Running maya 2015 extension + sp5. Files frequently corrupt when saving. Usually files greater than 1gb. Found workaround from another forumn post to change from maya file director to os directory but this is anoying to not have the project window folders. Has anyone found a fix?
Not sure why Maya is doing this, but I have noticed that my files corrupt less frequently when I use .ma vs .mb.
ma files have also saved incomplete, but they are also too large for me to use. I have another wrinkle in the save issue. When I save a maya file with a large mesh, usually an fbx from 3d scanning meshed, the file will open and not have the mesh but it will include everything else. Very frustrating.
Hi, we are looking at this internally.
I'll follow-up with you via the case that's opened with AD support.
I didn't find much,
However, I've seen general weirdness when importing elements from other software.
Many deformers are usually present and are contributing to the general instability of the scene.
First thing do is a delete all by type >history
Also, if you have nurbs type surfaces.
Enable Display>Shapes in the Outliner.
find/select the shapes and then use delete by type>history
Always make incremental saves as to not lose those original scenes.
It is normally when I have one very large mesh in the file. Usually an fbx import of meshed scan data may have 20+ mil faces. It doesnt fail to save when i disable maya file navigation and use native os, but it does still corrupt the file sometimes.
>20mill on a single mesh sounds kind or excessive to me.
Nevertheless, I will create something in Mudbox and import it as an fbx to see if I repro the issue with the typical file nav.
We didn't reproduce this here.
However the 25+Mill poly element was made in Maya.
There's really no telling what can be going on with a scanned mesh file.
Best thing is to reduce it and/or run a "cleanup".
This may take a very long while to process or it may even fail, something you may want to do overnight.
I would also suggest that you test the tools and values on a lighter mesh before committing;)
Also, other products like Autodesk "Recap" may be better suited to deal with making the file more manageable.
Thanks for looking into it. Normaly I would not want to use a mesh that dense but it is great to get the detail off of for retopo in maya. What I am doing now is opening only the meshes and creating alembic caches, then importing these into my files to use as a reference. This keeps down load and save times and I can swap out my caches with different mesh resolutions by just switching the gpuCache. I only wish that I could maintain the vertex color with the gpu cache. I haven't had a corrupt file since swithcing to cache references.