Autodesk Maya 2016 Service Pack 6 Release Notes


Thank you for downloading Autodesk ® Maya ® 2016 Service Pack 6.

This document describes known limitations, issues, and fixes in Autodesk Maya 2016 Service Pack 6. It is strongly recommended that you read this document before you install this release. For reference, you should save this readme to your hard drive or print a copy.

To view all Maya release notes, see


What's Fixed

Limitations and notes

Additional Resources

What's Fixed

The following list contains bug numbers and corresponding descriptions for issues fixed in this release.

Bug Number Description
MAYA-64846 Fixed a problem with Viewport 2.0 not respecting .overrideVisibility
MAYA-65303 Fixed rounding errors when using bakeResults command
MAYA-67314 Fixed a crash when using nParticles and DG parallel evaluation
API and Scripting
MAYA-65494 Fixed a hang when exporting to FBX with bake enabled from a script
Color Management
MAYA-62771 Previously, color management in Playblast lost data precision. To obtain the fix for this issue, set MAYA_FLOATING_POINT_RT_PLAYBLAST to 1.
MAYA-64931 Game Exporter: Fixed issue with missing text field for filename
MAYA-59680 Fixed a problem with vertex color assignment being lost after multiple bevel operations
MAYA-68310 UV Editor: not all UV shells appear when geo selected
MAYA-56601 Fixed a crash when unloading a reference to an nCloth with in-scene nConstraints
Scene Assembly
MAYA-66758 Fixed a crash when saving scene assemblies containing .assemblyEdits
User Interface
MAYA-64614 Linux: Fixed a problem with the hotbox causing the viewport to refresh improperly
MAYA-32937 Fixed a problem with MGeometryExtractor not handling properly named tangent / bi-tangent set from the API

Previously, over expanding the Maya UI would cause Viewport 2.0 to appear black or garbled when the viewport size exceeds 4k x 4k, and it was impossible to render images at a resolution greater than 4k x4k in Maya Hardware 2.0.

To obtain the fix for this issue, set the environment variable MAYA_VP2_USE_GPU_MAX_TARGET_SIZE to 1.

MAYA-60433 Added support for Holdout Shadows bleed color to blend with image plane
MAYA-63414 Fixed a problem with locators not displaying properly after being moved offscreen
MAYA-64031 Fixed a gamma conversion issue with BC1_UNORM_SRGB DDS textures
MAYA-64147 Fixed a problem with MSceneRender::postEffectsOverride being ignored
MAYA-64189 Fixed a problem with offscreen hold out objects causing image planes to become invisible
MAYA-64553 Fixed a crash with Viewport 2.0 when opening certain scene files
MAYA-64558 Fixed a problem with ogsRender stuck rendering the same frame repeatedly

Previously, when using the OpenSubdiv Uniform algorithm to smooth a mesh in OpenGL or OpenGL Core Profile mode, the intersection of two meshes may render incorrectly.

You can now fix this issue by setting the environment variable MAYA_VP2_NATIVE_DRAW_FOR_OSD_UNIFORM to 1.

MAYA-65262 Fixed a crash when deleting an edge after an extrude
MAYA-65493 Fixed a crash with Viewport 2.0 when exporting certain scenes to FBX
MAYA-66775 Fixed a crash when using pymel.undo and pymel.ogsRender
MAYA-67551 Fixed a condition which could cause the window to be black while drag selecting with Viewport 2.0

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Limitations and notes

The following section describes limitations and workarounds (where applicable) about this release.

Bug Number Description

The FBX plug-in triangulation option was previously implemented so that the resulting triangles in an FBX export would match exactly that of Maya's Triangulation tool. This logic introduced scene corruption problems; therefore the plug-in's triangulation has been reverted to always use the legacy FBX triangulation algorithm. This legacy algorithm doesn't produce incorrect triangles, just different ones.

To continue to use Maya style triangles, do as follows:

  1. Use Mesh > Triangulate in Maya.
  2. Export using FBX export, and in the Export window, deselect Triangulate (under the Geometry options).
  3. Delete the triangulate node that was created during the triangulation process. You can do this via command (for example: delete polyTriangulate1), via the Node Editor, or by selecting Edit > Undo.

If you prefer that the FBX plug-in continue to use the algorithm that produces Maya style triangles, set the MAYA_FBX_ENABLE_MAYA_TRIANGULATION environment variable to any value. See the Maya Help for more information on how to set an environment variable.

IMPORTANT:Use this environment variable at your own risk, as scene corruption problems may result; for example, the shading assigned to objects may be removed.

An issue exists when uninstalling Maya 2016 that occurs if any of Maya 2016 Service Pack 4, 5 or 6 have also been installed.

Workaround: Uninstall Service Pack 4, 5 and/or 6 before uninstalling Maya 2016.

If you have already begun the uninstall process for Maya 2016, you can remove unwanted files by reinstalling Maya 2016 + Service Pack 6, then uninstalling Service Pack 6 and then Maya 2016.

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Additional Resources

For complete instructions about uninstalling and installing this product see Maya Installation Help.

To learn about new features in this release, see the Maya Help.

For complete documentation and resources, see

For the list of hardware that is certified to run Maya, including graphics cards, see Autodesk Certified Hardware.

For more Maya Support, see

Customer Involvement Program

The first time you start Maya, the Customer Involvement Program (CIP) dialog box appears. If you choose to participate in the CIP, Maya automatically sends Autodesk information about your system configuration, what features you use most, any problems that you encounter, and other information helpful to the future direction of the product. For further information, see

Customer Error Reports

We are able to improve the stability of Maya largely because of the Customer Error Reports (CER) submitted by users of our products. We thank you for taking the time to fill out these reports and ask that you include as much information as possible about what actions you were performing at the time the error occurred. These details raise the value of the report immensely and are very much appreciated by the Autodesk Maya Engineering team.

For further information about CERs, see

Autodesk, the Autodesk logo, Backburner, FBX, HumanIK, Maya, Maya LT, MotionBuilder, Mudbox, Softimage, and 3ds Max are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document.

© 2016 Autodesk, Inc. All rights reserved.

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