StateManager empty in autosave file
Quote from SciMunk on 21. March 2019, 1:30Hello,
I just noticed that when I open an autosave maya file, the stateManager is completely empty, not sure of what could cause that (using maya 2019)
Thanks !
Hello,
I just noticed that when I open an autosave maya file, the stateManager is completely empty, not sure of what could cause that (using maya 2019)
Thanks !
Quote from RichardF on 21. March 2019, 2:04You found a new bug, thanks for reporting it. I could reproduce this bug, but I'm not sure if I can do anything there.
It seems like Maya doesn't save custom fileinfo data in the scene during the autosave. I'll have a closer look at that, but for now you would have to copy the states from the previous scene and paste them in the autosave scene.
You found a new bug, thanks for reporting it. I could reproduce this bug, but I'm not sure if I can do anything there.
It seems like Maya doesn't save custom fileinfo data in the scene during the autosave. I'll have a closer look at that, but for now you would have to copy the states from the previous scene and paste them in the autosave scene.
Quote from SciMunk on 21. March 2019, 12:22do you think you could create a PrismNode instead of relying on the fileInfo ?
taking animBot as an exemple, they create a dagNode called animBot which hold all the data of animBot.
I see these advantage :
the user can see that this scene is managed by prism.
the user can delete this node (whipping out prism data if needed)
the node can still work even if prism isn't installed (as an unknown node).
it actually recommended by the maya documentation to create your own node when you need to store custom data.
do you think you could create a PrismNode instead of relying on the fileInfo ?
taking animBot as an exemple, they create a dagNode called animBot which hold all the data of animBot.
I see these advantage :
the user can see that this scene is managed by prism.
the user can delete this node (whipping out prism data if needed)
the node can still work even if prism isn't installed (as an unknown node).
it actually recommended by the maya documentation to create your own node when you need to store custom data.
Quote from RichardF on 21. March 2019, 23:30Yeah, that would be the cleaner and more correct way of doing that.
I have no idea how to create custom nodes in Maya and I don't think that animBot has made the source code available. But probably the Maya documentations explains that well enough.
Added as [0095]
Yeah, that would be the cleaner and more correct way of doing that.
I have no idea how to create custom nodes in Maya and I don't think that animBot has made the source code available. But probably the Maya documentations explains that well enough.
Added as [0095]
Quote from SciMunk on 22. March 2019, 11:49luckily, it is very simple to do a custom node on maya you can do it in C++ and creating a dll or using openmaya with python.
this page have a complete exemple of a single node plugin :
http://help.autodesk.com/view/MAYAUL/2018/ENU/?guid=__files_Setting_up_your_build_environment_htm
http://help.autodesk.com/view/MAYAUL/2018/ENU/?guid=__files_Dependency_graph_plugins_The_basics_htm
or openmaya:
https://openmaya.quora.com/Scripting-a-custom-node-in-Maya-with-Python
you would also need to ask maya for a pool of node id that you will ba able to use to avoid any conflict with another plugin (free and instant) :
http://mayaid.herokuapp.com/
luckily, it is very simple to do a custom node on maya you can do it in C++ and creating a dll or using openmaya with python.
this page have a complete exemple of a single node plugin :
http://help.autodesk.com/view/MAYAUL/2018/ENU/?guid=__files_Setting_up_your_build_environment_htm
http://help.autodesk.com/view/MAYAUL/2018/ENU/?guid=__files_Dependency_graph_plugins_The_basics_htm
or openmaya:
https://openmaya.quora.com/Scripting-a-custom-node-in-Maya-with-Python
you would also need to ask maya for a pool of node id that you will ba able to use to avoid any conflict with another plugin (free and instant) :