Maya 2018 fixed bugs?

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Steve Davy

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Sep 7, 2017, 3:52:36 PM9/7/17
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We are talking about upgrading to 2018 from 2016.5 here, but have not yet had a chance to test the latest version.


The famous huge list of UI bugs put us off going to 2017, so I'm curious to know if these have been fixed in 2018?


From what I'm reading there aren't a whole lot of new features in 2018 (although the awesome looking dynamics now in MASH look like they are worth the price of admission).

matt estela

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Sep 7, 2017, 6:11:26 PM9/7/17
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I've seen on several forums, lists, chats etc, both public and private, the Maya product manager has been keen to point out that the focus for 2018 was stability and bug fixing, he heard from just about every customer that they were unhappy with how unstable 2017 was. 

Can't vouch for it myself, I don't think we even have 2018 installed yet (and I don't run Maya much these days) 

-Matt




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AK Eric

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Sep 7, 2017, 9:49:12 PM9/7/17
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Having talked with our Autodesk rep, they repeated that indeed, this was a huge bug fix version, which makes me quite happy. We've not moved to it yet, but plan to. A "friend of a co worker"'s studio recently moved to it and said it was darn stable.

Steve Davy

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Sep 8, 2017, 12:58:19 PM9/8/17
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Thanks for the feedback, I never like to be first in the water!





From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of AK Eric <war...@sbcglobal.net>
Sent: Thursday, September 7, 2017 6:49 PM
To: maya_he3d
Subject: Re: [maya_he3d] Maya 2018 fixed bugs?
 
Having talked with our Autodesk rep, they repeated that indeed, this was a huge bug fix version, which makes me quite happy.  We've not moved to it yet, but plan to. A "friend of a co worker"'s studio recently moved to it and said it was darn stable.

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sid

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Sep 10, 2017, 3:57:04 AM9/10/17
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As with Maya, since I can remember, avoid odd numbers, stick to even. You can set your watch to its tick-tock cycle. 

On 8 Sep 2017 19:58, "Steve Davy" <stevi...@hotmail.com> wrote:

Thanks for the feedback, I never like to be first in the water!





From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of AK Eric <war...@sbcglobal.net>
Sent: Thursday, September 7, 2017 6:49 PM
To: maya_he3d
Subject: Re: [maya_he3d] Maya 2018 fixed bugs?
 
Having talked with our Autodesk rep, they repeated that indeed, this was a huge bug fix version, which makes me quite happy.  We've not moved to it yet, but plan to. A "friend of a co worker"'s studio recently moved to it and said it was darn stable.

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Deke Kincaid

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Sep 10, 2017, 11:02:39 AM9/10/17
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Except that Maya 2015 was the last stable version before 2018 😋We skipped the Maya 2016 branches as if had too many new features which made it very unstable.

On Sun, Sep 10, 2017 at 12:57 AM sid <sur...@gmail.com> wrote:
As with Maya, since I can remember, avoid odd numbers, stick to even. You can set your watch to its tick-tock cycle. 
On 8 Sep 2017 19:58, "Steve Davy" <stevi...@hotmail.com> wrote:

Thanks for the feedback, I never like to be first in the water!





From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of AK Eric <war...@sbcglobal.net>
Sent: Thursday, September 7, 2017 6:49 PM
To: maya_he3d
Subject: Re: [maya_he3d] Maya 2018 fixed bugs?
 
Having talked with our Autodesk rep, they repeated that indeed, this was a huge bug fix version, which makes me quite happy.  We've not moved to it yet, but plan to. A "friend of a co worker"'s studio recently moved to it and said it was darn stable.

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Steve Davy

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Sep 11, 2017, 12:55:25 PM9/11/17
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Really? I've never heard that one before!




From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of sid <sur...@gmail.com>
Sent: Sunday, September 10, 2017 12:57 AM
To: maya...@googlegroups.com

Subject: Re: [maya_he3d] Maya 2018 fixed bugs?
As with Maya, since I can remember, avoid odd numbers, stick to even. You can set your watch to its tick-tock cycle. 

On 8 Sep 2017 19:58, "Steve Davy" <stevi...@hotmail.com> wrote:

Thanks for the feedback, I never like to be first in the water!





From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of AK Eric <war...@sbcglobal.net>
Sent: Thursday, September 7, 2017 6:49 PM
To: maya_he3d
Subject: Re: [maya_he3d] Maya 2018 fixed bugs?
 
Having talked with our Autodesk rep, they repeated that indeed, this was a huge bug fix version, which makes me quite happy.  We've not moved to it yet, but plan to. A "friend of a co worker"'s studio recently moved to it and said it was darn stable.

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Jason Brummett

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Sep 12, 2017, 1:08:32 PM9/12/17
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2015 was the last stable build IMO.  I've played with 2018 and it does in fact feel stable but haven't used it day in and day out yet.

Deke Kincaid

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Sep 12, 2017, 2:21:24 PM9/12/17
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The biggest issue we have on the pipeline side is just upgrading all our code to support QT5.  We have hundreds if not thousands of gui's which we have to finish updating before we can move to 2017/2018.

Steve Davy

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Sep 12, 2017, 5:07:23 PM9/12/17
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I agree 2015 was the last good version, as well as having the last good UI.


On another topic, does anyone know when and why Maya started highlighting objects using "Select Objects with Material" as components (faces) instead of as objects? Or is this a preference somewhere?


Previously if a material was assigned to an object, using this selection technique would select the shape unless there was per-face shading assignment. This was intuitive.


Now it selects as if by face whether the shader is assigned to the shape or to faces. This is massively less useful when figuring out shading assignment on an existing scene.




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Sent: Tuesday, September 12, 2017 11:21 AM
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Joel Klausen

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Sep 12, 2017, 6:07:43 PM9/12/17
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It should still be selecting by assignment as it always has, I haven't noticed anything off at least.. It just sounds like you have a material assigned to all the faces instead of at object level, this is pretty common if you did mesh>separate or something similar.
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Steve Davy

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Sep 12, 2017, 7:57:53 PM9/12/17
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It may be something to do with past operations like you mention, but even deleting all history and repeatedly assigning the shader at object level, then selecting by shader assignment, seems to give me this issue.


Unfortunately where I'm working many of the files are old and have been through many hands, so I don't know what may have been done to them previously.




From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of Joel Klausen <thrott...@gmail.com>
Sent: Tuesday, September 12, 2017 3:07 PM

Rebekah King-Britton

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Sep 13, 2017, 3:24:56 AM9/13/17
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I use these scripts to avoid component shading.  


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Rebekah King-Britton

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Sep 13, 2017, 3:25:48 AM9/13/17
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I use these scripts to avoid component shading

Steve Davy

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Sep 13, 2017, 12:28:23 PM9/13/17
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Thanks Rebekah, very informative read. It's amazing just how much you have to bend yourself into a preztel JUST to keep a pretty prominent and important feature of Maya from breaking with potentially catastrophic consequences.


Also interesting is the fact that the post wholly endorses the approach we use here -- setting up shading and render layers in the referenced scene -- which got some pretty strong opinions expressed here about why that was a Very Bad Idea.


Mostly seems to work for us, with the occasion broken render layer but seems no worse than the frequency with which this happens without referencing.




From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of Rebekah King-Britton <rebekah.k...@gmail.com>
Sent: Wednesday, September 13, 2017 12:25 AM

matt estela

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Sep 13, 2017, 8:34:48 PM9/13/17
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Should point out that the guy who wrote that post and that pipeline has also jumped over to Houdini. :)


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