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long time to save file


roy mor
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What is the speed difference between opening locally, -vs- the network?

 

How many renderable splines do you have on objects? ...it has to generate these every time the file opens. This can add quite a bit of time if you have a lot of them. Save the splines to a separate file, and convert the ones in the file to editable poly's. The file may be larger, but it will open several times faster.

 

Also, how many modifiers do you have on objects? ...I don't know for a fact, but I would assume that these need to be generated on open also. Think how long it takes to add noise to an object, or how long it can take to add subdivisions to an object.

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The bigger your modifier stack, the longer it takes to open & the more ram it requires.

 

If this is opening times on a local machine with local files, then defrag your hard drive.

 

If this file has been modified off and on for a long period of time, try merging everything into a clean, new file.

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We recently attained what seems like a 5x speed boost in opening, saving, autoback, and backburner render submission by switching to one local drive bitmap user path for MAX. If we get a missing maps error, we throw the file into that folder rather than forcing it to look over any paths on the network for it.

 

We are also using Microsoft's Live Mesh beta to sync this folder between all of our computers automatically. I will say it was a pain to set up the Live Mesh part of it, but well worth the time invested because we have 4 workstations and 6 render nodes that all need to have that folder up to date.

 

Also, we use the compress on save option in the file preferences which gives a little boost in these functions as well.

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Roy,

 

This problem usually is a result of max looking for missing bitmap paths within the file. It commonly happens as a result of merging models with bitmaps that maintain their original path on the creator's computer/network.

 

To solve it, open your file and go to file>Asset tracking. You'll get a list of all you bitmap files and their paths. First thing to do is look for anything that says "file missing" and fix it by right clicking on the file>strip path and the setting the new path.

 

Next, quickly browse through you network paths in the asset browser and look for anything pointing to a location unidentified by you pc (eg. V:\simonsmaps\ or \\vrayserver4\maps\) and fix them by routing the path to the correct location identified by YOUR PC.

 

You will find that once you fix all these missing paths, your max file will save, open and close in seconds as opposed to minutes.

 

Hope this helps.

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  • 1 year later...

Hi, from a few days am facing a problem of saving file( autobackup/save as) i t took 10-15 min , i have core 2 extreme 3.2 dual processor with 8 GB ram (64bt OPS) my file contains only 29,048 polygons , i have formated to fix this problem still the problem not solved , i have used new version of max ...same problem also there, could anyone help me..

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  • 2 months later...

Hi. Some time ago we had got the same problem. Now we are trying to solve it...

What we tried:

We deleted everything in scene (materials, geometry, lights, etc) so had got empty file, but it saves several minutes too.

We merged some geometry (does not depend on what to merge) from that file in to new empty file, and this file started it's long saves too...

etc...

 

Had anyone solved this problem?

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Hey Guys, a few weeks before i did have same problem with my file it was taking 30-40 min to save as auto backup,i have tried many ways to solve the problem and i succeeded, the problem of my file was objects and material , i merged objects from my old proj files and i was doing from along time, some of those merged objects were corrupted and it spoiled my complete file , even if you remove the objects and try to save as it wont work, in this case you have to start the proj from the beginning or do it as what i did simply i opened the file which was corrupted and select objects (Exclude lights camera ) and export separately objects (eg:Furniture and other things export separately) as AutoCAD.dwg / .3DS format , start a new file and import which was exported and remember do not merged any objects or materials ,lights ,camera from the corrupted file , make all new materials you can merge the objects from EVERMOTION / any other gallery ,so get continue ur jobs ....... this process will sucks you but you don't have to effort for remodeling just you need to assign the materials and set the lightings etc.. i hope guys this information will help you , Good Luck

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Nice solution with scene export, and nice decision to choose fbx for export, because fbx can save some information about the scene and modifier stack (TurboSmooth) and export some information about cameras and lights. But this is good solution if there was small count of objects in scene, but if there were more than 2000 objects fully textured and shaded, it's better to shoot =)) than to export =) . So it's much easier to run two scripts before all that things =)

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