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Namespace error as collision
#1
Can it be rigt that FumeFX Maya 3.5.4 does´nt support namespace on gematry acting as collision? I get an error when I try to connect a piece of geomatry as collision.

The workaround would be to duplicate the object and delete the namespace but that won´t work well on deforming objects.. Our pipeline and I guess many others have namespaces.

Cheers
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#2
Hello,

FumeFX cannot work with namespaces in Maya as the separator “:” is also used internally in Maya in different context. MEL control treeView that is used to make a relationship editor uses ":" in a different context and we cannot change that. That was not working in Maya2011, but in later versions of Maya it seems that Autodesk have fixed it.
Since Maya2015 is out, we will loose support for Maya 2011 and FumeFX 3.5.5 will support namespaces (Maya 2012 and up).
We plan to release 3.5.5 within a week and it'll include few other fixes as well.

Thank you.

Regards,
Kresimir Tkalcec
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#3
Yes maya isn't that smart about namespaces and creating problematic situations with them.

Also note if you say have an emitter geometry or fume source as a child of a parent and you duplicate (special) the parent (with its children) the children will not;
-change/update their name accordingly
-or be understood correctly to be a unique name because of that of the new duplicate parent's unique name.

So Fumefx is left being confused by the result if it depends on it. Best you can do is carefully go and remove or rename duplicate name spaces object/s that maya allowed you to create (that Fume tries to reference twice).

Also watch out if you import geometry that has the same object names burried in the heirarchies.

Softimage was the best at avoiding all this *properly* and without issue. RIP.
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#4
Thanks for tips!
In 3ds max it's properly done as well Smile

Kresimir
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#5
Maya will create a unique name if you check "Assign unique name to child nodes", so we wonder is there any situation by not using this option ?
For referencing nodes we didn't use the full name, so unless the name is unique it will cause problems.

Regards,
Kresimir Tkalcec
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#6
Just the fact that its optional-means its always possible its not on (I think its not on by default actually).
Also possible to get caught with imports too (depending on options).

I just like how Softimage was in your face about it when ever it came up.
"Are you sure you want to do this?"
"Here are your options to resolve - choose one"
"done"
Also Softimage would update those references everywhere. I think maya doesn't. Like expressions and scripts for example.

Messier.
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