Thank you for downloading Extension for Autodesk® Maya® 2014.
This document describes known limitations, issues and fixes in this release. 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.
• This service pack is a full product installation on all operating systems. Uninstall your existing Maya application before installing this release.
• This service pack includes all of the fixes from releases that preceded it. Therefore, you do not need to download and install all of the releases in addition to this service pack. For information on previous releases, see: www.autodesk.com/maya-releasenotes.
For complete instructions about uninstalling and installing this product see: Maya Installation Help
To learn about new features in this release see: What's New in Maya
For complete documentation and resources, see: www.autodesk.com/maya-docs
For certified hardware, see: www.autodesk.com/maya-hardware
For more Maya Support, see: www.autodesk.com/maya-support
The following list contains bug numbers and corresponding descriptions for issues fixed in this release.
|MAYA-12299||Skinning : Fixed a problem where Undo after Painting Weights may provide unexpected results||Animation Character|
|MAYA-18962||Fixed a crash when using an empty mesh as a deformer (such as a lattice)||Animation General|
|MAYA-20387||Fixed problem with camera names in the sequencer||Animation Nonlinear|
|MAYA-21886||Fixed a crash when running cleanUpScene.mel on Linux||Animation Character|
|MAYA-22108||Fixed a problem where getAttr -t returns wrong values for IK spline solver||Animation Character|
|MAYA-22130||Skinning : Fixed a problem where many messages appear in the Script Editor when accessing the Paint Skin Weights tool||Animation Character|
|MAYA-22434||Playblast : Ensure custom applications can be used to visualize image sequences||Animation General|
|MAYA-22492||Fixed a timing error when looping animation in the timeline||Animation General|
|MAYA-22535||AnimLayers : Fixed a problem where muting an animation layer can cause it to disappear when reloading the scene||Animation General|
|MAYA-22784||Skinning : Fixed a problem where Mirror Skin Weights on selected components creates unexpected results||Animation Character|
|MAYA-23075||ATOM : Constraints fail when importing with namespaces in node names||Animation General|
|MAYA-23636||Fixed a crash when using "Duplicate Special" with Input Graph activated||Animation Character|
|MAYA-23700||Fixed a selection issue with objects that have shader overrides||Animation General|
|MAYA-24155||Undoing the creation of an orient constraint on a joint may result in a bad state, leading to a crash||Animation General|
|MAYA-24231||Fixed a problem where the "Layers" menu becomes greyed out in the Animation Editor||Animation General|
|MAYA-24288||Playblast : Fixed a crash in Fcheck when playblasting animation with sound||Animation General|
|MAYA-24444||Performance: Fixed a performance issue where the Graph Editor/Dopesheet are slow when displaying many animation curves on Windows||Animation General|
|MAYA-24620||GraphEditor : Fixed an issue where the Retimer would put the Graph Editor into a stuck state||Animation General|
|MAYA-24866||Skinning : Fixed a problem where painting smooth skin weights can cause vertices to pop||Animation Character|
|MAYA-24956||Playblast : Fixed a playblast crash in batch mode||Animation General, Rendering|
|MAYA-25127||GraphEditor : Fixed a performance issue when selecting a massive amount of keys in the Graph Editor||Animation General|
|MAYA-25181||Performance : Fixed a performance issue with the Graph Editor on Mac OS X and Linux||Animation General|
|MAYA-25717||Skinning : Fixed a problem with skinCluster command||Animation Character|
|MAYA-26449||deleteAttr is too slow with too many attributes||Animation General|
|MAYA-27006||Skinning : Fixed an issue with Prune Small Weights||Animation General|
|MAYA-18756||Improve performance for MFnSingleIndexedComponent::getElements()||API|
|MAYA-23134||Fixed a precision problem when parsing double values||API, FileIO Maya|
|MAYA-25748||Crash in MItMeshPolygon::getVertices after component selection with custom MPxSurfaceShape||API|
|MAYA-27349||Fixed a problem .NET SDK using PythonDotNet||API .NET|
Improve the performance of
||Cache Representation - Alembic|
|MAYA-16949||Ensure project/workspace that contain multiple-bytes characters will open/save scene files on systems using different languages||FileIO Maya|
|MAYA-19340||Fixed a problem where "Abort File Read" doesn't work with "Remember these settings"||File Referencing, FileIO Maya|
|MAYA-22281||Populate File Name field with the existing saved scene name when 'Save As' is invoked||FileIO Maya, UI General|
|MAYA-23227||File referencing: Fixed a problem with the evaluation of expressions during file load which could result in errors or incomplete file load||File Referencing|
|MAYA-24498||Fixed a problem where "Ghost" edits persist when switching representations||File Referencing - Reference Edits, Multiple Representation|
|MAYA-25122||Fixed a problem where expressions don't preserve unique long names for underworld nodes||FileIO Maya, Scripting MEL|
|MAYA-25752||Fixed a scene bloat issue with many hidden node editors||File Referencing, UI Node Editor|
|MAYA-25989||Updated the default file thumbnails, for the Visor to show Maya binary files||FileIO Maya|
|MAYA-26477||Fixed a problem where parent reference edits are not persistent||File Referencing - Reference Edits|
|MAYA-23714||Prevent a crash when calling currentCallbackId() after the current callback has been removed||Foundation|
|MAYA-24583||Crash when replacing custom dynamic attributes with extension attributes||Foundation|
|MAYA-25019||Fixed a problem where plug-ins that are derived from MPxDataType won't unload||Foundation|
|MAYA-26142||QtOpenGL Viewport type causes the Maya workspace to conform to the size of the QtWindow||Foundation, UI General|
|MAYA-26181||Fixed a start up issue with nvidia driver – error: nvd3d9wrapx||Foundation|
|MAYA-26262||File I/O: Fixed a problem where "exportAsReference" can cause crash under certain conditions||Foundation|
|MAYA-25119||HIK : Baking auxiliary effector is corrupting referenced file||HIK|
|MAYA-25123||HIK : Fixed an issue where FK joints have non-zero values after characterization||HIK|
|MAYA-26221||HIK : Fixed a problem with Global Scale using Human IK on Mac OS X and Linux||HIK|
|MAYA-24740||License error when attempting to batch bake with Turtle||LIRA|
|MAYA-22570||Cannot change File Textures "Attribute to paint" list for 3D Paint Tool in Simplified Chinese and Japanese UI mode||Localization|
|MAYA-15089||Fixed a crash when creating render layer while IPR is running||mental ray|
|MAYA-23189||Unified sampling: Fixed an issue when rendering with a Utility Pass can generate NaNs in the areas where there should be no information (black)||mental ray|
|MAYA-18175||Boolean operation between objects with border edges or holes||Modeling|
|MAYA-22931||Fixed an issue where Detach Edge breaks locked vertex normals||Modeling|
|MAYA-23070||Fixed a crash with polySeparate on certain meshes||Modeling|
|MAYA-23455||Fixed an issue where floating window + Viewport 2.0 + MTK crashes the video driver (GeForce 9800GT)||Modeling|
|MAYA-23694||Ensure that the Vertex Normal Method is copied to the new shape node (OrigShape)||Modeling|
|MAYA-25787||Fixed a crash when using Artisan Tools on meshes with empty UVs||Modeling|
|MAYA-25797||Fixed a crash when changing the display mode (for example, mode 5) after adjusting some lattice points||Modeling|
|MAYA-25990||Fixed a performance issue for the soft-selection tool||Modeling|
|MAYA-26500||Fixed a crash with polyEdgeToCurve when the inputMesh is invalid||Modeling|
|MAYA-26697||Fixed an issue where high precision surfaces with multiple material assignment are drawn in the wrong place||Modeling|
|MAYA-27408||Opening file with polyEdgeToCurve with (empty input mesh or no input mesh) crashes Maya||Modeling|
|MAYA-28050||Fixed an issue where the Component and Object Buttons in the Status line are swapped||Modeling|
|MAYA-5149||Booleans should also work on meshes with overlapping/duplicate faces||Modeling|
|MAYA-23649||Allow custom representations to leave nodes in the scene when they are deactivated||Multiple Representation|
|MAYA-25047||Fixed MPxAssembly node compute method||Multiple Representation|
|MAYA-26178||Fixed a selection issue when duplicating a grouped scene assembly reference||Multiple Representation|
|MAYA-26202||Fixed an issue where duplicating grouped scene assemblies does not maintain expected transformations||Multiple Representation|
|MAYA-26951||"Group Under" option of "Duplicate Special" should work for nested assembly node duplication||Multiple Representation|
|MAYA-22672||Fixed a crash with geometry cache on partially mapped mesh||nCloth|
|MAYA-24099||Fixed an nParticle crash when meshTriangleSize is too small||nParticles|
|MAYA-13331||Fixed an issue where the HLSL plugin fails to map to correct files if the plug-in is reloaded||Rendering|
|MAYA-15751||JPEG images now write out with the correct pixel aspect ratio||Rendering|
|MAYA-17875||Fixed an issue where mental ray IBL is using incorrectly high values||Rendering|
|MAYA-18848||"Default Texture Data" feature seems broken for plug-in hardware shaders (HLSL, CGFX, DX11)||Rendering|
|MAYA-18955||strings such as $currentRendererName (Viewport 2.0) printed in Script Editor continuously||Rendering|
|MAYA-22050||Set Preferred Preset has no effect on Image Format when it should (Render Settings)||Rendering|
|MAYA-22613||Mac only: Fixed an issue where selected vertices appear as green in Viewport 2.0 instead of yellow||Rendering|
|MAYA-22639||Remove the global 2048 render target cap on Mac OS X (no more black screens on high-resolution monitors)||Rendering|
|MAYA-22825||Fixed a crash when closing a render window or aborting render on Mac OS X||Rendering|
|MAYA-22984||Fixed an issue with Multiple Color Sets in Viewport 2.0 with display smoothMesh activated||Rendering|
|MAYA-23152||Ubershader: Fixes typo in anisotropic specular (WardAniso() code in AutodeskUberShader.fx)||Rendering|
|MAYA-23263||Fixed an issue with duplicated HLSL shaders||Rendering|
|MAYA-23288||mia_material presets Glazed Ceramic, Glossy Plastic, Matte Plastic have transparency set incorrectly||Rendering|
|MAYA-24185||Fixed an issue where "Delete all Turtle nodes and clear all settings" can cause a crash||Rendering|
|MAYA-24227||Fix an issue where HLSL shader nodes lose their links to the textures||Rendering|
|MAYA-24363||Ensure all attributes are included in their delegated Attribute Spread Sheet columns (for example, visible in reflection/refraction, motion blur flags)||Rendering|
|MAYA-25074||UV Editor: Fixed an issue with texture display for custom hardware shaders||Rendering|
|MAYA-25377||Ensure that if -proj is specified, then assume the file name is either a full path or project relative||Rendering|
|MAYA-26489||Hardware rendering: Batch Render does not render Ornaments (HUD)||Rendering|
Viewport 2.0 linearized HDR textures when using the Clamp Texture
Resolution option. This has been fixed and this option now works
correctly for HDR textures.
|MAYA-28599||HLSL textures not working in the UV Texture Editor||Rendering|
|MAYA-28157||Fixed a memory leak and crash with TextScrollListCmd||Scripting MEL, Scripting Python|
|MAYA-26982||Add fullscreen mode for Mac OS X (Lion and Mountain Lion)||UI Architecture|
|Bullet Nodes are documented in the Maya Help in the Bullet Reference section||Bullet Node Documentation||The Maya Node Help
omits information that concerns the Bullet nodes so Bullet Node links
in the UI return an error.
Bullet Nodes are documented in the Maya Help in the Bullet Reference section. See Bullet Nodes.
|MAYA-21806||Fixed a problem with resolving file names permanently||File Referencing, FileIO Maya||Scene
files containing unfound Reference file(s) can now be permanently
resolved when using the "Make path changes permanent" checkbox along
with the "Browse" option (enables the user to browse to where the
reference file is located) in the "Reference file not found" dialog. If
the "Make path changes permanent" checkbox is not used, then the path
changes used to resolve the unfound Reference files are not made
This option does not work on scenes containing nested file references. This works on Top-Level Reference files only. In order to permanently resolve nested references, the nested reference scene files must be independently opened and resolved.
Additionally, the "Remember these settings" option in the "Reference file not found" dialog now works with the "Abort File Read" option for scene files containing unfound file references. When the "Remember these settings" checkbox is enabled, and you select "Abort File Read", all references that are normally read and loaded into the scene at File > Open are ignored (in other words, no unresolved references files are loaded).
|MAYA-27931||Heavy caches (> 2G) exported by gpuCache/AbcExport cannot be imported back by gpuCache and produces one error when imported by AbcImport||Cache Representation - Alembic, Cache Representation - Baked Geometry||This
problem is caused by a limitation of Visual Studio 2010 and is fixed
for Maya built-in Alembic/gpuCache plug-ins by patching the headers of
Visual Studio 2010.
However, you may encounter the same problem when trying to build Alembic/GPUCache plugins with Visual Studio 2010 by yourself.
1. Customize the headers of Visual Studio 2010 and rebuild Alembic libraries.
2. Use Visual Studio 2012 or newer version.
More details about how to patch the headers of Visual Studio 2010:
_FPOSOFF macro is used in both fstream and iosfwd.
In Visual Studio 2010, it's defined as _FPOSOFF(fp) = (long)(fp).
In Visual Studio 2012, it's defined as _FPOSOFF(fp) = (long long)(fp).
fp is truncated to a 32-bit integer from a 64-bit integer in VS 2010.
|MAYA-28353||XGen: default Renderer is set to 'none'||XGen||Manually set to mental ray in the Preview output tab.|
|MAYA-23332||XGen: 'Seexpr' shader not working||XGen||To use seexpr, the
variable must be referenced by setting its name in the Name 0, Name
1... and so forth slots of the seexp attribute page. This means that
there is a limitation of 8 custom shader parameters.
For example, if you are rendering normals, you can set the seexpr expression to $N. You must also take the extra step of setting Name 0 to N.
You can also reference custom shader parameters in the Customs box at the bottom of Seexpr.
|MAYA-23047||XGen: mental ray can crash with higher densities||XGen|
||XGen cannot be
loaded under Windows user
name with upper ASCII characters
||XGen does not
support file names or file
paths with upper-ASCII characters and double byte characters.
As a workaround, users should:
- install Extension for Maya 2014 using a lower-ASCII user name in Windows
- avoid installing Maya to a custom location with upper-ASCII and double byte characters
- avoid saving or opening scene names with upper-ASCII and/or double byte characters
been added to the end of the MFn::Type enum.
||API, Documentation||MFn::kLast for Extension for Maya 2014 is one greater than that of Maya 2014. Plug-ins built against Extension for Maya 2014 that wish to retain backward compatibility with Maya 2014 must therefore avoid using MFn::kPolyCBoolOp, and should either avoid using MFn::kLast or take suitable steps to make sure that its value is decremented by one before using it in Maya 2014.|
doesn't work correctly
for shaded objects
command does not work as
expected for shaded objects.
To workaround this problem, you can execute the following script to take a snapshot of the current scene view and save it as a endSnap.jpg file, to the \images directory of your project directory.
This workaround can be used for both the default viewport and Viewport 2.0.
string $ws=`workspace -q -fullName`";
evalDeferred "string $wsp=$ws + \"/images\"";
evalDeferred "sysFile -makeDir $wsp";
evalDeferred "string $wspf = $wsp + \"/endSnap.jpg\"";
evalDeferred "refresh -cv -fe \"jpg\" -fn $wspf;";
|MAYA-28254||Maya 2014 SP 1 crashes when invoking Send To from Softimage 2014 SP 2||File I/O||Workaround: Ensure that both Softimage 2014 SP 2 and Maya 2014 SP 1 or SP 2 are running before using the One Click functionality.|
Return to Top
Copyright © 2013 Autodesk, Inc.