Maya keeps hidden, undeletable data

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

Thread Tools Search this Thread Display Modes
  09 September 2013
Maya keeps hidden, undeletable data

Hi all,

There seems to be a problem with Maya on storing data in an uncontrollable, undeletable manner.

We understand how to delete history and all that jazz.

Our problem:

Maya has a scene where if we delete all objects and delete history, the maya file is still over 50 mb!

We have strived to OPTIMIZE SCENE under FILE>Optimize scene, nothing happens.

When we open the ascii file in a notepad editor, we see 20k instances of OLD named files in the code. There are 1.7 million lines of code on a cleaned out pre-existing scene!

What is the deal? Anyone had this problem? Yes, we can import the .ma in a new fresh launch but that would be a lot of work to do again. Anyway to delete excess data in Maya other than optimizing scene and deleting history?

Any ideas would be highly appreciated.

"You are what you love, not what loves you."
  09 September 2013
work around

Well, we found lots of stuff wrong with these scenes...the biggest consuming file are hyperview nodes which in one scene, live 21,438, which was 99 percent of the memory. This failed our attempt to put in engines to our specs.


Select mesh, export selected as FBX, rename it and close scene. Open new scene, the fbx and all that data would be gone.

We had animations and we tried to use ATOM which was shit of course. It skewed mesh 70 percent and was randUMB.

We mostly tied all our animations to a null and parent them. Luckily the animations were not so extravagant so that helped.

Maya is such a stupid program, I am sorry but I cant believe how much shit you have to push through to get this app to work like how it should.

I am so glad not all programs are like autodesk maya...this has been a grueling experience working with wonder film and games take 5 to 10 years to make...they have Maya in the pipeline.

Another workaround was this command line our TD wrote:



So yes, that command line is what we call the UNFUCK script(named by author).


"You are what you love, not what loves you."
  09 September 2013
What does those old name files look like? Can you paste maybe a line or 2 for me to see, please? Have you figured out what caused them?
  09 September 2013
Yeah, we just found at work in Maya 2014 that it stores a lot of extra namespace garbage that couldn't be removed from Optimize Scene Size.
  09 September 2013
My suggestion:

Outliner -> Display -> Show DAG object Only -> OFF
Outliner -> Show -> Show Auxiliary Nodes -> ON
Outliner -> Show -> Auxiliary Nodes... -> remove all auxiliary nodes from hidden list

Study what you see in the Outliner.

The main problem with Optimize Scene Size is (well the problem with any man written software) that it _can_not_ read one's mind.

A lengthy example one:

Few years a go one of my modeler's managed to get his scene ( a very simple model with a few I-beams, no more than 250 poly's ) in to a state where it took over 900 mb's of disk space and about 5 minutes to load. When investigated it was found that there were over 80000 groupId - nodes which effectively made the whole scene crawl. Optimize Scene Size did not help because those nodes we're of course connected in order to get the initial Shading Group connections going on. So a bit of handiwork was required but all went fine.

After this no model was green-lighted before it was manually checked by tech person with enough knowledge about Maya's inner workings.

Example two:

I tend to use mental rays write - nodes to output various custom outputs from a scene in a way that the network which writes the output ( or Pass, as it's named in maya to mr) is _not_ connected to the geometry. In this case if I hit Optimize Scene Size, it founds a bunch of shading nodes which are not in a chain with any shadingGroup so it deletes them.

So to conclude my original suggestion: get to know your Maya and (if possible) design your own cleaning procedures/tools based on your site's / show's particular needs.

- Oh no, it's me -
  09 September 2013
yeah we've had the same thing with the groupID nodes, those and image planes. Our main optimizer basically does an exportAll then fresh scene, restore the UI settings and re-import, you'd be amazed at what crap doing just that gets rid of.
Founder & CEO : Red9Consultancy
Red9 StudioPack : Red9 StudioPack GitHub
Author: Autodesk Masterclass 2011 - 'Live Animation Binding'
  09 September 2013
Thumbs up

Very usefull & rare info on a widespread problem with maya these days.

The optimize tool should have an option that lets you "UNFUCK" things if you need to.
"Any intelligent fool can make things bigger, more complex & more violent..." Einstein
  09 September 2013
Quote: The optimize tool should have an option that lets you "UN####" things if you need to.

As a somewhat veteran to the whole ***puter business, I'm so sceptical to any new knob or button a software vendor introduces that I try to understand what's underneath the "new" function before I can ( read: have guts) deploy it to wider use.

The sad side of this ( yellow-bellyness ) is that sometimes I feel I'm using Maya like
I did with version 4.5 :-)

- Oh no, it's me -
  09 September 2013
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
Thread Closed share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 03:00 PM.

Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.