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| Big Problem: 3 Hours of saving file
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So i wrote a script which export and import object for blendshapes and automatically sets the inbetween weighting according to the number of objects in the imported file. And after the blendshapes are added, the imported objects will be deleted. So as you might have guessed the file gets bigger because there are a lot of shapes of the inbetween objects.
The problem that i noticed, even while importing it was reaally slow. And when all is done, saving the file took like 3 hours. Even after closing and opening maya. I have been very careful in exporting and importing the objects by deleting unwanted “Orig” shapes.
the original file size before importing blendshapes 25 mb.
total shape file imported 20
targets per file 6
some maya 8.5 file which are around 3.6 mb perfile
the others are maya 2008 with 4.8 mb perfile
(the objects are exported from the same rig which was done in 8.5 and later saved in 2008.)
after imports and 3 hours of saving. around 51 mb.
the imported files are in .ma format
the original file is .mb.
Has anyone faced the same problem? Any solutions or at least workaround. Thx in advance.
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Nevermind found the culprit. It’s the light linking bug. But I wrote a script just in case anyone might find it useful (me included). Just open your maya file. Doesn’t matter ma or mb. copy and paste this script into ur script editor (or put it to shelf if you find it useful).
proc REM_lightLink(){
string $linked[]=`connectionInfo -dfs "defaultLightSet.message"`;
for ($link in $linked){ if (`match "lightLinker" $link` != "lightLinker")print ($link+" is not lightLink\n");
else disconnectAttr defaultLightSet.message $link; }
connectAttr defaultLightSet.message lightLinker1.shadowLink[0].shadowLight; connectAttr defaultLightSet.message lightLinker1.link[0].light;
print (`size($linked)`+" lightLink deleted\n"); }REM_lightLink;
What this script does is it disconnect every lightLink node from defaultLightSet. And reconnect them back with only 2 connections as it supposed to. I have not test the script on a light linked scenes yet. So backup your file before running this script. Just in case it destroys your beautifully lighted scene. If your render doesn’t come out after using the script, save as another file and re-open.
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I’m having a similar problem with a couple of my project files. I tried to run your script, however it returned a syntax error. Do you know why this would happen?
I’m running Maya 2008 on a Mac if that matters.
Thanks in advance for any help you can offer.
Author: raygun
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| Replied: 11 June 2009 09:04 AM
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Hey this works well,
script was giving some error, but i had fixed it…
proc REM_lightLink() {
string $linked[] =`connectionInfo -dfs "defaultLightSet.message"`;
for ($link in $linked)
{
if (`match "lightLinker" $link` != "lightLinker")
{
print ($link + "is not lightLink\n");
}
else
{
disconnectAttr defaultLightSet.message $link;
}
}
connectAttr defaultLightSet.message lightLinker1.shadowLink[0].shadowLight;
connectAttr defaultLightSet.message lightLinker1.link[0].light;
print (`size($linked)` + "lightLink deleted\n"); }
REM_lightLink;
Author: jayeshm
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| Replied: 15 October 2011 12:00 AM
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The forum software must have turned the double quotes into “smart quotes” or something
Let’s see if this comes out correctly
proc REM_lightLink(){
string $linked[] =`connectionInfo -dfs "defaultLightSet.message"`;
for ($link in $linked) {
if (`match "lightLinker" $link` != "lightLinker")
print ($link + "is not lightLink\n")
else
disconnectAttr defaultLightSet.message $link;
}
connectAttr defaultLightSet.message lightLinker1.shadowLink[0].shadowLight;
connectAttr defaultLightSet.message lightLinker1.link[0].light;
print (`size($linked)` + "lightLink deleted\n")
}
REM_lightLink;
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What a mess! Come on Autodesk, fix this. I’ll attach the working script.
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THNKR, I receive the same syntax error. Any step-by-step solution, or reliable link you can provide? My 700mb environment file jumped from 60 second to 6 minute to 30 minute save within days. I hope the Maya 2011 version resolves light linking issues. This is unbelievable.
Thanks,
The Beat Maker
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Until Autodesk does something to fix the forum software: here’s a version of the script that does work: http://thnkr.com/wiki/index.php?title=REM_lightLink
polyninja, hope you don’t mind?
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Sorry for the late reply. I have a bad habit of not opening e-mails for months. lol.
Yep copy/pasting this code doesn’t work. Stupid parser. Seems like everytime there’s a print command my semicolon at the end of the line disappear.
So I’ve attached the MEL here. Let me know if it works.
http://www.creativecrash.com/may...rnal/misc/c/rem_lightlink
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THNKR and Polyninja thanks for the reply.
Polyninja, I loaded your script in the script editor and executed. 586 light links were deleted and I was left with 2, as I should be. However, saving still takes 30 minutes. (it used to be 3). Here’s the kicker, when I opened the file after saving for 30 minutes and ran the script again, 586+ light links were detected and deleted - as if they can never be removed for good. I’m going to shoot my computer if I don’t get this resolved soon. Anything I’m doing wrong? Is 586 not a large enough number of light links to cause a problem? The file saving time issue occurred immediately after a rigged character with animation was imported. File size is 700mb.
Mind my ignorance,
The Beat Maker
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As far as I know, 586 light links should not take 30 minutes of saving. So does 700mb file size. When you open that file, does it take that long to load? How much is the polycount?
1. I suggest you try to run the script on the rigged character file.
2. Maybe optimize the files by running “Optimize Scene Size” command under File menu.
3. Delete history on stationary objects.
Sometimes when we use plug-ins, it will create some nodes that will stay with the file even though we deleted the objects that are using the plug-ins. So if you are familiar with your objects history in your scene, try untick the “Show DAG Objects Only” in the outliner. It will show hidden nodes in the scene. Delete unnecessary nodes. You can check the nodes connections in hypergraph. If they are not linked to anything you can delete it. (But going through the hypergraph of 700mb file is going to take a long time :)
Hope this helps.
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I did an update on the script. Added codes to disconnect lightLinker1 from initialShadingGroup. And restoring intended shading group connections to lighLinker1. Give it a try.
http://www.creativecrash.com/may...-external/c/rem_lightlink
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Hey Polyninja u rockssssss
My prob solved my file which was taking 1-2 hrs to save nw taking only 10 sec Its really worksss
Thankssss a lot vvvv Happy
Author: aniparag
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| Replied: 09 September 2011 08:15 PM
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