- create and place cameras in Maya named Q0010_S0010_cam, Q0010_S0020_cam, Q0010_S0030_cam, Q0010_S0040_cam, Q0010_S0050_cam
- open camera sequencer and create shot for each camera, name shots Q0010_S0010, Q0010_S0020, Q0010_S0030, Q0010_S0040, Q0010_S0050
- scrub using the camera sequencer. Everything looks great.
- playblast all shots in camera sequencer with file name template set to <Shot>
- Export .Xml from camera sequencer (this causes a re-playblast of all shots even though I haven’t changed anything)
Open Final Cut Pro
- Import .Xml and make sure load offline files is checked.
This error happens
Tue, Apr 13, 2010, 7:42 PM - Errors Found Importing Q0010_Pvs.xml
<sequence>: Unable to edit <clipitem> “Q0010_S0040” into <sequence> “Q0010_Pvs”.( line 47 )
<clipitem>: Unable to get video <clipitem> for <effect> “video”.( line 58 )
When I double click to open the sequence, all the files are offline and Q0010_S0040 is missing.
Now, if I decide to do things the reverse way.
Open Final Cut Pro
- import playblasts into a new timeline/sequence.
- export .xml
Open Maya 2011
- import editorial with camera switcher.
- cameras are created and named shotCamera1, shot1Camera1, shot2Camera1, shot3Camera1, shot4Camera1 (maybe have an option to name cameras? Or use “clip name_cam")
- Shots are all in camera sequencer with the final cut pro clip name as the shot name (according to the attribute editor, but the shot is called shot, shot1, shot2, shot3… (this is not good) *SEE IMAGE*
- re-setup cameras to match image planes for each camera.
- click to playblast all shots, but they are now named shot, shot1, shot2,… instead of Q0010_S0010, so it makes new files.
- So instead I will rename the camera sequencer shots to the shot name. Q0010_S0010, Q0010_S0020…
- Click to playblast all shots and all works fine. (note: final cut pro must be closed or you get a playblast error: unable to playblast))
- click to export editorial and again it playlists all shots (I have the option to playblast out-of-sync clips ON, because this is a useful option.
Open Final Cut Pro
- open final cut pro and all my sequences are updated. (this is good)
- make some edits where I want to adjust timing.
- export .xml
Switch back to Maya
- With camera sequencer open, import from editorial.
- This creates a new sequence and all new cameras. shotCamera2, shot5Camera1, shot6Camera1, shot7Camera1….(not useful at all as now I would have to match my old cameras to these cameras if I want to use them)
Or, if I want to make some timing changes in the camera sequencer and then export an .xml file I get media offline files in final cut pro for whatever files were adjusted in maya, with the error saying the - Media Start and End do not match the original files. You can click continue, but the files will not reconnect with that error.
4th bullet point should read - playblast all shots in camera sequencer with file name template set to SHOT
I am running an imac 27 inch quad core i7 with 8gb of ram and ati radeon hd 4850 graphics card. I still have the same problem that i had for maya 2010. Every time i want to rotate an object or select a face the pinweel comes up and it holds for 3-5 seconds. Are there any solutions to this problem? I am running 10.6.3 by the way, would it help to backtrack to 10.6.2?
I have experienced crashes when opening files created using earlier versions. Or when working in files from earlier versions received fatal errors. I have also experienced certain files saved from 2011 to crash the program right before file loads to open, at 90% loaded. Besides what appears to be just a fair amount of instability. Longest load time with Maya and Mudbox to date as well. I wait over 45 seconds for either application to start up. Toggle between views/cameras using space bar is LAGTASTIC! I had fewer issues with 2010 but similar ones minus crashes. The scene files I get crashes with don’t have any special MEL or Python in them. I am running 2 quad cores with 4gb RAM and a Quadro FX 3500 <-Should mention I have latest drivers pre-install of Mudbox or Maya 2011.
HIK nondestructive? How do you define nondestructive? Using this process moves my character from the rig I created to less functional Maya rig. Completely destroying the point of my original rig or my ability to use it to animate with. That is some serious destruction by any ones definition. Could someone clarify the nondestructive part? Or just give me some tips on how to transfer mocap keys from mocap rigs to mine with a real nondestructive approach.
Yes that movie was great. Very easy to follow very informative it just didn’t discuss any ways to apply mocap to ones already well thought out and necessary rig. This approach to applying mocap files to a character is great if you don’t want full animation control from a specific rig. It implements a “Maya” rig and that is fine I guess but it limits animation controls and would be better to know that going into it so you don’t waste time setting up a complex rig. Just do a good bind so you can copy weights. Copy weights seemed to work a little better which was nice though.
Additional issues are that making adjustments during animation/keyframing did not update in the GUI nor did the key frames update when deleted. Very big issue animating.
Thanks! I want this version to work so bad and when it does I’m going to be so HAPPY! Mudbox and Maya both take over a MINUTE to load up.
Don’t you worry, AutoDesk will soon be coming out with Maya 2011 SP1 version. The first release is always a “trial” version released on the unsuspecting 3G Artists. Who then report the bugs which are then rectified in SP1 version. (Does save a lot of trouble & $$$ on getting the software tested from a professional agency). My advice : stick to Maya 2010 SP1, till the end of 2011 when the Maya 2011 SP1 will be released, and then, only then switch to Maya 2011. Till then dont bother with 2011 version. (Maya 2010 had more than 100 bugs which were fixed in 2010 SP1 version). Let Autodesk stew in its own stew, why should we be testing the software for them ? or better switch to Cinema 4D.
Could AD please make the parameter Group names (as seen in this screenshot: Color Management, File Output, Frame Range) in the Attribute Editor to use a darker shade than the one of the interface, instead of a lighter one?
It’s not easy on the eyes!!
I’m running Maya 2011 on Mac OSX 10.5.8 with ATI Radeon HD 2600 XT on Dual Quad Core. Overall very nice, however I have noticed two problems that others have mentioned both here and on CGSociety. I’m experiencing noticeable lag when toggling between 4 panel view and single panel view using spacebar, as well as opening the Hypershade. These I can overlook.
But I cannot overlook the playblast bug. If I create a new scene at 30 fps, all the playblast files come out at 24 fps. Even if I save an .iff sequence and open it in fcheck, then save out a movie, it saves it out at 24 fps. What gives?
Love the dockable panels, but too much time spent on the window dressings so to speak… I mean was it really necessary to change nearly every icon? BUT, I think 64 Bit Mac support is EXACTLY what we’ve all been asking for. Thanks Autodesk!
The playblast bug is logged as #353533. Thanks for reporting it. We have reproduced it and we’re looking into it.
Component Editor problem. “Hide Zero Columns” is not working.
Working with a rig that has 40+ cluster deformers and it’s a pain to find and adjust point weights when all deformers are always showing up in the columns. “Option” “Hide Zero Columns” menu check box clicks on/off but has no effect.
And heres the same vid I added on that showing how I can select but I have to wait for a bit before being able to do anything. I cant work with Maya 2011 if its going to act this way.
Could you give some system details? I’m on a 2.8ghz C2D Unibody and cannot reproduce this in 2011. Are you running battery saver mode with the 9400M by chance and not High Performance with the 9600M? 10.6.3 here on my end.