nParticles meshing question

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Steve Davy

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Apr 8, 2011, 7:46:02 PM4/8/11
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I'm working with nParticles and meshing as a modeling tool...

The problem I keep running into is needing to emit more particles after I have done the nParticle > poly conversion. Once this has been done it seems like I cannot emit any more particles, and even deleting the output mesh doesn't seem to get the emission working again. Even with the original emitter's rate cranked up, the particle count on the original nParticle object remains at whatever it was prior to doing the particle to poly conversion.

Is there some way to do this, or am I missing something here?

Thanks.

Phinnaeus OConnor

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Apr 11, 2011, 5:58:17 AM4/11/11
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Hi people, I'm getting this error message when I try to switch to the
masterLayer in a scene:

Cannot switch from 'Scene_02' to 'defaultRenderLayer' because of an override to
a missing node within a referenced scene. Reload the referenced scene if it's
unloaded, clean up the referenced scene or remove corresponding reference edits
if the node has been deleted in the referenced scene.

The problem is there is no referenced scene, so it doesn't make sense. the other
problem is this a handover job so I have no idea how this scene was originally
created.

I've tried removing all the render layer overrides on the masterLayer and
running a scene optimization but to no avail :(
Thanks in advance.

Phin

David Johnson

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Apr 11, 2011, 6:08:13 AM4/11/11
to maya...@googlegroups.com, Phinnaeus OConnor
Thats quite freaky, cos I had this exact same thing happen today, and
never seen it before. Old scene created by someone else too.
Anyway, in my case it was an easy fix. A node in my scene had a layer
override on connections to a reference that had been removed from the
scene at some point. I was lucky because I was able to identify the node
by its name and since I knew I did not need it I simply deleted it. I'm
not sure how I would have found it if it was buried in the DAG though. I
think that the node may have even been one of those automatically
created foster parents that you get when you unload a reference.

good luck
David

Phinnaeus OConnor

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Apr 11, 2011, 7:46:03 AM4/11/11
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Thanks David, we managed to find the original scene (phew!) and just export it
out with all the animation, problem solved.

Cheers

Phin

dwarren

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Apr 11, 2011, 11:18:15 AM4/11/11
to maya_he3d
Not sure if the script in the first link fixes your specific issue
(the line 'material overrides in legacy scenes' makes me think it
might), but it might be worth a try. Both of these entries are
informative reads, anyhoo:

http://mayastation.typepad.com/maya-station/2009/12/connection-errors-when-switching-render-layers.html#more

http://mayastation.typepad.com/maya-station/2010/03/references-and-render-layers.html#more

Cheers,

-DW

On Apr 11, 7:46 am, Phinnaeus OConnor <phinna...@yahoo.com> wrote:
> Thanks David, we managed to find the original scene (phew!) and just export it
> out with all the animation, problem solved.
>
> Cheers
>
> Phin
>
> ----- Original Message ----
> From: David Johnson <da...@djx.com.au>
> To: maya...@googlegroups.com
>
> Cc: Phinnaeus OConnor <phinna...@yahoo.com>

Tim Leydecker

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Apr 11, 2011, 11:29:28 AM4/11/11
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Where did Illustrator (*.ai) support go?

Is that part of any bonus tools pack?

What happened to *.eps support, it sucks in both Maya and XSI?

Any info, am I missing a simple plug-in install step?

Cheers


tim

SEQUENZ | Lars Gerstenmaier

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Apr 11, 2011, 12:03:51 PM4/11/11
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no problem with both here in 2011 win 64. no special plugin loaded.

do not use compression when saving in AI.

lars

---
SEQUENZ, Berlin I con...@sequenz.com I +49 - 30 - 610 739 61

Tim Leydecker

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Apr 11, 2011, 12:10:52 PM4/11/11
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I don�t even have the *.ai import options present,
even thought I�ve activated all plug.in options
for a test?

xp64, Maya 2011ASP x64. In Maya 2009sp1 x64, it works?

Prefs file, maybe?

hmmmm.


tim

Tim Leydecker

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Apr 11, 2011, 12:22:06 PM4/11/11
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Hey Lars,


got it. Thanks for the tip with Compression, that�s
not been the only problem.

// Error: line 0: Unable to import: Require an Adobe(R) Illustrator(R) file saved without compression. //

The REAL PROBLEM is setting the file dialog to OS native,
that results in *.ai not showing up and now way to import
them.

Switching to the Maya style file browser (which sucks BIG TIME imo)
let�s you select *.ai and import - uncompressed (which I don�t mind much).


Cheers

tim

Ryan O'Phelan

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Apr 11, 2011, 1:18:28 PM4/11/11
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http://lesterbanks.com/2010/07/maya-abx-render-layers-tutorial/

Sounds like this is the tool you need, if you're talking about a locked/missing reference node problem.

Good luck,
R

SEQUENZ | Lars Gerstenmaier

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Apr 13, 2011, 8:44:59 AM4/13/11
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yes, the file browser is crap!

anyone knows if it's better in 2012?

lars

Duncan Brinsmead

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Apr 13, 2011, 7:34:17 PM4/13/11
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The particle evaluation relies on the particle draw or the pull from the output mesh draw... there may have been a problem if the particle node was hidden. The particle node should have intermediateObject automatically toggled ON (instead of visibility off which disables the particle system) when converting a particle system to poly. The version of Maya you are using could make a difference. In earlier versions visibility did not disable the nParticle evaluation (and the intermediateObject toggle was hidden). Now one should always use intermediate object to keep the base particle from drawing( while still computing the simulation and output mesh) and use visibility as a way of fully disabling the particle evaluation.

Duncan

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