Long Load

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stz
Posts: 2
Joined: Sun Oct 12, 2008 12:13 am

Long Load

Post by stz » Sun Oct 12, 2008 12:27 am

Hi there,

I'm still on the testing phase of the crawler plug-ins for maya and am just wondering about the long load I am having each time I reload the scene, I am almost certain that it recalculates the simulation of the tracks each time I load the scene ( especially after looking at the computer's activity ). How do I go about this ?

I've got a second question; if I were to batch render my scenes on other machines that do not have these plug-ins, am I going to find any problems at all ( I havent spent alot of time with these plugins ) but yeah I was havin problem when I import it into another computer without the plugin, I had all the controllers in colourful lambert materials on top of the high poly mesh and appear in my renders - the high poly mesh is parented to these low poly lamberts. Also, is there a settings to assign em all to jsut one shader so they dont create hundreds and thousands of different lamberts - especially when I recreate my tracks and have multiple objects.

Am impressed by the capabilities after lookin at some of the demos/tutorials/manuals so far : ) keep up the good stuffs !



P.S. I see clone under 'Tools' - where can I find the manuals about this ? thanks !

stz
Posts: 2
Joined: Sun Oct 12, 2008 12:13 am

Re: Long Load

Post by stz » Sun Oct 12, 2008 4:37 am

I managed to solve the long load problem, Im not sure what is causing it but I had to turn the plug-in off from the maya plugin manager list, save file, quit maya - and when I reload the scene, its back to normal speed. Then I re-enable the plug-in : ) But yeah maybe you could look into the long load problem, it might be my system setup as well;

vista 64 ultimate
q6600 stock speed
firegl 5600
8gb ddr2 1066 ram


I'm still wondering about the turning off / hiding the low poly meshes on another machine that does not already have these plug-ins though. Thanks alot for your time

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Micael Belin
CTO
Posts: 168
Joined: Thu Apr 03, 2008 9:39 am
Location: Gothenburg, Sweden
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Re: Long Load

Post by Micael Belin » Mon Oct 13, 2008 10:27 am

Hello Stz,

The long loading time is probably caused by CDT finding it's relevant nodes in the scene. In order to do this, we need to traverse through each and every node in the scene to determine wether the node is part of CDT or not. So if you have a large scene with multiple nodes this identification process may take some time. We will look at if we can make this somewhat faster in the future.

Regarding the material flooding problem; yes this is a annoying feature and we are looking at a solution to resolve this.
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http://www.craftanimations.com

Carl Buhre
Quality Assurance Consultant
Posts: 438
Joined: Mon Feb 25, 2008 12:59 pm
Location: Gothenburg, Sweden
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Re: Long Load

Post by Carl Buhre » Mon Oct 13, 2008 10:51 am

stz wrote: I've got a second question; if I were to batch render my scenes on other machines that do not have these plug-ins, am I going to find any problems at all ( I havent spent alot of time with these plugins ) but yeah I was havin problem when I import it into another computer without the plugin, I had all the controllers in colourful lambert materials on top of the high poly mesh and appear in my renders - the high poly mesh is parented to these low poly lamberts. Also, is there a settings to assign em all to jsut one shader so they dont create hundreds and thousands of different lamberts - especially when I recreate my tracks and have multiple objects.

Am impressed by the capabilities after lookin at some of the demos/tutorials/manuals so far : ) keep up the good stuffs !
There should be no problems batch rendering the scene (however in 3ds MAX one has to "convert all to PRS" first).
stz wrote: P.S. I see clone under 'Tools' - where can I find the manuals about this ? thanks !
From http://www.craftanimations.com/index.cf ... 0D#toolbar (scroll down a bit):
Clone [selected object(s)]
Clone the selected tree/plug-in, cloning it/them and its/their children but not its/their animation. The clone will be placed in exactly the same position as its source.

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