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BUG: subobject levels transform type-in

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  • BUG: subobject levels transform type-in

    Just wanted to check if anybody else has this before I report this as a bug at AD:

    Pick any mesh and go to subobject level (like vertex), chose some vertices, open the transform type-in, enter some new value somewhere and hit enter (not using the spinners). In my case, the vertices are moved, but the mesh does not change. The mesh DOES change, when I use the spinners. This is just a display problem: rendering always gives the correct result and after the render, or when switching viewports, etc. the mesh is updated.

    Config: Win7, 64bit (up2date), Latest NVidia drivers, 2x GTX680, Max2014Design 64bit (up2date)

  • #2
    I'm assuming that you are on SP5 for Max?

    I know that we had that issue at one point, but it was difficult to track down what was causing it. It was very sporadic and only effected a couple of models. The only common thing across all the files were that some of the objects in the scene were imported from another program. I know it's not much to go on, but we haven't had that problem in a while.

    We rarely use the pop-up dialogue box, instead we use transform numbers at the bottom of the interface. One less pop-up floating around the screen.
    Troy Buckley | Technical Art Director
    Midwest Studios

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    • #3
      Yes, I'm on latest SP.

      I have this issue on all editable meshes, doesn't matter if they are imported or not. Also tried this with older GeForce drivers, on another PC and in Max2013: this "bug" is persistent !!! I also have 2011 installed, and there things are normal. I reported the bug to AD anyway !!!

      And BTW: the transform inputs at the bottom of the interface show the same erratic behaviour
      Last edited by trick; 22-04-2014, 06:17 AM.

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      • #4
        I've got nothing...talked to my guys here and they all have mentioned having it sporadically, but nothing lately. They were never able to consistently reproduce it. One said that simply merging everything into a new scene fixed some "strange" issues he was having, but who knows.

        As a side note, all machines here are using the Quadro K5000/K4000 cards.
        Troy Buckley | Technical Art Director
        Midwest Studios

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        • #5
          Guess it's a graphics driver issue then But since the Quadros have specialized drivers, these can not be compared to GeForces.

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