select a skin to detach

    //Error: В No deformable objects selected (when trying to Create Deformers during blend shapes) Solution 1 – one problem was that the original geometry was different from the imported blendshapes

    //Error: В No object matches the name (when applying gravity to a number of particle emitters)

    I ended up opening the outliner and selecting particles (not the emitter) В I had to select each particle separately. В The problem was that when I was selecting everything, the emitters were also selected and Maya did not want to apply the command to the emitters.

    THIS DID NOT WORK: В the particle object might not have a relationship to the field. Goto .window->relationship editors > Dynamic Relationship and select the particle object on the left. Then select the “fields” radio button and select your gravity field. I will change colors to show it is now linked. That’s the long of making sure your relationships are right

    //Error: В No valid items were selected. В Must be joints, effectors or nurbs curves.

    //Error: В No skins were selected. (when binding skin and removing unused influences)

    // Error:Object ‘spotLightPreviewPort1’ not found

    //Error: В Socket Error creating command port JADE2-OCL =7835 (10048)

    Your firewall is blocking maya. В It needs to search for a license on the internet in order to render.

    >> Why does it need to get through the firewall

    Because it uses internet sockets for inter process communication. The batch render is a separate program. Now since sockets already provide a robust inter process and inter computer communication protocol theres no need to implement one more protocol for communication just on the local machine. Basically what it does is it opens a internet connection form you to you so it can open a В communication channel.

    Second the batch renderer need sa network connection in order to obtain a licence, again it will talk to the local computer unless you’ve defined a licensing server and again over the network. Since this si a separate application form the maya you run it also needs a separate entry form your firewall application.

    //Error:Target R_hand_manipulator not valid, Targets must be of type ikHandle. (when trying to apply a pole vector constraint)

    //Error: В Target list was empty or contained no valid targets. (when trying to apply point constraint to curve)

    FIX: В Make sure to select the bone first and then shift-select the curve.

    //Error: В The command requires at least 1 argument(s) to be specified or selected; found 0. (after pressing Modify – Freeze Transformations) [to solve this, I think you select the control or whatever selection you are focusing on and then try again)

    //Error: В There are no more commands to undo.

    // Error: file: C:/Users/Documents/maya/scripts/KludgeCity.mel line 1875: A building with this name already exists. В KludgeCity will now self-destruct. В Goodbye cruel world.
    FIX: В still working on this. В Best answer so far is to install the older EdW version. В 2.0 has been giving a lot of people problems.

    WARNING MESSAGES

    //Warning:  Object, ‘L_Control_Left_Foot,” skipped.   It is already a child of the parent, ‘world’,

    Fix this: В Select the other object and press SHIFT-P to unparent.

    //Warning:В Joint orientation aborted. Cannot orient joints bound to skin.

    //Warning: Animation blending not allowed on constraints with locked output.

    //Warning: file:C:/Program Files (86)Autodesk/Maya2013/scripts/others/createHair.mel line 62: No objects selected for hair creation

    This warning message was received when using nhair.

    //Warning: polyProjection works only on polygonal faces; try turning Polygons > ToolOptions > ConvertSelection On.

    Maya is trying to say ‘This tool only works when polygon faces are selected’.

    Do you have a transform or shape node selected (i.e you’re in object mode) when you do the planar mapping?

    Try selecting the poly faces you want mapped first then do the planar projection.

    Set Preferred Angle (skeleton/joints) e

    Assume Preferred Angle (skeleton/joints)(select overall skeleton first)

    Problem: В Skin Binding

    Every time I bind move a limb, vertices seem to “tug each other” like their pulling nearby vertices. How do i fix that?

    FIX: В Paint weights

    HOW TO UNDO IT

    Parenting – to undo parenting В press Shift-P to unparent

    How to Parent:
    1. В Select the children first

    2. В then shift-select the parent last copied

    Parents and children in hierarchies work as follows: Where the parent goes, the child must follow, but the child is otherwise free to roam. The child objects can still be animated independently, however, without affecting the parent.

    With groups, the group node can be animated and all the members of the group follow the group node, but the group’s members can still animate independently of the group. When you group several objects, Maya creates the group transform node, which can’t be rendered.

    You can directly assign hierarchical relationships to objects by selecting the child object(s), Shift-clicking to select the parent, and then choosing Edit >Parent (hotkey: p). Any transform applied to the parent is then reflected in the child. You can also break this bond by using Edit>Unparent (hotkey: Shift+P). This works only when the child object or objects are selected.

    HELP I’m stuck in the Paint Mode. В I accidentally hit the 8 key and entered Paint Mode and now I’m stuck. В How do I get out of Paint?

    FIX: В Simply hit the 8 key again and/or hit the Select Tool and hit the 8 key.
    HOW TO UNBIND

    COMMON PROBLEMS IN MAYA

    ANIMATING PROBLEMS:

    I’m keyframing and changing poses, but my character won’t move.

    Preferences Folder – (/Users/beige/Library/Preferences/Autodesk/maya/2012-x64/prefs/userPrefs.mel

    Resolution Gate – View – Camera Settings – Resolution Gate
    VISOR –

    FIX IT IN MAYA

    Problem:  Tool won’t work.

    FIX 1: В Go toВ www.autodesk.com and see if there is a fix upgrade.

    INPUTS are missing from the channel box.
    FIX: В Turn the construction history back on.

    Right click in the bottom left area and check off Time Slider

    DISPLAY – В UI Elements – TIME SLIDER В and В Range Slider

    Problem: В Import model and it is laying down.

    FIX 1: В Check the format and make sure it is in the maya format with the .mb extension.

    Problem: В Skeleton separates from geometry when scaling down in the Global Master Node:

    Fix: В Still looking.

    Problem:  Can’t delete Constraints

    Fix 1: В Open the Outliner and delete constraints from there.

    Problem:  Insert Joint Tool won’t work.

    (there is a difference between the JOINT TOOL and the INSERT JOINT TOOL. В Are you using the right tool?)

    Fix 1: В Change the VIEW to an orthographic view such as Top, Front, Side. В The Joint Tools will not work in the perspective view. В But you will not be able to zoom in and out in Maya with the scroll button.

    Fix 2: В В You need to click on the grid to get joints to appear. В So, try the TOP view or just click on the grid in the Perspective view.

    Middle Mouse Button keeps zooming and sometimes turns into a dot.

    Window>Settings/Preferences>Preferences>Interface>Devices>Mouse Scroll Wheel [] and uncheck Enable

    Yes, the scroll feature will still work with other programs, but not with Maya

    zoom by pressing ALT + RMB dragging up and down

    Zooming in and out Manually

    zoom by pressing ALT + RMB dragging up and down

    Fixing it in Maya

    LOCATION OF

    Playblast – Window – Playblast

    Problem: В When hitting the spacebar to go into the different views, the panels option menu is missing.

    FIX: В Hold down the spacebar and select the hotbox – window options – Turn on pane menus

    Источник

    Rigging

    Skinner is now Open Source

    51 Upvotes

    Two years ago I released a Maya skin weight export/import tool, “Skinner”. I’d released the code for free, but obfuscated. And sold the source to interested parties.

    It’s been used in AAA production at multiple studios since that time, and (unless I’m simply unaware) it’s the best skin weight tool on the market, for a variety of reasons (see it’s docs for details).

    Unfortunately, the obfuscation tech has become a pain to work with, which has been preventing people from using it, so I’d decided to open source the whole thing in its most recent package:

    https://github.com/AKEric/skinner

    But I’ll still happily take donations for its usage! :) If you’d like to ‘support the cause’, please see here:

    https://github.com/AKEric/skinner#donate-for-usage

    Enjoy everyone, and cheers

    Rigging

    Problems connecting bones to cercle primitive(controllers)

    Post image

    3 Upvotes

    When I connect my primitive to the IK with a point constraint I don’t have problems. But when I connect the ankle bone to the primitive with an orient constraint, my rig move and lose his initial location, maybe it’s a problem with the join orientation ? But nothing seems to be a mess

    Rigging

    Rigging is literally going to make me cry (multiple rigging problems/questions)

    9 Upvotes

    Trying to rig my low-poly cat for animation/video game use and I’ve come across so many issues. The instructor for the course this is for literally said «model a character and animate it, then import to Unity» without so much as a gentle nudge to the process of rigging so I am so lost with no guidance. It’s my first time, too. Also, this is time-sensitive considering this assignment was due two days ago. (That’s how lost I am.)

    1 (SOLVED) When trying to troubleshoot the next issue, I exported the model as a FBX file and reimported her into a new scene. In this version, I noticed the knee joints of my little friend are slightly outside the mesh. Is this something that can/will cause problems, or just an aesthetic thing? Can I move the joint without «posing» the model or unbinding skin/undoing my weight painting? I also didn’t notice this in the original .MA file.
    SOLUTION: «Move Skinned Joints» in Skin menu

    2) Mirroring weight painting. Just, everything about it. I weight painted the left side and when I try to mirror it, no matter on what axis (I honestly don’t know which one to pick and how to find out which one I should pick), it fucks up and alters the mesh. One area specifically likes to jut out. I believe her global position is 0 0 0 (at the hip joint) and facing the Z axis, unless I did it wrong. I moved her around and rotated her to those specifications before even starting the skeleton.

    2.5 (SOLVED) I tried to clean up the right side of the weight painting a bit in case that was the issue since I noticed the auto skin bind thing made it so the painted area encroached upon the center/left side. I «erased»/set these areas to 0 then tried to mirror again, same issues. But now, there are black faces that aren’t the backside of normals towards the center in the underbelly, pretty close to the areas I erased in the weight painting. (I checked this by trying to reverse the black faces, did nothing. I then reversed a normal face and it did reverse to black, so that wasn’t it.)
    SOLUTION: «Unlock Normals» option (not sure its location, I just used the search function to find it)

    Screenshots showing the model and its issues: https://cdn.discordapp.com/attachments/459213341617946624/1071234749013688380/plshelpimsodesperate.png

    Please let me know if anyone needs any other info to help!! I will literally do anything at this point; I’m dead inside

    Rigging

    Can I «reuse» weight painting from rig A on rig B?

    2 Upvotes

    I have two rigs, rig A and rig B. I have some clothing meshes bound to rig A. But I need to bind them to rig B instead.

    Rig A and B have an almost identical structure, the joints that have the influence of the clothes are the same, most of the changes are on the hair/face of the model, where the clothes don’t reach. 

    I tried to unbind with the «keep history» option on and then rebind to rig B using «Normalize weights:post», as I saw in a video that it could help, but it didn’t quite work, it resets all of the custom weight painting to default, I’d like to keep the custom weight painting I had on rig A when I bind the clothes to rig B.

    Any and all help is pretty much appreciated!

    Structure on Rig A:

    https://preview.redd.it/wiolt2olelfa1.png?width=286&format=png&auto=webp&v=enabled&s=87ce4cbbd52d336111fb8fb1d988db52a78fc5d9

    Structure on Rig B:

    https://preview.redd.it/cvevxjitelfa1.png?width=318&format=png&auto=webp&v=enabled&s=3c921a2060521ce3c8e702bbe6a83e6b1a261634

    B is more advanced, has shapes and constraints to adjust to mocap anim, but the bone’s names and order is the same as rig A. Is it possible to keep the weights?

    Rigging

    Is there any script for selecting all parent constrain nodes from the outliner in Maya?

    1 Upvotes

    I wonder if I can select all the parent constrain nodes down the joint hierarchy. so that possibly avoid sitting and select each one.

    Rigging

    Character has separate blend shapes for beard etc

    2 Upvotes

    I have a character with facial blend shapes im animating with, but for some reason, the beard and some other object have their own set of identical blend shapes.

    So theres mouth wide, eyes closed, brow up etc for the face, but then there’s also all those for the beard. so when I open the mouth, the beard doesn’t, and vice versa.

    How can I just rig the beard so it moves with the face blend shapes?

    Rigging

    How to rig eyes like these?

    Post image

    30 Upvotes

    I want to learn how to rig oval eyes because the only way I’ve been taught are when the eyes are perfect spheres. In fact at my school they didn’t really show us how to rig faces, just the basics and how to use quick rig. :/

    Rigging

    What’s the best/cleanest way to skin in maya ?

    1 Upvotes

    Some people use vertex selection, some others use the brush and paint, there is an other way ?

    And do you recommend to adapt a automatic bend skin or to do it completely yourself ?

    It’s something who’s not intuitive for me so if you have some tips, it will be wonderful!

    Ty guys

    Rigging

    Robot IK Rig Problem

    2 Upvotes

    Hello everyone,
    I am currently trying to rig a Robot to use in an Unreal Project. I am currently struggling with the Hand/Finger Rig. As you can see in the GIF I am using IK Handles to move the arm and fingers. The Problem is, that the Finger move weird when I try to move the arm Controller.

    If anyone has an idea on how to resolve this problem, I would really appreciate your help.

    Thanks in advance!

    Problem

    Outliner Hierarchy Joints

    Outliner Hierachy of the Controls Grp

    Rigging

    Opening REALLY OLD files?

    3 Upvotes

    Hi there.

    I’m taking an interest in rigging and asked for help in this area to see if rigging is «my thing». I have a friend who’s a highly-regarded Character TD in a big studio, and he recommended me «The Art of Rigging». He said it’s a REALLY old course (with PDFs, Maya scene files, images, videos) but the overwhelming majority of what is taught is still applicable today.

    I tried opening all of the included .mb files but I can’t see any meshes/joints/etc. Is this normal for old files or am I missing something?I think the files are from 2004-2006 or close to that area.

    I tried hiding/unhiding, assigning Lambert1 to all objects, etc, nothing helps.

    Any help is appreciated.Thanks

    https://preview.redd.it/58o6gb6c23fa1.png?width=1920&format=png&auto=webp&v=enabled&s=782278a79e27ea823099c10a7d01d722dcc39aed

    Rigging

    Help needed: Mirroring weight painting altered mesh

    1 Upvotes

    Similar to my last post asking for help, I’m having issues with weight painting again. I mirrored it and it almost worked, but now my model (a cat) has these two spikes jutting out of her belly. I don’t know what caused it and I can’t figure out how to fix it. Someone told me to «easily just remove the painting from the feet so it can go back to the spine» or something like that, but I didn’t understand it + I checked every bone and it appears that none have any influence over these spikes aside from three spine joints: spine2, spine3, and spine6. I’m trying to paint those areas black and literally nothing is changing, as if the brush isn’t even working (but it is because I can use it to paint other areas). What do I do? This is for a gamedev class and this assignment is encroaching upon being a week late here soon and I’m so lost. (The teacher also admitted to not covering any aspects of rigging at all so all of this is self-taught).

    Screenshots of the issue: https://media.discordapp.net/attachments/459213341617946624/1071902068899586170/weird_pt_2.png?width=969&height=582

    Rigging

    Rigging different LODS?

    1 Upvotes

    If I have a high and mid res character model, can I just have the high res version rigged? And then import the rig and swap out the skin as long as the naming conventions are the same? Does skinning transfer well? I’m kinda clueless in this area so any info helps. Thanks!

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