感谢您下载 Autodesk ® Maya ® 2016 Service Pack 5。
本文档描述了 Autodesk Maya 2016 Service Pack 5 中已知的限制、问题和修复。强烈建议您安装此版本前阅读本文档。为便于参考,应该将本自述文件保存到硬盘驱动器或打印一份副本。
若要查看所有 Maya 发行说明,请参见 www.autodesk.com/maya-release-notes。
在 StingrayPBS 节点的“属性编辑器”(Attribute Editor)中,“父材质”(Parent Material)下拉列表已重命名为“预设材质”(Preset Material)。
“在引擎材质中”(In Engine Material)属性已重命名为“父材质”(Parent Material)。
此外,还添加了“引擎资源”(Engine Resource)属性,允许您为 StingrayPBS 指定一个材质名称。当您通过“文件 > 发送到 Stingray”(File > Send to Stingray)将资源发送到 Stingray 时,该名称将用于 Stingray 项目中的材质。
错误编号 | 说明 |
---|---|
动画 | |
MAYA-42895 | Dragging Trax track past last track disables animation |
MAYA-45414 | Evaluation HUD constantly echoes in the Script Editor |
MAYA-51652 | Maya FBX Export does not support export of custom attributes driven by other custom attributes |
MAYA-52688 | Expression node is not evaluated for mental ray nodes |
MAYA-53520 | Maya crashes when using the dgtimer command with Evaluation Manager (EM)-based evaluation |
MAYA-53889 | SoftMod does not update when animated |
MAYA-54723 | Channel Box doesn't refresh when changing the value using middle mouse drag unless asset is selected |
MAYA-54788 | Maya crashes with maya.standalone skinning |
MAYA-55220 | Free image planes lose animated texture when duplicated with input graph |
MAYA-55540 | Cannot re-implement schedulingType() for deformers |
MAYA-58612 | Maya reverts to serial EM evaluation when animating camera aim |
MAYA-58664 | Assets break Channel Box multi-edits |
MAYA-59718 | Graph Editor normalize view has glitches |
MAYA-60667 | Editable motion trails can be slow when used with animation layers |
MAYA-60668 | Maya can become slow after deletion of animation layers |
MAYA-60971 | EM manipulation stops working in some cases |
MAYA-61007 | Maya crashes when playing or scrubbing animation |
MAYA-61828 | Mesh problems in Viewport 2.0 with trax clip duplication and split |
MAYA-62340 | Maya crashes when evaluating scene in parallel |
MAYA-62469 | Maya crashes on some scenes with HIK and Editable Motion Trails |
MAYA-62966 | Curves not being normalized in the Graph Editor when using the middle mouse button |
MAYA-63605 | EM manipulation becomes disabled in the Graph Editor |
颜色管理 | |
MAYA-62049 | Color management using OCIO slows down Viewport 2.0 performance |
常规 | |
MAYA-52656 | (Windows and Linux) Temporary files written when creating Playblast are not deleted |
互操作性 | |
MAYA-55165 | Playblasts to Quicktime format cannot save to temp directory and fails |
MAYA-61812 | FBX plug-in lost support for DX11 shader |
MAYA-62220 | GameExporter: Locked Translation or Rotation will prevent move to origin operation from completing |
mental ray | |
MAYA-40310 | Incorrect motion vector pass with scanline disabled |
MAYA-60061 | Very long mental ray renders for a specific scene |
MAYA-61062 | mental ray standalone creates huge log files when used on Red Hat Enterprise Linux |
MAYA-62630 | Maya now uses mental ray version 3.13.1.10 |
建模 | |
MAYA-45686 | Falloff result appears incorrect in perspective view when size units is set to screen pixels |
MAYA-61023 | Adjusting UVs in UV Editor causes a crash |
MAYA-61391 | When 'autoFit' is enabled, Bevel does not apply curvature conform on all edges as expected |
渲染 | |
MAYA-57577 | Switching presets in the StingrayPBS node in the Hypershade crashes Maya |
MAYA-58258 | Performance regression with motion blur |
MAYA-58476 | Cannot start Maya from remote shell on Linux |
MAYA-58925 | .tx and .tex image files not showing in image file browser |
MAYA-60298 | Selecting shape node with same name in a different group causes Hypershade error |
MAYA-60973 | Hypershade is very slow to open if a large hierarchy is selected when it is launched, and lags when selecting big groups of geometry |
场景集合 | |
MAYA-21981 | DAG-path not included in edit strings when needed for uniqueness |
MAYA-60644 | Material connections are not maintained when API calls are made to duplicate the assembly node |
ShaderFX | |
MAYA-60954 | Renaming or editing a node that was exposed as a material input causes a crash |
MAYA-61429 | StingrayPBS material crash when switching parent material in a docked Attribute Editor |
MAYA-61583 | StingrayPBS material Make Unique button doesn't refresh Attribute Editor |
Turtle | |
MAYA-61762 | Default values need to be adjusted to improve quality of result |
用户界面 | |
MAYA-36493 | (Mac OS X) Click release mouse event has a lag when dragging from the viewport over top of Attribute Editor |
MAYA-54752 | Maya overrides the standard Qt tree control drawing |
MAYA-58393 | Deleting a bookmark in the Node Editor is wiping out per component shading (groupID nodes) |
MAYA-62308 | Marking menu can sometimes become stuck and continually appears upon a simple mouse click |
视口 | |
MAYA-48439 | Walk Tool doesn't work in Z-Up world coordinate system |
MAYA-55644 | Screen-space ambient occlusion with multisample anti-aliasing makes the grid visible through geometry in Viewport 2.0 |
MAYA-59468 | Memory leak with nucleus evaluations when display smooth mesh mode is enabled |
MAYA-60098 | Viewport 2.0 displays EXR images with a lineOrder of decreasing-y 'upside down' |
MAYA-61651 | HUD operations are no longer (incorrectly) affected by scene operation filters for MRenderOverrides |
MAYA-62016 | DG mode performance: shading groups with no material always evaluate their inputs |
MAYA-62225 | Fixed common viewport crash #1 reported via online crash report system |
MAYA-62258 | Re-loading reference crashes Viewport 2.0 |
MAYA-62626 | Previously, pressing 3 to display a smooth mesh when using the OpenSubdiv Catmull-Clark subdivision method may cause Viewport 2.0 to turn black on the Mac OS X platform. This issue has now been fixed. |
MAYA-62760 | Motion Blur or depth of field with multisample anti-aliasing makes the grid visible through geometry |
MAYA-62871 | Fixed common viewport crash #2 reported via online crash report system |
MAYA-63539 | Broken swatch of plug-in shader such as hwPhongShader |
MAYA-63686 | The Grease Pencil tool now works correctly in wireframe mode. See also the Limitations and notes section below. |
XGen | |
MAYA-61476 | Clumping create/modify maps does not save expressions |
MAYA-62532 | Second Clump Control Map setup settings are lost after first setup |
错误编号 | 说明 |
---|---|
动画 | |
MAYA-59834 | Maya 开发人员工具包 splatDeformer 和 sseDeformer 插件已更新,运行速度变快,能够与新的求值管理器结合使用。现在,这两个插件在串行和并行求值模式下均可正常工作。splatDeformer 插件现在使用 TBB 而非 OpenMP。 开发人员工具包在 Autodesk Exchange 上联机提供,网址为 https://apps.autodesk.com/MAYA/zh-CN/Home/Index。 |
API | |
MAYA-55943 | 在 Maya 2016 中,无法针对 Mac OS X 平台上的 MPxLocatorNode、MPxDeformerNode 和 MPxComponentShape 调用 setDependentsDirty。问题的原因在于,在 Mac OS X 上,API 版本未设置为动态库 (.bundle) 中的全局符号。 在 Maya 2016 Service Pack 5 中,此问题现已得到解决。 下载最新版本的 Maya 开发人员工具包(2016.3 版),然后针对更新版 buildconfig 文件重新编译插件,或使用更新版 Xcode 项目文件。 如果您有适用于自己编译环境的自定义插件,则可以按照如下步骤修改 buildconfig 文件或 Xcode 项目文件: 更新 devkit buildconfig 文件,以便在全局范围内推广符号:
对于 Xcode 项目,必须在编译设置中将 -Wl,-exported_symbol,_MApiVersion 添加到其他链接器标志,并重建插件。 开发人员工具包在 Autodesk Exchange 上联机提供,网址为 https://apps.autodesk.com/MAYA/zh-CN/Home/Index。 |
FBX | |
MAYA-61009 | 使用 FBX“三角化”(Triangulate)选项导出为 FBX 时,可能会损坏 Maya 主场景(着色指定丢失)。如果在包含按组件着色的对象上执行导出以及“删除历史”(Delete History)操作,则会发生这种情况。
解决方法 1:先保存场景,然后执行 FBX 导出,在导出完成后再重新打开场景(无需再次保存)。 解决方法 2:避免使用 FBX“三角化”(Triangulate)选项,改用 Maya 中的“网格 > 三角化”(Mesh > Triangulate)。 |
视口 | |
MAYA-32937 | MGeometryExtractor 现在支持以下内容:
将环境变量 MAYA_API_NAMED_TANGENT 设置为 1,以充分利用此修复。 |
MAYA-63686 | 默认情况下禁用 Maya 2016 Service Pack 4 中提供的性能改进,即对于线框和边界框着色模式下的视口,不对着色节点进行求值。 若要重新启用此行为,请将环境变量 MAYA_VP2_DEFER_SHADER_UPDATE_UNTIL_NEEDED 设置为任意值。但是,这会导致油性铅笔工具无法在线框模式下正常工作。 针对各个对象提供的性能改进(例如,对于隐藏的对象或模板模式下的对象,不对着色节点进行求值)仍处于启用状态,您无需设置环境变量。 |
有关卸载和安装本产品的完整说明,请参见 Maya 安装帮助。
若要了解此版本中的新功能,请参见 Maya 帮助。
有关完整的文档和资源,请参见 www.autodesk.com/maya-docs。
有关经认证可运行 Maya 的硬件列表(包括显卡),请参见 Autodesk 认证硬件。
有关 Maya 支持的详细信息,请参见 http://www.autodesk.com.cn/support。
第一次启动 Maya 时,将显示“客户参与计划”(Customer Involvement Program) (CIP)对话框。如果您选择参加 CIP,Maya 将自动向 Autodesk 发送以下信息:系统配置、最常用的功能、您遇到的所有问题,以及其他有助于确定产品未来发展方向的信息。有关详细信息,请参见 http://www.autodesk.com/cip。
我们之所以能够不断提高 Maya 的稳定性,很大程度上要归功于产品用户提交的客户错误报告 (CER)。我们非常感谢您花时间填写这些报告,并希望您尽可能详细地提供您在发生错误时所执行的操作。这些详细信息会极大地提高报告的价值,Autodesk Maya 工程团队非常感谢您提供这些信息。
有关 CER 的详细信息,请参见 http://www.autodesk.com/cer。
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