Hi! I’m not sure this is an mGear bug, since it’s related to the RBF Node. So please feel free to move the thread if you think it’s more convenient.
I’ve been using RBF Manager to set up a part of my character’s face rig, where certain joints’ transforms (cheeks and nose) are driven with the jaw rotation. On rebuilding this character over and over, I started to notice some weird behaviour: the scale of some joints was [0,0,0] when the rig finished building. It’s never on two at the same time, and it’s never on the same one. Thinking it could be related to the Parallel evaluation, I decided to switch to DG, but the issue persists. Mind you, it does not happen all the time. But today an animator reported it happened to her on opening her scene. She closed Maya, reopened, reopened the scene, and it was fine. Which leads me to another of the weird issues with this: by building a rig on a fresh Maya there seems to be less chances of this happening that when your program has been opened for several days.
The good news is that I discovered it was an evaluation issue. Forcing all the RBF nodes in the scene to re-evaluate fixes the issue right away.
Have any of you experienced similar problems? Do you think I should bring this to Ingo as well so he’s aware?