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).
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Thanks for the feedback, I never like to be first in the water!
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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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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Really? I've never heard that one before!
--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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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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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.
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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.