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FLGirlKris
04-30-2003, 06:41 PM
Hi all,

I've been working a lot on tutorials, and I was wondering if anyone could answer this for me:

A lot of tutorials say to delete the history on an object --
especially, it seems, before joining 2 surfaces.

I thought that having a history on an object is good,
because I think it allows you to be able to go back
and undo changes (?).

Why do you want to delete the history on an object?

When is it a good idea to do it, and when is it not a good idea?

That might be a very deep question...If so...sorry! :hmm:

Thanks!

CGmonkey
04-30-2003, 06:50 PM
Well have you tried not to delete history after awhile? :]

kheemo
04-30-2003, 07:14 PM
for performance issue ....


as well as the ;FlushUndo command.... come handy when your undo is set to infinite


its also a way to be clean ..when you give your scene to an other department.. less messy

ukyo
04-30-2003, 08:50 PM
whenever u do delet you history its a good idea to save your scene under a new name. this way if u do screw up and need your history you can go back.

history will slow down maya after a little bit, when your modeling you can delte the history pretty frequently. but when u get into animation you want to be careful when u delte history because it can mess things up.

when u set up your UVs you should delet histroy pretty regularly becuase it will add up real fst when ur slicing up and sewing the UVs.

watch your channel box when it satarts to add up it might be a good idea to delet history. just be aware of what youve done and think about the ramifactions of deleting history.

but if it screws things up just open that scene you just saved and keep working.

FLGirlKris
04-30-2003, 09:09 PM
Thanks, guys!

You rock! :buttrock:

Cg, yeah...on my projects for school I've never
deleted history (though that would be one way
to get rid of all the splines hanging around)...
I'm new to 3D, so I still don't know why Maya
acts like it does sometimes, and I try not to
touch anything that might make it worse!! :shrug:

ukyo
04-30-2003, 09:11 PM
dont be scared to screw things up, youll learn faster that way. just always save and back up back up back up.

do u attend UCF or Full Sail. IM in tha masters program down at FAU in Ft.Lauderdale

onlooker
04-30-2003, 10:06 PM
Much of the time if your about to join 2 pieces of geometry together, and you have history on one, or both pieces scaling, moving, rotating them together becomes a problem because your geometry is hanging on to reminisce of an earlier state of construction/being.

If your joining 2 pieces you essentially have 1 new piece at which time it's a real good idea to start with no history when manipulating that object. (I usually center my pivot point at that time also)

I could go on, but there are many reasons to delete history, and you'll find your self running across many of them in your first few attempts at modeling anything.

:)

AmateurOne
05-01-2003, 12:26 AM
There's more to history than has been touched on in the previous posts. If you want to begin to understand what's going on use the search page on this forum. Use hypergraph as the Keyword and luminis as the User Name. The threads you will get he contributed to but did not start. Luminis knows his stuff and explicates clearly.

FLGirlKris
05-01-2003, 04:13 AM
Thanks! You're right, Luminis puts a lot of work into helping
people understand things. So I'm gonna go take some notes!!
I've been thinking of leaving the Hypergraph open while I work
just so I can see how things get linked together...

Ukyo, yeah, I'm at UCF in the new Digital Media program.
(Before that became a major, I was a Bio student!!). I
think they're going to have a Masters in Animation here
pretty soon. Seems like a good idea...spend a few more
years in school to get really solid at the craft... Never
been over to Ft. Lauderdale, but cool! Another student
from Florida!

gmask
05-01-2003, 04:48 AM
>>>A lot of tutorials say to delete the history on an object --
especially, it seems, before joining 2 surfaces.

Yes well in many cases this may change the the topology of one of more of the curfces invloved itn eh join adn thus cause some very undesireable results

>>>I thought that having a history on an object is good,
because I think it allows you to be able to go back
and undo changes (?).

Undo allows you to undo changes.. contruction historu allows you to modify the surface and any operation after it.

>>>Why do you want to delete the history on an object?

The biggest issue is performance and that some functons will not work as expected on a surface with a complex surface history

>>>When is it a good idea to do it, and when is it not a good idea?

Anytime you are not going to be animating the history it should be deleted before you bind or use a deformer of any type and also before texture mapping.

>>>That might be a very deep question...

Not really.. basically if you don't know how to use or what it is for then you either don't need it or experiment with it until it blows up or you find the usefullnes of it.

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