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Dynamics limitations

Particle system can have inconsistent results between disk cache and non disk cache when using rand() in expression

Workaround

Seed the random number. For example, if(frame < 2) seed(1).

Rigid bodies have a different playback result after saving the scene

The cycle involved with the rigid solver causes a different evaluation order. This problem has to do with to the DG evaluation order in a cycle.

Workaround

Before you save the scene that contains rigid bodies, do the following:

  1. Select Solvers > Memory Caching > Delete.
  2. Select Solvers > Memory Caching > Disable.

Interactive Playback limitations

Interactive Playback does not currently work with passive rigid bodies. For example, if a passive rigid body is moved while the solver is playing, active rigid bodies will only collide with the passive rigid body in its original position.

Surface emission from a trimmed surface won’t reflect new holes

With surface emission from a trimmed surface, if you add more trims or untrim the surface, the emission won't reflect the new holes.

Workaround

Bring up the geoConnector node associated with the emitter, and change the tessellation value a little, for instance, from 200 to 201. This forces re-tessellation, and the re-tessellation picks up the new trims correctly.

Rigid body keyframed passive to active resets incorrectly

Rigid body keyframed passive to active resets incorrectly if you don't freeze transform.

Workaround

Model your object first, select Modify > Freeze Transformations, then set active/passive keys, adding any fields as the last step.

Flow effects and curve flow don't work if units not in cm

Workaround

Set the scene units to cm, create a new scene, then reopen original scene.

File referencing not supported for particle expressions

Workaround

Put your particle expressions in the main file.

Fields and emitters don't convert particle positions

Fields and emitters don't convert particle positions for non-standard units

Workaround

Use standard units.

Particles may collide on creation

Particles may collide on creation when surface emitter is also a collision object.

Workaround

Reverse the normal speed parameter of the surface emission.

Rotate pivot and instancing

Instancing does not handle situations where the rotate pivot is not at the origin.

Workaround

See the script, createInstancerPivot.mel in the scripts/unsupported directory (under the main Maya install directory). The script contains directions for use.

Hardware rendering with motion blur limitation

Hardware rendering with motion blur works only if the multipass value is set at least as high as the motion blur value.

Identical rigid bodies may not collide

Two identical rigid bodies on top of one another may not collide.

Workaround

Scale, rotate, or translate one of the rigid bodies slightly.

Rigid bodies do not recognize non-planar polygons

Workaround

Triangulate the non-planar polygons.

Copying a rigid body/rigid constraint systems

When copying a rigid body/rigid constraint system, the copied constraint does not connect to the copied rigid body.

Workaround

Turn on Duplicate Input Graph in the Edit > Duplicate options window.

Ghosting is not reliable on simulated objects such as particle simulations, soft bodies, and rigid bodies

Ghosting is not reliable on simulated objects such as particle simulations, soft bodies, rigid bodies, classic cloth and jiggle deformers.

Workaround

Creating a disk cache for the simulation will typically allow ghosting to work on the object.

Particles may not evaluate properly when using emit command to emit particles

This problematic behavior may be the result of the expression not being executed or Maya may be getting the incorrect amount of particles during batch mode or prompt mode.

Workaround

Invoke getAttr on the count attribute in the order where the events are expected to happen. The getAttr can be called from within a MEL script or a regular expression as long as it happens once every frame.

Error messages appear if you modify soft body polygon topology

Modifying a polygon object's topology (by editing its upstream construction history) after making it a soft body will result in error messages.

Workaround

Adjust the construction history as desired before creating the soft body, or delete and recreate the soft body after such changes.

 

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