mayaMatchMoveSolver v0.4.9 - Fix to Surface Cluster Tool

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Maya MatchMove Solver

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Feb 10, 2024, 12:16:14 AM2/10/24
to Maya MatchMove Solver
Hello everyone,

A bug was found in the Surface Cluster tool which stopped the tool from running and has been fixed in v0.4.9.

You can download the new release here:

Thanks,
David

Adrien Delecroix

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Mar 10, 2024, 5:53:06 PM3/10/24
to Maya MatchMove Solver
Hello David, 

I tried using the surface cluster with version 4.9, but I'm still encountering an issue. Whenever I create the surface cluster, it automatically generates a paint weight that affects the geometry. Even if I manually adjust this paint weight, it produces the same effect.

I've attempted using the tool on different types of supports, rigs, and simple primitive geometries, but it yields the same result. Perhaps there's something I'm doing wrong on my end?


All the best,

Adrienscreenshot.png

David Cattermole

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Mar 11, 2024, 7:59:37 AM3/11/24
to Adrien Delecroix, Maya MatchMove Solver
Hi Adrien,

Hmm, I've not seen that before, thanks for bringing it to my attention.

I've managed to reproduce the bug in Maya 2020, 2022, 2023 and 2024 - I haven't tried 2018 or 2019 yet.
The bug appears to be that Maya is not evaluating the nodes correctly - if I toggle the "Playback Cache" it momentarily fixes the problem, but then breaks again.

This will require more investigation to find the problem, for now, I've created an issue to track this formally;

Thanks,
David

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Shlok Goswami

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Apr 11, 2025, 12:14:50 AMApr 11
to Maya MatchMove Solver
I have done some investigation but i guess it has something to do with setup not being in world-space. To explain more Make a sphere and create surface cluster anywhere on sphere it works flawlessly but when you move that sphere from grid and change it position and do a simple animation off grid and than create a surface cluster it will reproduce similar results so i am not a coding expert or know much technically about this but this testing gives me a hint that it might be that something under the hood is not using world space calculations so if any model or rig is already animated or not in it (0,0,0) state of transforms it tends to mess up the mesh.
I hope you get some idea from this tried my best to explain also attaching the screenshot.
Thank you!

Untitled.png

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