Jon Berntsen Posted February 21, 2017 Share Posted February 21, 2017 When buying new objects, or relocating libraries, do you remap each object with the asset tracker in each of the separate model files, or do you use user paths on a more top root level? As we're sending to inhouse renderfarm, it's essential to not overload the network, and the current strategy with mapping every new model with the exact map paths is kind of ... time consuming. Just bought a bunch of new models, and I don't want to waste precious time unnecessary. Link to comment Share on other sites More sharing options...
Devin Johnston Posted February 21, 2017 Share Posted February 21, 2017 I don't do anything special regarding network paths for our farm (110 machines) and I've never had any problems. Once I place the files where I want them I use a 3rd party app to remap the model and that's it. Link to comment Share on other sites More sharing options...
Jon Berntsen Posted February 21, 2017 Author Share Posted February 21, 2017 Once I place the files where I want them I use a 3rd party app to remap the model and that's it. This is the interesting part. I do this manually with the max' asset tracker today. Do you have something automated? Link to comment Share on other sites More sharing options...
Devin Johnston Posted February 21, 2017 Share Posted February 21, 2017 I use this program, works great and it's free but it's worth giving the guy a donation. http://www.scriptspot.com/3ds-max/scripts/relink-bitmaps Link to comment Share on other sites More sharing options...
Jon Berntsen Posted February 21, 2017 Author Share Posted February 21, 2017 I use this program, works great and it's free but it's worth giving the guy a donation. http://www.scriptspot.com/3ds-max/scripts/relink-bitmaps Looks interesting. Not at the office right now, but do you have to open up each file and then run the script, or can you remap without opening the max files? Link to comment Share on other sites More sharing options...
Devin Johnston Posted February 21, 2017 Share Posted February 21, 2017 Yea you have to open each file so if you have lots of files it will take a long time. I'd love to find a plugin that could remap a model or group of them without having to open them. Link to comment Share on other sites More sharing options...
jackbird Posted February 21, 2017 Share Posted February 21, 2017 I believe that script publishes its guts as a struct, so you can write a script that calls it on a bunch of files. Link to comment Share on other sites More sharing options...
Scott Schroeder Posted February 21, 2017 Share Posted February 21, 2017 Yea you have to open each file so if you have lots of files it will take a long time. I'd love to find a plugin that could remap a model or group of them without having to open them. http://paulneale.com/scripts/batchItMax/batchItMax.htm Link to comment Share on other sites More sharing options...
James Vella Posted February 22, 2017 Share Posted February 22, 2017 Looks interesting. Not at the office right now, but do you have to open up each file and then run the script, or can you remap without opening the max files? Project Manager by Kstudio does exactly this https://3d-kstudio.com/product/project-manager/ I relinked 90,000 max files in 5 days, i also added to it 2 extra scripts we wanted to run, convert to corona and make file _corona.max, remove missing plugins script. Every max file in our library is now linked, no missing plugins and saved us an insane amount of time Link to comment Share on other sites More sharing options...
Jon Berntsen Posted February 27, 2017 Author Share Posted February 27, 2017 (edited) I've taken a closer look at this. Very well... I got the Relink Bitmaps by Colin Senner to work. So the trick would be to batch it, because the batcher needs maxscript files to process. Relink Bitmaps needs to be opened within a scene, for then to push a button in the interface to run the relink commando. So, do anyone know how to write a relinking maxscript, with a defined path for searching? I sure am not experienced enough with maxscript to be able to pull that off without trying for several weeks. Edit: DOH! Macro recorder should perhaps do it? Edit 2: Naaa, I will have to get the macro recorder to record what I do inside the Relink Bitmaps script. And it doesn't. Edit 3: OR check the Relink Bitmaps documentation first. It has a syntax to include in a script: sceneRelinkBitmaps searchArr ignoreCase:[true/false] ignoreExtension:[true/false] recursive:[true/false] undoOn:[true/false] lowMemory:[true/false] allMaps:[true/false] progress:[progressBar] I'm testing that syntax now. Edited February 27, 2017 by chroma Link to comment Share on other sites More sharing options...
James Vella Posted March 21, 2017 Share Posted March 21, 2017 How did you go? I'm trying same thing as Project Manager is not working for me in 2017 I get stuck on on searchArr: if doesFileExist ((getDir #userScripts)+"\\Relink Bitmaps\\C_Lib.mse") and doesFileExist ((getDir #userScripts)+"\\Relink Bitmaps\\Relink_Lib.mse") and doesFileExist ((getDir #userScripts)+"\\Relink Bitmaps\\Relink Bitmaps.mse") then ( fileIn ((getDir #userScripts)+"\\Relink Bitmaps\\C_Lib.mse") quiet:true fileIn ((getDir #userScripts)+"\\Relink Bitmaps\\Relink_Lib.mse") quiet:true fileIn ((getDir #userScripts)+"\\Relink Bitmaps\\Relink Bitmaps.mse") quiet:true ) else ( MessageBox "Relink Bitmaps files are not in the default installation path. Try reinstalling." ) sceneRelinkBitmaps searchArr: #("M:/Stock","X:/") ignoreCase: true ignoreExtension: true recursive: true undoOn: false lowMemory: true allMaps: true progress: progressBar -- Error occurred in anonymous codeblock; filename: C:\Users\render\Desktop\Relink.ms; position: 628; line: 10 -- Syntax error: at keyword parameter, expected -- In line: searchArr: # Anyone else? Link to comment Share on other sites More sharing options...
James Vella Posted March 21, 2017 Share Posted March 21, 2017 (edited) OK... Working WITHOUT array if doesFileExist ((getDir #userScripts)+"\\Relink Bitmaps\\C_Lib.mse") and doesFileExist ((getDir #userScripts)+"\\Relink Bitmaps\\Relink_Lib.mse") and doesFileExist ((getDir #userScripts)+"\\Relink Bitmaps\\Relink Bitmaps.mse") then ( fileIn ((getDir #userScripts)+"\\Relink Bitmaps\\C_Lib.mse") quiet:true fileIn ((getDir #userScripts)+"\\Relink Bitmaps\\Relink_Lib.mse") quiet:true fileIn ((getDir #userScripts)+"\\Relink Bitmaps\\Relink Bitmaps.mse") quiet:true ) else ( MessageBox "Relink Bitmaps files are not in the default installation path. Try reinstalling." ) sceneRelinkBitmaps "M:\R&D\James\Corona Remote\3DTest\assets" ignoreCase:true ignoreExtension:true undoOn:false lowMemory:true allMaps:true progress:true Edited March 21, 2017 by redvella Link to comment Share on other sites More sharing options...
James Vella Posted March 21, 2017 Share Posted March 21, 2017 working WITH array sceneRelinkBitmaps #("M:\Stock\Models" , "M:\Stock\Materials" , "M:\Stock\Textuers" , "X:\\") ignoreCase:true ignoreExtension:true undoOn:false lowMemory:true allMaps:true progress:true quiet:true You will still need that chunk of code at the top to reference for this line - hope this helps let me know otherwise Link to comment Share on other sites More sharing options...
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