make sure you have the gradient background turned off... On Fri, Oct 6, 2017 at 9:17 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] < [email protected]> wrote:
> I was able to replicate all the way back to Maya 2014. But don’t have > anything older installed. The same thought occurred to me that it seemed > strange to not have been caught by now. > > > > Joey > > > > > > > > *From:* [email protected] [mailto:softimage-bounces@ > listproc.autodesk.com] *On Behalf Of *Brent McPherson > *Sent:* Friday, October 06, 2017 5:59 AM > *To:* [email protected]; Official Softimage Users Mailing List. > https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=88e6lQ5Muq_dkc_QUSx6CNTen-DRe-UZPc5-eh8m008&s=3qt5FL6UgdZN_57rpfRQU2SKsqh6FOChe4ZD3dsQe4I&e= > < > [email protected]> > > *Subject:* RE: OT Maya Q - default cameras clipping planes > > > > Yes, it could be a known issue. > > > > I was referring to the fact I (personally) had never heard anyone mention > it in the modeling area where I have (mostly) worked since joining the Maya > team. > > -- > > Brent > > > > *From:* [email protected] [mailto:softimage-bounces@ > listproc.autodesk.com <[email protected]>] *On > Behalf Of *Rob Wuijster > *Sent:* 06 October 2017 10:15 > *To:* [email protected] > *Subject:* Re: OT Maya Q - default cameras clipping planes > > > > That sounds odd to me, as apparently this behavior is there since the > first release of Maya 2016. Maybe already in 2015 as well. > But hopefully this little nugget of annoyance will be fixed in the next SP > of 2018..... > > > > Rob > > > > \/-------------\/----------------\/ > > On 6-10-2017 10:22, Brent McPherson wrote: > > No problem. I'm really surprised this is the first time I've heard about this > issue... > > -- > > Brent > > > > -----Original Message----- > > From: [email protected] > [mailto:[email protected] > <[email protected]>] On Behalf Of Ponthieux, Joseph G. > (LARC-E1A)[LITES II] > > Sent: 05 October 2017 18:25 > > To: [email protected] > > Subject: RE: OT Maya Q - default cameras clipping planes > > > > Brent, > > > > Thanks! I had not been able to get around to submitting it yet. > > > > Joey > > > > > > > > -----Original Message----- > > From: [email protected] > [mailto:[email protected] > <[email protected]>] On Behalf Of Brent McPherson > > Sent: Thursday, October 05, 2017 12:07 PM > > To: Official Softimage Users Mailing List. > https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=IPWu-N_w2ofkgXSwipB-xc4RMHrBL8P0YyaTdHzPV5k&s=dhlZth5P7jGw2KRbG6HhIOabzQtDDjrDhf_CQTh2IeA&e= > <[email protected]> <[email protected]> > > Subject: RE: OT Maya Q - default cameras clipping planes > > > > I entered a bug for this: > > > > MAYA-87698 - Large objects are incorrectly framed in the 3D ortho views > > > > The workaround is to just select the ortho camera in the outliner and > increase the translation channel but I agree it looks like a bug due to the > fact it does translate the ortho camera a little bit if you pan and then > frame. > > > > Thanks. > > -- > > Brent > > > > -----Original Message----- > > From: [email protected] > [mailto:[email protected] > <[email protected]>] On Behalf Of Ponthieux, Joseph G. > (LARC-E1A)[LITES II] > > Sent: 05 October 2017 14:31 > > To: [email protected] > > Subject: RE: OT Maya Q - default cameras clipping planes > > > > > > It seems this might be a bug actually. I posted this to the Area yesterday > and the only response I got back seems to confirm that. I'm finding that > there are times when Frame Selection actually does affect the lens position, > but for some reason it seems like it is broken in most cases for the ortho > panels. What Default View is doing is correctly positioning the lens outside > the extent of the geometry by positioning the Z. When you hit Frame Selection > again, you're then setting the ortho width and that frames the XY. > > > > It does not appear to have any issues setting camera position for non-ortho > cameras. So this must be an error in how it resolves the framing in ortho > mode only. > > > > You will find that the predefined Front Bookmark also works correctly setting > the Z position like you would expect, and when the camera doesn’t reposition > properly after a Frame Selection, if you just alt-middle click drag the > camera a little to one side or the other, then frame selection again, it will > actually change the Z position a little. After several repeats it will find > its way outside the geometry extent. I would be surprised if there was a > divide by zero error hidden in the Frame Selection code somewhere. > > > > Joey > > > > > > > > -----Original Message----- > > From: [email protected] > [mailto:[email protected] > <[email protected]>] On Behalf Of Morten Bartholdy > > Sent: Thursday, October 05, 2017 6:15 AM > > To: Official Softimage Users Mailing List. > https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=HUtkv4Ex045kP5iHOzaFo51-41knkpa0DiMyZ-aZ7DA&s=ZNGqh5ZKBMsbBz85z_29XeT1kNMKI5NCprXj8q1UehA&e= > <[email protected]> <[email protected]> > > Subject: RE: OT Maya Q - default cameras clipping planes > > > > Holy crap, this is lame, even for Maya. Your suggestion works - upon > inspection the default cameras are too close to the large objects, which > effectively clips the closest parts. I had no idea, as there is still a ton > of stuff I don't know about Maya. This is after framing the objects using > both A and F in order to see what might fix it, plus trying to dolly away to > no avail. > > > > What I do know about Maya - never expect it to act or behave sensibly nor > logically :-/ > > > > Since you know the ins and outs - it drives me crazy that there apparently is > no actual zoom function in Maya wievports, like the one we know from > Softimage. I am talking about changing camera fov using Z interactively while > working on framing in a scene. Asking our Maya residents they reply they > don't use that so they don't know how. They say to select camera and change > fov in the Attribute Editor. > > > > How do you manage stuff like that (assuming you have found a smarter way). > > > > Thanks > > Morten > > > > > > > > > > > > Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G. > (LARC-E1A)[LITES II]" <[email protected]> <[email protected]>: > > > > > > So it seems I was wrong. The 1000.1 value can change when using the Framing > function. The F key. But It doesn’t change when attempting to zoom or dolly > in the front, top or side viewport using the mouse. > > > > What I am seeing is the part of a really large object closest the camera is > clipped and the near clip is incapable of seeing anything because the camera > head is not actually in front of the object. And I can't set near clip to a > negative value. Is this what you are experiencing? > > > > To replicate, in a new scene create a sphere with a radius of 1500 units. > Select the sphere and hit F key in the Front viewport. This illustrates that > part of the 1500 radius sphere is past the normal position of the Front > camera which is 1000.1 units Z. You can clearly see the problem if you have > the viewport set to shading. So in Front camera for example you have to > manually set camera Z to a value which places the camera in front of all > geometry, such as 1600 units Z, which means you have to know the geometry > extent relative that camera. And then make sure the far clipping plane is > beyond the far side. > > > > It seems that you can somewhat correct the situation by executing > View>Default View for the viewport in question, executing the A key or > selecting the object or objects then hit the F key. Then suddenly it will set > the Z extent in front of the selected geometry without difficulty. > > > > I'm seeing this in 2018 and all the way back to 2014. As long as your scene > is never beyond 2000 units wide, or twice the distance wide of the camera > position to world center, you're not likely to ever see the problem. Further, > the inability to frame on the object appears to be affected by the size of > the object rather than its position. In other words multiple objects at a > distance of 3000 units apart but at normalized sizes seem less likely to > exhibit the framing problem than one object that is 3000 units across. > > > > I don’t recall if this is how it worked in the past. This does not seem > normal. But this seems to not be framing the objects correctly nor permitting > the user to dolly the orthographic cameras in a predictable fashion without > first executing Default View which apparently knows how to correctly set the > orthographic camera's lens position outside the volume of the existing > geometry. > > > > Joey > > > > > > -----Original Message----- > > From: [email protected] > > [mailto:[email protected] > <[email protected]>] On Behalf Of > > Ponthieux, Joseph G. (LARC-E1A)[LITES II] > > Sent: Wednesday, October 04, 2017 11:56 AM > > To: [email protected] > > Subject: RE: OT Maya Q - default cameras clipping planes > > > > > > I'm seeing them work even after 1 Billion units in the front camera. Having > issues at 1500 units does not seem normal. I suspect the camera has been > edited. > > > > Check the following in the Front Camera: > > > > 1. Select the front camera in the outliner 2. In the attribute editor > > for front, is Z set to 1000.1. > > > > Top should have always have 1000.1 for Y, and Side should have 1000.1 for X. > These should never change though the remaining position values will. > > > > If they are not 1000.1, does setting them manually to that value fix the > problem? > > > > Alternatively, does executing View> Default View for each viewport fix the > issue? > > > > Joey > > > > > > > > > > > > -----Original Message----- > > From: [email protected] > > [mailto:[email protected] > <[email protected]>] On Behalf Of Morten > > Bartholdy > > Sent: Wednesday, October 04, 2017 11:30 AM > > To: Official Softimage Users Mailing List. > > https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com > > _forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7 > > a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=NyDUWHi > > GTmPTrUyJA1FzibkPOsRIiAEVWCVDPe_yfy0&s=iAHP0nbxB5ngtcbuawEGG8f_VOSTfR3 > > gqg7TD6w0uEw&e= <[email protected]> > <[email protected]> > > Subject: RE: OT Maya Q - default cameras clipping planes > > > > The scene is not that large - only about 1500 Maya units across and deep. I > have worked with scenes 100x larger in Soft. It seems ridiculous. > > > > Changing clipping plane values has no effect on the default scene cameras - I > am on Maya 2016 base version if that makes any difference, and the cameras > are neither scaled nor rotated as far as I can tell. > > > > I use wip cameras that I create for moving cameras around as I don't know the > do's and dont's with Maya default cameras, so I thought it better to leave > them be. > > > > MB > > > > > > > > Den 4. oktober 2017 klokken 17:04 skrev "Ponthieux, Joseph G. > (LARC-E1A)[LITES II]" <[email protected]> <[email protected]>: > > > > > > I’m wondering exactly how large your scene is. Sometimes things get weird > with astronomically large scenes. > > > > You should be able to edit the Far Clip Plane for frontShape, topShape, or > sideShape. I just tested this and it works as expected. But the numbers I am > using are less than 100K. > > > > Have the Top, Front, or Side cameras been edited in any unusual way? They are > special cameras, special objects if you will, that can act bizarrely if > treated like real objects, or articulated in ways they are meant to be. > Rotation or Scaling for example. They can be moved but should only be > articulated using the viewports. They are generally hidden by default and > should remain that way. I do remember having issues when treating them in a > non-typical way. But there is no obvious reason I can think of that would > directly prevent their clipping planes from being edited. > > > > Joey > > > > From: [email protected] > > [mailto:[email protected] > <[email protected]>] On Behalf Of Rob > > Wuijster > > Sent: Wednesday, October 04, 2017 10:40 AM > > To: [email protected] > > Subject: Re: OT Maya Q - default cameras clipping planes > > > > > > I ran into the same thing for my last project. > > Huge scenes that were clipped off in the default cameras, so a hard time > selecting stuff in the viewport. > > Due to time limits I never had the chance to dive into this, so anyone who > can answer the question please do. > > > > And scaling up stuff, including cameras can result in some nasty render > surprises. Unless that has been fixed in the last couple of versions. > > > > Rob (already grey...) > > > > > > > > \/-------------\/----------------\/ > > On 4-10-2017 15:48, Morten Bartholdy wrote: > > > > I have run into a problem with Mayas default scene cameras for top, front and > side views. It appears if I work with very large objects, like in landscape > scale, the objects are clipped by distance in the respective cameras. > Changing the clipping planes of these cameras does not work - the objects are > still clipped. A very unfortunate side effect is I can't select components of > my objects that are outside the clipping planes, ie. if I have a long grid > road piece and want to select edge vertices to move them all, I can't do that > from the side or front view - only the vertices visible inside clipping > planes get selected. > > > > > > > > The workaround (usual Maya style) is to either make new camera and position > as side- or frontview camera, because for new cameras clipping planes > work(!), or to select edgerings and move them instead of selecting all > vertices in sideview - or as our local Maya resident (a patient man these > days ;) says, to work at smaller scale and then scale up at the end. I say it > is moronic. > > > > > > > > I am sure you smart people have run into something similar and perhaps have a > more nifty workaround I can use. > > > > > > > > Thanks > > > > Morten (rapidly turning greyhaired while learning Maya) > > > > ------ > > > > Softimage Mailing List. > > > > To unsubscribe, send a mail to > [email protected]<mailto:[email protected]> > <[email protected]> with "unsubscribe" in the subject, > and reply to confirm. > > > > > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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