I'm member of a group of 5, currently making our graduation movie. And of course, lot of unexpected things happen!
Most things we know how to fix, the others the teachers can help.
But the last one, and the most painful is that maya seems to arbitrarily corrupt our animations scenes:
We have the character(s), rigged and skinned, in one file, imported in reference in the file of the shot, and animated. This last file has usually a size from 800Kb to 2Mb (basically just keyframes and reference import).
But at one point, no matter what character is in the scene, no matter how many characters there is, the file jumps to 20 to 90 Mb and takes 5 to 10 minutes to open, if it opens at all.
After opening the maya ascii file, we saw we have dozens of thousands of lines of skinning instructions. In fact, every skinning value of every vertice of one or multiple characters move from the reference to the animation scene...
It's a real pain in the butt...
So, if anyone has an idea, here are the specifics of our pipeline:
- We use Maya 2013
- We work on a local network, but it is used by 8 groups, we are the only group with that problem
- We used ngSkinTools but deleted the custom nodes before import.
- In the character file, we have the mesh, solid and the rig, imported as a reference.
- We have one global project set for the whole short movie.
If you need more information, don't hesitate to ask.