There's actually a surprising number of issues that you can spot right away
when you have an ascii file that don't involve the kind of ASCII search
that feels like picking fleas off a wolf.
Scene bloat, something Maya suffers for enormously but Soft isn't exactly
immune to, is just one of many exa
I don't want to be the TD searching in this ASCII .scn file trying to find
out how to fix the crash.
Just saying :)
On Sun, Sep 8, 2013 at 3:01 PM, Andy Jones wrote:
> I 100% agree and am fully in favor of an ascii scene format. Just
> pointing out that it alone unfortunately doesn't solve th
I 100% agree and am fully in favor of an ascii scene format. Just
pointing out that it alone unfortunately doesn't solve the crash
recovery problem.
On Sun, Sep 8, 2013 at 3:23 AM, Angus Davidson
wrote:
> An Ascii file format really is a must. Apart from being able to hack and
> restore file (
An Ascii file format really is a must. Apart from being able to hack and
restore file (which saved many of my students when we were still using Maya, it
also allow Czars Git plugin to become far more useful. To be able to run diffs
on a scene to find out whats actually changed would be amazing.
I'd love an ascii scene file format as much as the next guy, but
people still lose plenty of unsaved changes with Maya ascii. Aside
from general hackability, the big advantage of .ma is being able to
fix broken scenes after they've been saved.
On Sat, Sep 7, 2013 at 9:48 AM, Toonafish wrote:
> W
Yeah, my point isn't that replaying the commands is currently a viable
alternative for scene recovery (though I would say it's better than
nothing in the cases where the auto-recovery fails). Just that it
could be a really good solution, if some more effort were put into
ensuring every interaction
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