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Get these download link from this site, just copy them here for myself Maya Extension 2 SP 2 + Mental Ray渲染器 备份. Thank you for downloading Autodesk ® Maya ® Extension 2. This document describes known limitations, issues, and fixes in Autodesk Maya Extension 2. It. Thank you for downloading Autodesk ® Maya ® Extension 2. This document describes known limitations, issues, and fixes in Autodesk Maya Extension 2. It.
 
 

 

Autodesk Maya Extension 2 Release Notes

 

Read More ». May 4, Updated: Get this set of handy free scripts and plugins – now updated for Maya Extension 2. April 19, Videos: Update adds complete motion graphics toolset, new rigging tools and updates to Bifrost. Parallel rig evaluation Increase the speed of character rig playback and manipulation. This new, multithreaded system distributes computation amongst existing cores and graphics processors in your computer.

A new GPU-based mechanism performs deformations on your graphics hardware within Viewport 2. Create customized GPU-accelerated deformers with the provided APIs, and understand and target bottlenecks in scenes and plug-ins with the integrated performance profiler. Delta Mush deformer Smooth deformation to help guide the final result closer to the original geometry. Use Delta Mush in many different workflows, such as paint-free skinning, smoothing of coarse simulation results, and shot post corrections.

A popular user request. Graph Editor : Pivot point is incorrect when scaling normalized curves. Free image planes lose animated texture when duplicated with input graph. Performance : Cannot re-implement schedulingType for deformers. Blend Shape : Baking blendshapes with custom attributes can cause instability. Graph Editor : Tangent changes to a 90 degree angle after inserting keys.

Expressions do not update correctly with duplicate input graph. Performance : Crash selecting rig controller in Viewport 2. Graph Editor : Tangent handle disappears if the key is located outside the graph view.

Audio : Crash activating audio node when path is driven by string on another node. Graph Editor : Incorrect values with drivenKeys and clipTime enabled. Changes to bindPreMatrix on skinCluster don\’t take effect until scene reload. Graph Editor : Constrained drag icon disables manual constrained dragging.

Setting controller rotation attribute failing in Python OpenMaya. Performance: Use Image Sequence in movie node does not work correctly. Graph Editor : Keys are not correctly displayed in Normalize mode. Performance : MPxGeometryFilter::compute gets called 3 times in parallel evaluation. Performance : Animation on multiple curveIntersectNodes with a shared inputCurve1 can cause instability. Performance : Expressions are not updating properly in EM mode.

Performance : Paint effects not updating in parallel evaluation. Motion Trail : Slow to create motion trail after adding animation layers. DG Performance option Evaluation on Release has no effect.

Connecting transform. Performance : Rig with muscle evaluates incorrectly in EM mode. Graph Editor : Lattice tool doesn\’t work properly in Normalize mode. Performance : Crash when building Jiggle cache in parallel evaluation.

Performance : Unloading references takes time in EM parallel. Cannot edit multiple asset objects simultaneously in Channel Box. Deformer : Crash when loading scene containing wrap deformer. Multi edits on published nodes in an asset only edits the last selected object.

Graph Editor : Curve snaps in place as the manipulation starts in Normalize mode. Scenes containing animation layers become unstable after loading referenced files. Graph Editor : Animation curves auto-adjust after manipulation in Normalize mode.

Maya becomes unstable if the freeze plug-in is loaded with locked nodes present. Animation Nonlinear. Trax : Animation clip being dragged past last track disables animation. MDagModifier not deleting nodes properly when number of nodes exceeds threshold. Plug-in example rockingTransform\’s matrix attribute is calculated incorrectly. Maya segfaults when MEL directly returns a python None object.

Meshing creates double surfaces and holes in the interior with small surface radius for deep adaptive sims. Core Architecture. Namespace editor should not allow the deletion of the reference namespace. Pressing the Profiler stop button twice deletes profiling results. Crash when querying QCoreApplication.

Cannot offline Playblast with audio without using the UI. Crash when using Swap buffer curves if there is a registered SelectionChanged callback.

Selective Preload dialog appears blank in some scenarios involving file reference nodes. After duplicating a reference, Maya does not append a copy number to the resolved file path. Crash when loading a reference in scenes with no default render layer node. Removing a connectAttr edit can delete other connectAttr edits involving the same plug. Reference offline files containing plug-in nodes are missing the requires lines. FBX causes data loss when saving reference edits where object names are not unique.

Problem removing reference edits when Show Namespace is disabled in the Reference Editor. Applying an editMA causes Cannot rename a read only node errors. File Interoperability. MotionTrail : Viewport 2. Depth Peeling and fluids yield wrong display result in Viewport 2.

Material Viewer shader ball is selectable and movable in Viewport 2. Shadows disappear in Viewport 2. Creating paint effects stroke lost interactivity in Viewport 2. Performance is very slow when playing back scene with hundreds of lights. OpenSubdiv : subdivisions displayed as explicit edges on mesh. When ambient occlusion and anti-aliasing are enabled, hold-out objects do not display the image plane.

Hold-out: Light color is visible on the fringes of Viewport 2. Joints disappear above translation values of in Viewport 2. Removing lights from defaultLightSet stops lights from illuminating objects in Viewport 2. Crash using Viewport 2. GL3 and DX11 only: image plane update issue in Viewport 2. Memory leak with Nucleus evaluations when display smooth is on. The default position of orthographic cameras needs to change.

Holdout shadows bleed color should blend with image plane. User clipping planes incorrect in Viewport 2. The texture goes black if assigned a file for texture when opensubdiv is used.

Orthographic viewport exhibits inconsistent camera zoom when working units is meter. MRenderItem::sourceDagPath should return a path even when consolidated.

Maya crashes when trying to profile an empty scene on the Linux platform. MDrawContext::getFrameStamp increments by too much each refresh. MSceneRender::postEffectsOverride does not have any effect. Sprite particles with texture without placement node crash Maya in Viewport 2. MShaderInstance::preDrawCallback is not called anymore.

Grid is drawn over meshes when screen space ambient occlusion is enabled. Updating preview crashes Maya after deleting a global expression. Select of Material Attributes context menu fails for items with XGen groomable splines attached. When a prop node is first created, it may contain a number of tabs that do not belong to the prop node. In Maya Extension 2, more substeps are required as compared to Maya when the same default values are used.

Editing the particle attributes within the emit command may cause Maya to crash. The FBX plug-in triangulation option was previously implemented so that the resulting triangles in an FBX export would match exactly that of Maya\’s Triangulation tool. This logic introduced scene corruption problems; therefore the plug-in\’s triangulation has been reverted to always use the legacy FBX triangulation algorithm.

This legacy algorithm doesn\’t produce incorrect triangles, just different ones. Delete the triangulate node that was created during the triangulation process. The Send to feature can only be used if the application to which you are sending is the same release version. For example, you cannot send files from Maya to 3ds Max Workaround: Change the NumericVersion value to The syncfg files are located in the following directories for each platform: Windows: Maya.

They will no longer send assets to Maya Extension 2. Any version Autodesk product will send assets to Maya Extension 2. Note: By default that is, if you do not change your Maya syncfg file , if the application that you are sending to has both a major and an extension version installed; such as, Maya and Maya Extension 2, then it is the later version that receives the assets. For example, if you execute the Send to feature from MotionBuilder , the assets are sent to Maya Extension 2.

When using the Type tool, occasionally, the Fonts drop-down list may not show all the available fonts for the selected writing system. Blend shape targets using Tangent Space don\’t import correctly inside Mudbox. When drawing a curve using the Bezier Curve Tool, the first and last handles are not selectable and appear as gray when Viewport 2. For scenes with hundreds of blend shape targets, opening the Shape Editor may be slow.

Blend shapes work incorrectly when a single target is created for multiple objects and edited with sculpting tools. Freeze and Mask strokes disappear after adding a target, using the Mask Target Tool, then disabling edit.

Masks don\’t update after flipping or mirroring targets in the Shape Editor. When creating a MASH network, Linux exhibits erratic behavior when calculating the positions for the audio node. When using the Render Setup system to create an override on the File Name Prefix in the Render Settings, you must batch render the scene from the command line instead of batch rendering from within the Maya UI.

Ambiguous short flags in the ilrTextureBake and ilrVertexBase commands in the Turtle plug-in have been replaced with unique short flags as follows: command ilrTextureBake -dr short for -directory was -d -dsp short for -displacement was -d command ilrVertexBake -slm short for -selectionMode was -sm -spm short for -samplingMode was -sm -fsp short for -filterShape was -fls -fs short for -fullShading was -fls.

XGen presets cannot be exported without first loading the mental ray plug-in. Read more about the new features in Maya Extension 2 on the product website. Tags: adaptive solver , animation , autodesk , Bifrost , blendshape workflow , character rigging , deep adaptive fluid simulation , Extension 2 , hair cards , Mainframe North , Mash , Maya , Maya Extension 2 , Maya LT , motion graphics , NAB , new features , parallel rig evaluation , performance , Pose Space Deformer , price , Quick Rig , release date , render management , shape editor , shot-based override , speed , symmetry modeling , UV editing , viewport rig evaluation , viscosity , XGen.

You can follow any responses to this entry through the RSS 2. Check out the material authoring app\’s highly automated new \’best in class\’ photogrammetry toolset. Read more ». Sneak peek: see all of the new features due in the October update to Adobe\’s 3D texture painting app.

 
 

Autodesk Maya EXTENSION 2 Win64 Full Cracked – Vfxmed

 
 

A templating system enables users to export complex scene setups as JSON files that can be shared with other artists, or reused between productions. Improved character rigging workflow In addition, the update adds a number of character rigging features previously rolled out in Maya LT, the cut-down version of Maya intended for indie game artists. Those include a new blendshape workflow and a semi-automated Quick Rig tool based on the HumanIK solver.

In addition, XGen can now handle hair as cards rather than individual strands, also reducing the computational resources required: useful for background characters in videogames, for example. Further improvements to viewport rig evaluation and symmetry operations Evaluation of complex character rigs in the viewport — a focus of the original Maya release — has been further improved in Extension 2. The update also enhances symmetry modelling and UV workflow. Read more about the new features in Maya Extension 2 on the product website.

Tags: adaptive solver , animation , autodesk , Bifrost , blendshape workflow , character rigging , deep adaptive fluid simulation , Extension 2 , hair cards , Mainframe North , Mash , Maya , Maya Extension 2 , Maya LT , motion graphics , NAB , new features , parallel rig evaluation , performance , Pose Space Deformer , price , Quick Rig , release date , render management , shape editor , shot-based override , speed , symmetry modeling , UV editing , viewport rig evaluation , viscosity , XGen.

You can follow any responses to this entry through the RSS 2. Check out the material authoring app\’s highly automated new \’best in class\’ photogrammetry toolset. Performance : Paint effects not updating in parallel evaluation. Motion Trail : Slow to create motion trail after adding animation layers.

DG Performance option Evaluation on Release has no effect. Connecting transform. Performance : Rig with muscle evaluates incorrectly in EM mode. Graph Editor : Lattice tool doesn\’t work properly in Normalize mode. Performance : Crash when building Jiggle cache in parallel evaluation. Performance : Unloading references takes time in EM parallel.

Cannot edit multiple asset objects simultaneously in Channel Box. Deformer : Crash when loading scene containing wrap deformer. Multi edits on published nodes in an asset only edits the last selected object. Graph Editor : Curve snaps in place as the manipulation starts in Normalize mode. Scenes containing animation layers become unstable after loading referenced files. Graph Editor : Animation curves auto-adjust after manipulation in Normalize mode. Maya becomes unstable if the freeze plug-in is loaded with locked nodes present.

Animation Nonlinear. Trax : Animation clip being dragged past last track disables animation. MDagModifier not deleting nodes properly when number of nodes exceeds threshold. Plug-in example rockingTransform\’s matrix attribute is calculated incorrectly. Maya segfaults when MEL directly returns a python None object. Meshing creates double surfaces and holes in the interior with small surface radius for deep adaptive sims.

Core Architecture. Namespace editor should not allow the deletion of the reference namespace. Pressing the Profiler stop button twice deletes profiling results.

Crash when querying QCoreApplication. Cannot offline Playblast with audio without using the UI. Crash when using Swap buffer curves if there is a registered SelectionChanged callback.

Selective Preload dialog appears blank in some scenarios involving file reference nodes. After duplicating a reference, Maya does not append a copy number to the resolved file path. Crash when loading a reference in scenes with no default render layer node. Removing a connectAttr edit can delete other connectAttr edits involving the same plug. Reference offline files containing plug-in nodes are missing the requires lines. FBX causes data loss when saving reference edits where object names are not unique.

Problem removing reference edits when Show Namespace is disabled in the Reference Editor. Applying an editMA causes Cannot rename a read only node errors. File Interoperability. Crash when saving a file containing an editMA that affects a reference that no longer exists. Playblasts to Quicktime format unable to save to temp directory. Crash when saving a file that contains multiple scene configuration script nodes and with one of them selected. Invalid attribute name input1QuatW on the quatprod node.

Crash when importing FBX if the expected namespaced blendshape can\’t be found. Maya FBX export does not support export of custom attributes driven by other custom attributes. Game Exporter : When exporting using the Save Multiple Clip Files option, can\’t export to a directory containing fbx strings. Viewport becomes blank and can\’t be restored if f key is used to frame a mental ray area light. Can\’t override mental ray Image Format using legacy render layers.

Crease Set Editor window is sent to background when losing focus. The Move Tool\’s Reflection option doesn\’t work after a Mirror operation. Component Mode changes from Face to Edge after a Bridge operation. Extrude Face\’s Thickness attribute moves vertices in odd directions. Enabling Symmetry doesn\’t make the current selection symmetrical.

Extrude algorithm can behave unpredictably when using the Thickness attribute. Deleting edges on a smoothed mesh occasionally causes a crash. Grid snap doesn\’t work with pivot unless the grid is visible, and never for the Y axis. Gimbal introduced when rotating the outer \”screen space\” Rotate Manipulator.

Scale Tool\’s center handle doesn\’t always get selected when clicked. Component axis orientation may be incorrect on rotated or non-uniformly scaled objects. Rotate Manipulator does not update when rotating in component mode.

Border selection constraint selects non-border components when picking or marquee-selecting. Blend Shape Editor\’s \”Rebuild\” displays an error when acting on a grouped mesh. In-View Editor attribute doesn\’t modify on middle mouse drag. Vertex color assignment is not retained after multiple Bevel operations. Geometry goes black when sculpting while Smooth Mesh Preview is enabled.

Crash when scaling UV\’s with pin weights when multiple objects are involved. In-View Editors should accept period in locales where comma is used as the decimal separator for example, the Channel Box or Attribute Editor. Double-clicking the Combine button in the Polygons Shelf doesn\’t open Combine options.

Maya crashes at meshFn. Scenes that use 3d Textures with Material Viewer open experience performance issue and constant Viewport 2. Struct parameters cannot be used as input to a shading node. After deleting a connection in the Hypershade, user has to hit undo twice for connection to reappear. Exceeding the maximum resolution for textures using Maya shaders causes crash. References with DirectX 11 shaders that share shader networks cause Maya to crash. Substance Export images to disk functionality doesn\’t work for a scene with a reference containing substance textures.

Maya hangs when certain material renaming steps are followed. Aspect ratio in Material Viewer in Hypershade is not set correctly for height or width changes. Selecting a shape node with the same name in a different group causes Hypershade error. Hypershade is very slow to open if a large hierarchy is selected when it\’s launched, and lags when selecting big groups of geometry.

Crash when rendering nParticles and a light with the Depth Map Shadows option enabled using the Maya software renderer. Bounding box appears black when a user adds the displayAsRender attribute to a liquid\’s bifrostShape, then sets that attribute to 1.

Dag path is not included in edit strings when needed to represent uniqueness. Renaming a parent transform node to match the name of a child assembly reference node causes unpredictable behavior when loading the scene. Closing Hypershade with ShaderFX window open causes crash. Character set attributes are renamed unexpectedly after cancelling the renaming operation in the Outliner.

Hotbox Style cannot return to \’Zones and Menu Rows\’ anymore. Can\’t set Photoshop. Fixed a syntax error in call to dockWidget. Deleting a default Maya shelf throws a runtime error Value is out of range: 0.

Deleting a folder shortcut from the Maya file browser deletes the original folder it points to. Hotkey tooltips no longer appear after \”Display ToolClips\” is turned off, but hotkey keyboard buttons highlight when hovered over.

Maya crashes when Show Auxiliary Nodes is enabled and the Hypershade is open. When displaying a Qt window with a QTreeView in it, the tree view does not display correctly. Use Delta Mush in many different workflows, such as paint-free skinning, smoothing of coarse simulation results, and shot post corrections.

A popular user request. New sculpting toolset Sculpt and shape models more artistically and intuitively. The new sculpting toolset represents a huge upgrade over previous editions. The new sculpting tools offer more detail and resolution. The brushes feature Volume and Surface falloff, stamp images, sculpting UVs, and support for vector displacement stamps.

Enhanced game engine workflows Move from Maya to game engines such as Unity, Unreal, or Autodesk Stingray with simplified and streamlined game exporter workflows. A rebuilt node-editing interface makes it easier to connect, arrange, and work with shading components.

New workflows enable you to visualize and diagnose complex shading graphs. Customize your UI for the way you work; new layout tabs allow you to work with shading graphs in a far more organized way. Color management Preserve creative intent throughout lighting and rendering workflows with a sophisticated color management system.

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