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Suspected Bugs Master Thread
Posted: 03 April 2008 05:39 AM
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Since there are always reports of possible bugs in the software with each release, please use this Bugs Master Thread to only post the report of the suspected bug here (include explanation of the bug and steps on how it can be repeated).  This is unofficial, and may be removed if Autodesk feels it improper, but I thought it was a good way to verify which are bugs and workarounds where available.

Start your own thread on the bug so people can reply, discuss and test whether it is a bug or not THERE, NOT HERE.

Always, read the whole thread before posting the bug so that we don’t have 10 versions of the same bug reported.  If you feel you’re adding to a description, we can edit the original report and delete your duplicated report no problem so go ahead and add the additional info in your report.

Keep it short and simple.  Explain the bug and explain how to reproduce it only.  If you have a sample image to better explain it, post that as well. If posting a reply to this thread, limit it to only reports of new bugs you suspect you ran into.  Discussions should not be carried into this thread, discussions should take place in your copy thread that is meant for testing and verification.

No discussions in this thread. PROVIDE A LINK TO YOUR OTHER THREAD WHERE DISCUSSIONS CONFIRM THE BUG.

Log the bug ->> Defect Report Submission Form

Maneswar Cheemalapati [FA]

 
 
 

Posted: 03 April 2008 10:22 AM   [ # 1 ]
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Shift-click is not cloning - (this bug exists since Max 2008 )
you actually have to translate the object to trigger the clone operation.
prior to Max 2008 shift-click on an object triggered the clone operation.

click on the link

click on the link

 
 
 

Posted: 04 April 2008 03:57 AM   [ # 2 ]
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This fault is found in MAX versions 9, 2008 and 2009.
It relates to defining collision pairs in Reactor.
If you select two rigid body objects, the Selected Pair Enable and Disable buttons in Global Collisions are always greyed out and unavailable.
If you click Define Collision Pairs, the lists in the box show all objects in the scene, not just those that belong to an RB Collection. This makes defining pairs in a large scene extremely difficult.

1. Start a new scene.
2. Create a number of primitives, at least 6.
3. Create an RB Collection.
4. Add half of the primitives to the RB collection.
5. Go to the Utillities Panel, choose Reactor, open the Collisions rollout.
6. Select two objects that belong to the RB Collection. Note the Selected Pair buttons are disabled.
7. Click Define Collision Pairs. Note the Entities list shows all the objects in the scene.
8. Select one of the RB objects in the list. Note the Enabled Collisions list shows that object paired with every object in the scene.

click on the link

 
 
 

Posted: 04 April 2008 03:59 AM   [ # 3 ]
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This fault is found in MAX versions 9, 2008 and 2009.

When rendering Hairand Fur with mentalray the first frame a computer renders has the hair in the position it was in at the first frame of the render range. This may not be noticable when solo rendering because the first frame to be rendered is usually the first frame in the render range. But if network rendering each node starts on a different frame and the hair is in the wrong place.

1. Start Max.
2. Assign mentatray as the production renderer.
3. Create a biped.
4. Create an object to represent a character’s skull cap.
5. Place the skull cap at the bipeds head.
6. Link it to the biped’s head.
7. Animate the biped Eg. load a .bip file something with lots of movement llike the sample dance files.
8. Set the animation to render a sequence and submit to Backburner.
9. Let the render nodes complete a few frames, then start server.exe on your workstation. Stopping some nodes and restarting them will have similar effect.
10. When rendering has finished examine the frames.
11. Note the bad frames and look at Queue Monitor to see who rendered them.

The first frame each node renders will have the hair in the position from frame 0, depending on how many nodes you have and how much movement there is at the begining of the animation this may or may not be obvious. Because the workstation started later, it’s first frame will have the hair well out of place.

click on the link

 
 
 

Posted: 04 April 2008 05:39 AM   [ # 4 ]
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Hose objects that are Bound to Object Pivots do not motion blur when rendered with mentalray.

1. Create two objects to bind to and a hose.
2. Set the end point method to Bound to object Pivot.
3. Pick the two objects as top and bottom objects.
4. Animate the objects. (fast is better)
5. Assign mental ray as production renderer.
6. Enable motion blur in camera effects or an output shader.
7. Render a frame where there is a lot of movement.

The end objects will blur, but the hose will not.

Thread on the subject:-
click on the link

 
 
 

Posted: 17 April 2008 02:20 AM   [ # 5 ]
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Info center does not find results in max help

I’ve searched for “hair light attr” with the new info center: no results were found in the help documents.
Same goes for the search term “kelvin sun” or “edit poly” or every other search term that I tried.

All these search terms yield results when used directly in max help.

Installation info: Max is installed in the default folder on C.  Also using the default settings for the info center and double checked that max help is included in the settings

click here for the thread

- Andrea

P.S. This thread should be sticky so that it always stays at the beginning of this forum.

 
 
 

Posted: 18 April 2008 04:30 PM   [ # 6 ]
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_____________________________________________________________________________

ORIGINAL:

ROCK: I’m getting this bug where if i’m in (usually) a grid view and then select some objects and move or clone etc then my viewport switches to perspective view…
its really annoying.

WHERE IS THE LINK TO THE THREAD DISCUSSING THIS?
_____________________________________________________________________________

FOLLOWUP:

MANESWAR:  Rockhunter, DId you try renaming the AutoCamMax.gup to see if it is related to the new viewport enablers?

See here, post by Pierre Quirion.  click on the link

_____________________________________________________________________________

FOLLOWUP:

JUHANI:

Rockhunter - 18 April 2008 04:30 PM

I’m getting this bug where if i’m in (usually) a grid view and then select some objects and move or clone etc then my viewport switches to perspective view…
its really annoying.

I get the same bug frequently.  The previous response didn’t make sense to me, so I’m posting the same issue in hopes of getting Autodesk’s attention.  I’ll be in a Perspective or Camera view, then click to move something in another view (Top, Front), and it automatically changes to Perspective view & zooms to some obscure area.  It’s not file-specific, and I’m forced to manually change the view back & zoom extents every time.  It really gets in the way when I’m trying to edit things quickly - need a fix to this.

WHERE IS THE LINK TO THE THREAD DISCUSSING THIS?

 
 
 

Posted: 20 April 2008 08:51 PM   [ # 7 ]
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i have a scene where i try to use hair modifier in max 2009 and it doesn’t work, it just tell’s me theres been an error an the modifier apears in the stack but it doesen’t work, how come?
nice place here, this is my first post, so hello everyone.
i don’t know if it is a bug or what, but i thougt the post belonged here.
cheers

WHERE IS THE LINK TO THE THREAD DISCUSSING THIS?

 
 
 

Posted: 21 April 2008 05:21 AM   [ # 8 ]
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Steps for reproducable bug:

create a rectangle
convert to spline
create a gridhelper
activate the grid

switch to ortographic view if you weren’t allready
go into spline subobject
refine somewhere along the spline ...

it STILL doesn’t refine it correctly (ak precicely where I click the segment. it just places it randomly along it)
it does work in perspective, but not in ortographic view

This bug has been around since at least R7

I tried Maneswars workaround, which still works (using an edit spline modifier) but I hate workarounds as much as the next guy.  “Yves, I recall something similar to that bug happening on the home grid… Workaround then was to add an Edit Spline Modifier to perform the edits on the spline, then convert to editable spline.”

After so many versions, it should be fixed.
perhaps no-one ever thought to submit this bug ?

Discussion Thread
click on the link

Edited by Maneswar Cheemalapati [FA] to add the workaround and to reduce thread clutter.

3ds Max 2009 Design - XpPro 32bit SP2
Dual Intel Xeon 2.3GHz - 4Gb Ram - nVidia GeForce 7600gt

 
 
 

Posted: 21 April 2008 08:07 AM   [ # 9 ]
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CONFIRMED - RESULTS IN CRASH

Answer from MasterZap

mr Matte/Shadow/Reflection must be used with ray traced shadows. It won’t work with shadow maps.

Of course, that it would *crash* with mental ray shadow map set to “transparent” wasn’t intentional - but since it won’t *work* (even if it didn’t crash), don’t try!

/Z

Max crashes with the new MR-Matte material IN COMBINATION with mental ray shadow map and transparent shadows.

Test scenario:
1. create a plane and a sphere
2. add a standard material to the plane, and the new MR matte shader to the sphere
3. add a mr area spot light with a mental ray shadow map
4. enable transparent shadows in the mental ray shadow map parameters
-> render will crash

The scene will render fine if you do not enable “transparent shadows” or if you do not use the new MR-Matte material. So I guess, it is something about the combination of those two that Max2009 does not like.

-Andrea

*Edited to give the correct Test scenario

link to the thread

-Andrea

 
 
 

Posted: 24 April 2008 03:23 PM   [ # 10 ]
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rotate and right click to cancel leaves the value in the type in box, bottom bar - it does not revert to 0.

WHERE IS THE LINK TO THE THREAD DISCUSSING THIS?

Steve Whiteley
Animation Director
Gizmo Animation Limited


http://www.gizmoanimation.co.uk

 
 
 

   
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