@lo I have a couple of worries about the single file solution. It’s harder to delete/add/rebake objects from the file etc. If an artist needs to delet…
Yes, I suppose it’s the controllers but I most of the rigs are quite complex. There are no time change callbacks in the scene but I’m afraid in order …
I’ve tested the following code, to a relatively small production scene with two rigged tanks from our latest job. ( objs = for o in objects where…
The problem with this version, is that max has to calculate the whole scene for every object which is dead slow.
I suppose I didn’t make myself clear, sorry for that. I’m saving one file per object. In that one file I store all the animation for this object. My…
I’m saving animation data for a batch of objects. Since it’s animation, I’m saving for every frame one entry per object that’s why it was easier to ha…
Hi again, I run into a problem. I’ve noticed that I can’t have more than 500 files open at the same time. Is there any way I could increase this numb…
Yeah, I did a small test. thank you very much!
So, I suppose you advice me to find a way to save my data in Binary format? (using something like this? )
Cool, thanks guys!
Hi again, I think I understood how your code works. You convert the value from float to an integer bit value so when you save it, you don’t lose any …
Hi lo, Thank you very much for your detailed reply. I haven’t really worked with bits so I’ll try read/understand how to use them. In terms of the m…
Try this one spinsCount = 10 myCAstr = “attributes mySpins ( ” myCAstr += ” parameters main rollout:spins_rollout ( ” for i=1 to spinsCount do myCAs…
Damn he’s right! For some reason “UVW Mapping add” and “UVW Mapping Clear” reset to defaults every time you re-open a scene. Instead of going with th…