Re: Scene crash on startup - any advice

2014-08-03 Thread Jon Hunt
Thank you both Peter and Matt for your lengthy replies.
I've found your replies informative and interesting.
I am trying best possible to work to best practices and feel a little
reassured! I am not doing much else other than laying out the models in the
scene. I do have some geo in there (landscape) and some models I have made
local.

In summary the scene is a large camera move that flies through a village
that is fairly dense with houses. I have built 3 variations of house with
windows/doors/chimneys and so it is modular so I can avoid any repetition
and build a custom house.
This inevitably means I have reference models inside reference models.
However through research I have not gone more than 2 levels deep with them
and arranged the embedded ref models inside nulls for any SRT transforms.

All models have master files that I have setup and refer back to when I
make any changes.

I think where I have gone wrong is if I want to make another variation of a
house on the fly, I have taken a house model and made the top part of the
hierarchy local and duplicated sub parts which are still referenced in. In
doing this it has prompted me to share or copy material libraries.
If I want another variation. I should build it in master file and bring it
back in.
I have done this 4/5 times in say 40 models, so I know where to fix it.

Another workflow I could be using (should be using?) is stand ins. I did do
a test render on Friday without using them and with a basic lightning setup
up it munched it up. I am not overly concerned about the scene being to
heavy now. I am unsure of this crossover as to when I should be using
standins verses ref models. This is a separate conversation I am sure. I
also have a deadline looming and need the darn shot rendered!

Thanks,

Jon



On Sat, Aug 2, 2014 at 9:42 PM, Matt Lind speye...@hotmail.com wrote:

 A scene size of 53 MB containing mostly referenced models indicates there
 is still a lot of data, such as animation (FCurves) or data applied on top
 of the referenced models in model deltas, still in the scene.

 the first thing to try is rolling back your scene to a previous version
 (including referenced models) if you have been using source control.

 The done fixing hidden cluster error indicates a geometry problem.  With
 a scene containing many referenced models, it's likely one or more models
 was imported into the scene as a referenced model, modified in some way
 that applied a dependency which needs geometry information, and the
 referenced model was later edited offline outside the scene.  Next time the
 scene opens, Softimage is surprised because the referenced model is in a
 different state than the last time the scene was saved and has all this
 dependency data it doesn't know what to do with, so mayhem breaks out.  For
 example, if you applied an object-to-cluster constraint, the constraint
 operator has a dependency on the cluster.  If you delete the cluster from
 the referenced model outside the scene, the next time the scene opens and
 uses that model, Softimage will see the constraint operator and try to
 connect to a now non-existent cluster, then get confused.

 There are some topology operators which generate hidden clusters behind
 the curtains from user view which are used as a scratchpad for
 calculations.  It's very possible the above scenario has occurred and the
 operator's cluster in question cannot reconnect to it's dependencies
 because one or more of it's inputs has disappeared from the model being
 changed outside the scene.   One test is to open each referenced model
 locally in an empty scene.  Check the script log before doing any work on
 each model, if you get the error message again, then you've found the
 problem.  Freeze its modeling construction history using Freeze M, then
 export to update the .emdl.  If you know of constraints or other operators,
 such as object-to-cluster, and have knowingly deleted the cluster, then try
 recreating the cluster to satisfy the scene next time it is opened.

 If all the models import successfully into empty scenes, then reopen the
 original scene and see if the error still occurs.  If it does, then the
 problem is likely caused by data local to the scene and not in a referenced
 model.  Data in model deltas is considered local to the scene, not the
 model.  However, it's unlikely the problem is in model deltas if it's
 giving you 'hidden cluster' errors, but in the rare chance it is, check the
 'removed items' section of the delta and cross reference it with the other
 categories for dangling entries.  Every item appearing in the removed items
 list will have an associated entry in another category of the model delta.
 for example, if you import the referenced model, change it's position, then
 undo that action, there will be entries in the 'stored positions' category
 to record the position change, and an associated entry in the 'removed
 items' category to undo that position change (All the 

Re: Scene crash on startup - any advice

2014-08-03 Thread Jon Hunt
Hi Peter,
ha ha I'm happy to hear both workflows! each scenario is different seeings
I explained more about the shot and that it needs rendering!
Localizing everything has been on my mind! seeings that the models are
locked versions.

I have named all my materials (I did a pass of going through each master
model file converting my shaders to arnold + tweaks and deleting unused
materials through the external files tool)  but do confess from one house
model to the next I shall have duplicate materials that will be essentially
connecting the same texture file. Particularly the wood texture that
services all the wooden beams that are a feature of the houses. I have a
lot of material libraries and am sure I could consolidate this to a global
material library.

I shall be kicking out multiple passes but more separating out objects with
mattes rather than a set of channels to recomp. I am finding I am getting
good results from Arnold and don't overly want to complicate things nor
have the time. A decent compositior would tear my head off for saying this
I'm sure!

I have held up on the scene until later today. I felt it be productive that
I light another scene (seeings I can open it!!) besides it made me feel
better!
I'm gonna check out the scntoc manager later but back at work/uni tomorrow
so failing this I shall save a reference version of the scene then localize
it all.

Thanks again,
Jon




On Sun, Aug 3, 2014 at 11:17 AM, pete...@skynet.be wrote:

   Well, I’m going to suggest the exact opposite of before [image: Smile].

 Why don’t you try and localize EVERYTHING to the scene (did you get to
 open it when offloading the models?) – make sure all geometry is frozen and
 delete all unneeded clusters.
 and do a good cleanup of the materials - assuming you have named you
 materials it’s just a matter of selecting all corresponding parts and
 assign them to the same material (one single wood material, one single
 metal material,... for the whole of the scene)
 Also remove unused materials and clips – and do it repeatedly – it never
 hurts to click those buttons too often.
 You can also merge all objects with the same material (eg all chimneys,
 all rivets,...) which can drastically reduce the amount of objects without
 resorting to clusters.
 If you just want to render a single beauty pass – you can merge complete
 houses - you’ll end up with clusters and cluster materials – which is no
 good for working with passes.

 It’s basically consolidating your scene, flattening it down, removing all
 dependencies. This makes it ‘uneditable’ – but since you are ready to
 render that’s fine.
 It’s actually not uncommon for film pipelines to include this as an
 automated step when sending off the scene to render. (saving it as a
 separate render only version – that only serves that purpose: getting your
 renders out.)


  *From:* Jon Hunt jonathan.m.h...@gmail.com
 *Sent:* Sunday, August 03, 2014 10:34 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Scene crash on startup - any advice

  Thank you both Peter and Matt for your lengthy replies.
 I've found your replies informative and interesting.
 I am trying best possible to work to best practices and feel a little
 reassured! I am not doing much else other than laying out the models in the
 scene. I do have some geo in there (landscape) and some models I have made
 local.

 In summary the scene is a large camera move that flies through a village
 that is fairly dense with houses. I have built 3 variations of house with
 windows/doors/chimneys and so it is modular so I can avoid any repetition
 and build a custom house.
 This inevitably means I have reference models inside reference models.
 However through research I have not gone more than 2 levels deep with them
 and arranged the embedded ref models inside nulls for any SRT transforms.

 All models have master files that I have setup and refer back to when I
 make any changes.

 I think where I have gone wrong is if I want to make another variation of
 a house on the fly, I have taken a house model and made the top part of the
 hierarchy local and duplicated sub parts which are still referenced in. In
 doing this it has prompted me to share or copy material libraries.
 If I want another variation. I should build it in master file and bring it
 back in.
 I have done this 4/5 times in say 40 models, so I know where to fix it.

 Another workflow I could be using (should be using?) is stand ins. I did
 do a test render on Friday without using them and with a basic lightning
 setup up it munched it up. I am not overly concerned about the scene being
 to heavy now. I am unsure of this crossover as to when I should be using
 standins verses ref models. This is a separate conversation I am sure. I
 also have a deadline looming and need the darn shot rendered!

 Thanks,

 Jon



 On Sat, Aug 2, 2014 at 9:42 PM, Matt Lind speye...@hotmail.com wrote:

  A scene size of 53 MB containing mostly referenced models 

Re: Scene crash on startup - any advice

2014-08-03 Thread peter_b
 ha ha I'm happy to hear both workflows! each scenario is different seeings I 
 explained
 more about the shot and that it needs rendering!

think of it in photoshop terms:
on one hand you work in layers, adjustment layers and groups – to be able to 
make modifications 
but at some point you flatten – all or part of it – to simplify, because you 
have to for certain things, for performance or to export the final version 
that’s used elsewhere – while keeping the layered version of course. 

Making one huge 3D scene where everything is interconnected, non-destructive, 
procedural, modifiable is great – especially while going through design changes 
– but at some point it can become counterproductive and consolidating things 
can be your way out.

The balance between these two is not a simple black and white thing – no 
absolute rules. Sometimes you need a mixture of both, sometimes either extreme. 
And when you run into trouble on one end, it might be worth trying the opposite 
approach. I think it’s an important skill to acquire, to understand these 
strategies, to know when to simplify and consolidate and when not to – ideally 
before things start to fall apart .

The photoshop analogy is far from perfect btw: flattening makes a file smaller 
and lighter. Localizing models is going to make the scene bigger

I hope you get your shot/shots out – and can consider such things when things 
calm down.


 ... but do confess from one house model to the next I shall have duplicate 
 materials that will be essentially connecting the same texture file.

a few duplicate materials or a couple of libraries is far from a problem – if 
you kept an eye on things you’re fine. But I’ve run into scenes with thousands 
of unnamed materials, that are all just the same default phong. It’s always 
worth it to go over what you have done - the more you can clean up, the less 
bloat the software has to deal with. You’ll run into situations where this 
becomes the difference between being able to achieve what you’re after or not.

About working in passes – again there’s no absolute rules. Sometimes you’re 
better off with passes and channels for absolutely everything, combining 
hundreds of passes in comp – sometimes a single pass and the odd mask or two.
Afaik - the industry is moving a bit away again from multi-pass towards beauty 
rendering – in no small amount because of Arnold.
But there’s still a lot to be said for being able to tweak in comp – and 
avoiding 3D re-renders.
...



From: Jon Hunt 
Sent: Sunday, August 03, 2014 1:35 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Scene crash on startup - any advice

Hi Peter,

ha ha I'm happy to hear both workflows! each scenario is different seeings I 
explained more about the shot and that it needs rendering!
Localizing everything has been on my mind! seeings that the models are locked 
versions.

I have named all my materials (I did a pass of going through each master model 
file converting my shaders to arnold + tweaks and deleting unused materials 
through the external files tool)  but do confess from one house model to the 
next I shall have duplicate materials that will be essentially connecting the 
same texture file. Particularly the wood texture that services all the wooden 
beams that are a feature of the houses. I have a lot of material libraries and 
am sure I could consolidate this to a global material library.


I shall be kicking out multiple passes but more separating out objects with 
mattes rather than a set of channels to recomp. I am finding I am getting good 
results from Arnold and don't overly want to complicate things nor have the 
time. A decent compositior would tear my head off for saying this I'm sure!


I have held up on the scene until later today. I felt it be productive that I 
light another scene (seeings I can open it!!) besides it made me feel better!

I'm gonna check out the scntoc manager later but back at work/uni tomorrow so 
failing this I shall save a reference version of the scene then localize it 
all.  


Thanks again,

Jon







On Sun, Aug 3, 2014 at 11:17 AM, pete...@skynet.be wrote:

  Well, I’m going to suggest the exact opposite of before .

  Why don’t you try and localize EVERYTHING to the scene (did you get to open 
it when offloading the models?) – make sure all geometry is frozen and delete 
all unneeded clusters.
  and do a good cleanup of the materials - assuming you have named you 
materials it’s just a matter of selecting all corresponding parts and assign 
them to the same material (one single wood material, one single metal 
material,... for the whole of the scene)
  Also remove unused materials and clips – and do it repeatedly – it never 
hurts to click those buttons too often.
  You can also merge all objects with the same material (eg all chimneys, all 
rivets,...) which can drastically reduce the amount of objects without 
resorting to clusters.
  If you just want to render a single beauty pass – you can 

Re: OT Maya: Spring Dynamics in Maya

2014-08-03 Thread Ben Beckett
We have to ask why do autodesk feel the need to add bonus tool. They should
just come with the software.




On 2 August 2014 01:22, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 Hey Will,

 Maya bonus tools might be what you are looking for (free addon for maya):

 https://www.youtube.com/watch?v=F5oPTUHN-5U#t=67

 Dynamic joints added in bonus tools 2013

 Hope this helps.

 Give everyone at PB my best ;P


 On 1 August 2014 22:52, Jeremie Passerin gerem@gmail.com wrote:

 Hey Will,

 I think they attach rig to a simulated hair strand... I'm not quite sure
 but heard something like that.
 Also MT_springs = Gear Springs. It's part of the contribution from Helge
 to Gear.
 The code is open source by the way, so it shouldn't be too difficult to
 port it to Maya.

 Good luck in your research.
 Jeremie


 On 1 August 2014 14:12, Will Sharkey willjshar...@gmail.com wrote:

 Hello,

 I posted this at maya_he3d google group but there is so little traffic,
 only 2 posts over there today and I think they were all from me!

 I wonder if you all could shed some light on spring dynamics in Maya,
 maybe something similar to mt springs or the cool spring solvers in gear.

 What are some good solutions or tools to achieve this? I noticed there
 is a Jiggle Deformer but that seems point based as opposed to an offset on
 a controller. Any information would be much appreciated.

 Thanks!






Re: OT Maya: Spring Dynamics in Maya

2014-08-03 Thread Ben Barker
I always got the impression it was a support thing. Sort of like Gmail
being in 'beta phase' for a decade.


On Sun, Aug 3, 2014 at 2:47 PM, Ben Beckett nebbeck...@gmail.com wrote:

 We have to ask why do autodesk feel the need to add bonus tool. They
 should just come with the software.




 On 2 August 2014 01:22, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Hey Will,

 Maya bonus tools might be what you are looking for (free addon for maya):

 https://www.youtube.com/watch?v=F5oPTUHN-5U#t=67

 Dynamic joints added in bonus tools 2013

 Hope this helps.

 Give everyone at PB my best ;P


 On 1 August 2014 22:52, Jeremie Passerin gerem@gmail.com wrote:

 Hey Will,

 I think they attach rig to a simulated hair strand... I'm not quite sure
 but heard something like that.
 Also MT_springs = Gear Springs. It's part of the contribution from Helge
 to Gear.
 The code is open source by the way, so it shouldn't be too difficult to
 port it to Maya.

 Good luck in your research.
 Jeremie


 On 1 August 2014 14:12, Will Sharkey willjshar...@gmail.com wrote:

 Hello,

 I posted this at maya_he3d google group but there is so little
 traffic, only 2 posts over there today and I think they were all from me!

 I wonder if you all could shed some light on spring dynamics in Maya,
 maybe something similar to mt springs or the cool spring solvers in gear.

 What are some good solutions or tools to achieve this? I noticed there
 is a Jiggle Deformer but that seems point based as opposed to an offset on
 a controller. Any information would be much appreciated.

 Thanks!







Re: OT Maya: Spring Dynamics in Maya

2014-08-03 Thread Sebastien Sterling
A strong indication that even devs working on it know that the software
their evil overlords are hawking is worse then fucking dirt on the artist.


On 4 August 2014 00:52, Ben Barker ben.bar...@gmail.com wrote:

 I always got the impression it was a support thing. Sort of like Gmail
 being in 'beta phase' for a decade.


 On Sun, Aug 3, 2014 at 2:47 PM, Ben Beckett nebbeck...@gmail.com wrote:

 We have to ask why do autodesk feel the need to add bonus tool. They
 should just come with the software.




 On 2 August 2014 01:22, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 Hey Will,

 Maya bonus tools might be what you are looking for (free addon for maya):

 https://www.youtube.com/watch?v=F5oPTUHN-5U#t=67

 Dynamic joints added in bonus tools 2013

 Hope this helps.

 Give everyone at PB my best ;P


 On 1 August 2014 22:52, Jeremie Passerin gerem@gmail.com wrote:

 Hey Will,

 I think they attach rig to a simulated hair strand... I'm not quite
 sure but heard something like that.
 Also MT_springs = Gear Springs. It's part of the contribution from
 Helge to Gear.
 The code is open source by the way, so it shouldn't be too difficult to
 port it to Maya.

 Good luck in your research.
 Jeremie


 On 1 August 2014 14:12, Will Sharkey willjshar...@gmail.com wrote:

 Hello,

 I posted this at maya_he3d google group but there is so little
 traffic, only 2 posts over there today and I think they were all from me!

 I wonder if you all could shed some light on spring dynamics in Maya,
 maybe something similar to mt springs or the cool spring solvers in gear.

 What are some good solutions or tools to achieve this? I noticed there
 is a Jiggle Deformer but that seems point based as opposed to an offset on
 a controller. Any information would be much appreciated.

 Thanks!