RE: Scene crash on startup - any advice

2014-08-04 Thread Matt Lind
Nested models is where you went wrong.  Don’t nest models inside of each other, 
especially if they’re referenced as it creates a situation where dependencies 
cannot be resolved should one of the nested items get updated.  Softimage has 
decent infrastructure for managing dependencies between scene and referenced 
model, but not when the dependency is between two or more models.

If you have many copies of the same model throughout your scene, consider using 
instances which eliminates the problem of duplicate material libraries and 
accelerates interactivity of your scene considerably.  This will also reduce 
file size quite a bit as you only need one master model for the instances, not 
one referenced model per instance as you’re doing now.

You can use standins as  you mentioned.  The difference between the two is 
instances will be of greatest benefit in the viewports whereas standins are of 
benefit at render time.


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jon Hunt
Sent: Sunday, August 03, 2014 1:34 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.commailto: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

Re: Scene crash on startup - any advice

2014-08-04 Thread Jason S

  
  
This Thread contains a great roundup of
  the (comparatively -extremely few-) things to keep in
  mind, allowing to (comparatively -extremely easily-)  deal
  with (and effectively troubleshoot) virtually any project scope
  with SI, and is what makes it 'limitless' while remaining very
  managable/workable.
  
  Wish we could somehow pin stuff!
  
  
  
  On 08/04/14 11:46, Matt Lind wrote:


  
  
  
  
Nested
models is where you went wrong.  Don’t nest models inside of
each other, especially if they’re referenced as it creates a
situation where dependencies cannot be resolved should one
of the nested items get updated.  Softimage has decent
infrastructure for managing dependencies between scene and
referenced model, but not when the dependency is between two
or more models.
 
If
you have many copies of the same model throughout your
scene, consider using instances which eliminates the problem
of duplicate material libraries and accelerates
interactivity of your scene considerably.  This will also
reduce file size quite a bit as you only need one master
model for the instances, not one referenced model per
instance as you’re doing now.  
 
You
can use standins as  you mentioned.  The difference between
the two is instances will be of greatest benefit in the
viewports whereas standins are of benefit at render time.
 
 
Matt
 
 
 
 
From:
softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On
  Behalf Of Jon Hunt
Sent: Sunday, August 03, 2014 1:34 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

Re: Scene crash on startup - any advice

2014-08-04 Thread Jason S

  
  
 "while remaining
very managable/workable" referring to enormously complex
  scenes full of stuff happenning at the same time.
  
  Maya can handle more objects and more polys (in terms of sheer
  count displayed at a time) but perhaps in addition to what has
  been mentioned here,  there are also so many ways to treat islands
  and clusters as objects, and ICE deformations are multithreaded
   super fast, along with working with (and playing back.. or
  capturing near real time) fully SubD-ivided characters (live),
  technically making SI faster than Maya in many(if not most)
  real-world (complex) contexts, while also being the most memory
  effecient of them all literally by a factor of 2 I kid you not.
  
  And as far as I can tell, that easily accessible limitlessness is
  definitely one of the (essential) things missing to 'get there' in
  the 2 main runner-ups, very-much concerning both C4d hanging
  (despite -tons- of things to do and think about to make it better)
  
  AND Modo exploding (quite seemingly not getting better with time)
  
  (both of which also having incredibly nifty, efficient, and
  sometimes unique tools)
  
  But it's as if everything was made to make isolated setups, but SI
  and Maya. 
  
  Except Maya is such a pain in the ass (in an ever increasing
  number of ways)...
  
  So bring your XSI sticker to siggraph! :)
  
  
  
  On 08/04/14 20:01, Jason S wrote:


  
  This Thread contains a great roundup
of the (comparatively -extremely few-) things to keep in
mind, allowing to (comparatively -extremely easily-) 
deal with (and effectively troubleshoot) virtually any project
scope with SI, and is what makes it 'limitless' while remaining
very managable/workable.

Wish we could somehow pin stuff!



On 08/04/14 11:46, Matt Lind wrote:
  
  




  Nested

  models is where you went wrong.  Don’t nest models inside
  of each other, especially if they’re referenced as it
  creates a situation where dependencies cannot be resolved
  should one of the nested items get updated.  Softimage has
  decent infrastructure for managing dependencies between
  scene and referenced model, but not when the dependency is
  between two or more models.
   
  If

  you have many copies of the same model throughout your
  scene, consider using instances which eliminates the
  problem of duplicate material libraries and accelerates
  interactivity of your scene considerably.  This will also
  reduce file size quite a bit as you only need one master
  model for the instances, not one referenced model per
  instance as you’re doing now.  
   
  You

  can use standins as  you mentioned.  The difference
  between the two is instances will be of greatest benefit
  in the viewports whereas standins are of benefit at render
  time.
   
   
  Matt
   
   
   
   
  From:
  softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com]
  On Behalf Of Jon Hunt
  Sent: Sunday, August 03, 2014 1:34 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 variation

Re: Scene crash on startup - any advice

2014-08-04 Thread Eric Turman
Actually, it has been my experience that while Maya can definitely handle a
larger number of individual objects, it  starts to chug much earlier than
Softimage with a lot of polygons

Maya can handle more objects and more polys (in terms of sheer count
 displayed at a time)




-- 




-=T=-


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

Scene crash on startup - any advice

2014-08-02 Thread Jon Hunt
Hi List,
Asked a thousand times before I'm sure. I have researched and having no Joy
and could really do with some suggestions please.

Soft 2014 SP2 - Scene opens at Uni on an identically specced HP workstation
machine.
I noticed my home machine (when the file did work) took about 20mins to
load whereas at Uni it was around 5 minutes.

Scene size 53mb
Scene contains mostly reference models.

Following the help topics I turned on scene debuggingLoad recovery journal
file. I have have pointed it to an existing text file but it hasn't written
anything to that.
 I do have a .lrf file but I am unsure what to do with this?

I restart xsi and I get prompted 5 or so time about having a ghost model.
It continues to load but then hangs without crashing after sticking on
done fixing hidden cluster

Any input would be muchly appreciated

Jon


Re: Scene crash on startup - any advice

2014-08-02 Thread Alok Gandhi
try offloading all the ref models before loading the scene by editing the 
.scntoc file.

Sent from my iPhone

 On 02-Aug-2014, at 7:51 pm, Jon Hunt jonathan.m.h...@gmail.com wrote:
 
 Hi List,
 Asked a thousand times before I'm sure. I have researched and having no Joy 
 and could really do with some suggestions please.
 
 Soft 2014 SP2 - Scene opens at Uni on an identically specced HP workstation 
 machine.
 I noticed my home machine (when the file did work) took about 20mins to load 
 whereas at Uni it was around 5 minutes.
 
 Scene size 53mb
 Scene contains mostly reference models.
 
 Following the help topics I turned on scene debuggingLoad recovery journal 
 file. I have have pointed it to an existing text file but it hasn't written 
 anything to that.
  I do have a .lrf file but I am unsure what to do with this?
 
 I restart xsi and I get prompted 5 or so time about having a ghost model.
 It continues to load but then hangs without crashing after sticking on done 
 fixing hidden cluster
 
 Any input would be muchly appreciated
 
 Jon
 
 
 



Re: Scene crash on startup - any advice

2014-08-02 Thread Stephen Blair
Enable Skip the loading of floating objects in the scene debugging
preferences.
Or try merging the scene into a new scene.


On Sat, Aug 2, 2014 at 10:21 AM, Jon Hunt jonathan.m.h...@gmail.com wrote:

 Hi List,
 Asked a thousand times before I'm sure. I have researched and having no
 Joy and could really do with some suggestions please.

 Soft 2014 SP2 - Scene opens at Uni on an identically specced HP
 workstation machine.
 I noticed my home machine (when the file did work) took about 20mins to
 load whereas at Uni it was around 5 minutes.

 Scene size 53mb
 Scene contains mostly reference models.

 Following the help topics I turned on scene debuggingLoad recovery
 journal file. I have have pointed it to an existing text file but it hasn't
 written anything to that.
  I do have a .lrf file but I am unsure what to do with this?

 I restart xsi and I get prompted 5 or so time about having a ghost model.
 It continues to load but then hangs without crashing after sticking on
 done fixing hidden cluster

 Any input would be muchly appreciated

 Jon






Re: Scene crash on startup - any advice

2014-08-02 Thread Jon Hunt
Thanks for the quick replies guys.

Alok, I havent edited .scntoc files before. Having a look, would I alter
the active resolution of each model to 0 the resave over the .scntoc file?

Stephen, I have tried merging scenes and skip loading of floating objects
option on and both together. Its doesn't crash out as such it just hangs so
I am unsure how long to leave it to quit it through task manager.

Thanks,

Jon


On Sat, Aug 2, 2014 at 3:32 PM, Stephen Blair stephenrbl...@gmail.com
wrote:

 Enable Skip the loading of floating objects in the scene debugging
 preferences.
 Or try merging the scene into a new scene.


 On Sat, Aug 2, 2014 at 10:21 AM, Jon Hunt jonathan.m.h...@gmail.com
 wrote:

 Hi List,
 Asked a thousand times before I'm sure. I have researched and having no
 Joy and could really do with some suggestions please.

 Soft 2014 SP2 - Scene opens at Uni on an identically specced HP
 workstation machine.
 I noticed my home machine (when the file did work) took about 20mins to
 load whereas at Uni it was around 5 minutes.

 Scene size 53mb
 Scene contains mostly reference models.

 Following the help topics I turned on scene debuggingLoad recovery
 journal file. I have have pointed it to an existing text file but it hasn't
 written anything to that.
  I do have a .lrf file but I am unsure what to do with this?

 I restart xsi and I get prompted 5 or so time about having a ghost model.
 It continues to load but then hangs without crashing after sticking on
 done fixing hidden cluster

 Any input would be muchly appreciated

 Jon







Re: Scene crash on startup - any advice

2014-08-02 Thread Alok Gandhi
you can download the scntoc manager that I wrote. It is available as a stand 
alone application as well as a soft addon. you can get it from rray.de 
otherwise yes you need to set the resolution to 0 manually.

Sent from my iPhone

 On 02-Aug-2014, at 8:23 pm, Jon Hunt jonathan.m.h...@gmail.com wrote:
 
 Thanks for the quick replies guys.
 
 Alok, I havent edited .scntoc files before. Having a look, would I alter the 
 active resolution of each model to 0 the resave over the .scntoc file?
 
 Stephen, I have tried merging scenes and skip loading of floating objects 
 option on and both together. Its doesn't crash out as such it just hangs so I 
 am unsure how long to leave it to quit it through task manager.
 
 Thanks,
 
 Jon  
 
 
 On Sat, Aug 2, 2014 at 3:32 PM, Stephen Blair stephenrbl...@gmail.com 
 wrote:
 Enable Skip the loading of floating objects in the scene debugging 
 preferences.
 Or try merging the scene into a new scene.
 
 
 On Sat, Aug 2, 2014 at 10:21 AM, Jon Hunt jonathan.m.h...@gmail.com wrote:
 Hi List,
 Asked a thousand times before I'm sure. I have researched and having no Joy 
 and could really do with some suggestions please.
 
 Soft 2014 SP2 - Scene opens at Uni on an identically specced HP workstation 
 machine.
 I noticed my home machine (when the file did work) took about 20mins to 
 load whereas at Uni it was around 5 minutes.
 
 Scene size 53mb
 Scene contains mostly reference models.
 
 Following the help topics I turned on scene debuggingLoad recovery journal 
 file. I have have pointed it to an existing text file but it hasn't written 
 anything to that.
  I do have a .lrf file but I am unsure what to do with this?
 
 I restart xsi and I get prompted 5 or so time about having a ghost model.
 It continues to load but then hangs without crashing after sticking on 
 done fixing hidden cluster
 
 Any input would be muchly appreciated
 
 Jon
 


RE: Scene crash on startup - any advice

2014-08-02 Thread Matt Lind
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 
entries in the deltas are evaluated, and the removed items list acts to cancel 
out anything that appears in the previous lists).  If you cannot find a pair 
for each entry, then something's wrong.  In which case, flush the item from the 
removed items list by selecting and deleting it.  I recommend this over 
deleting the entire delta as some tend to do, because deleting a model delta is 
often unnecessary and only loses all your work.  In most cases the problem 
isn't too hard to find as long as you pay attention to what you're looking for. 
 Matt   Hi List,
Asked a thousand times before I'm sure. I have researched and having no Joy and 
could really do with some suggestions please.

Soft 2014 SP2 - Scene opens at Uni on an identically specced HP workstation 
machine.
I noticed my home machine (when the file did work) took about 20mins to load 
whereas at Uni it was around 5 minutes.

Scene size 53mb
Scene contains mostly reference models.

Following the help topics I turned on scene debuggingLoad recovery journal 
file. I have have pointed it to an existing text file but it hasn't written 
anything to that.
  I do have a .lrf file but I am unsure what to do with this?

I restart xsi and I get prompted 5 or so time about having a ghost model.
It continues to load but then hangs without crashing after sticking on done 
fixing hidden cluster

Any input would be muchly appreciated

Jon