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: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 18:25
To: softimage@listproc.autodesk.com
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: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] 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=
  <softimage@listproc.autodesk.com>
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: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES II]
Sent: 05 October 2017 14:31
To: softimage@listproc.autodesk.com
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: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] 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=
  <softimage@listproc.autodesk.com>
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]" 
<j.ponthi...@nasa.gov>:


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: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Ponthieux, Joseph G. (LARC-E1A)[LITES II]
Sent: Wednesday, October 04, 2017 11:56 AM
To: softimage@listproc.autodesk.com
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: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] 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=  <softimage@listproc.autodesk.com>
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]" 
<j.ponthi...@nasa.gov>:


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: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob
Wuijster
Sent: Wednesday, October 04, 2017 10:40 AM
To: softimage@listproc.autodesk.com
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)

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