Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 22-07-2003 , 03:18 PM
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Running lean?

I'm running Maya without a whole lot of RAM on a 3-year-old mac. Until now, it's been bearable.

Now, though I've added nothing in complexity to my model, Maya refuses to open the Attribute Editor, under any circumstances. Just hangs and crashes. Kinda feels like it just can't take one more thing.

I'm wondering if there's anything I can do that might help it run leaner. Does having a long history on the model eat away at RAM? Levels of undo? Is there anything else I could live without to ease the load?

Thanks!

# 2 22-07-2003 , 03:23 PM
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yeah turn off construction history and that will help user added image

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# 3 22-07-2003 , 03:27 PM
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Okay, so to turn it off... I just hit that button with the scroll on it? Or something else?

# 4 22-07-2003 , 03:28 PM
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Will turning it off now just prevent future collection of construction history, or will it go back and free up the old construction history? Do I still need to delete anything?

# 5 22-07-2003 , 03:35 PM
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aehm it is often not good to have no history. you need to keep history for certain things. but you can select the models you dont need history no more and delete it individually. (edit->delety by type->history). to get rid of all history, but not disabling the history for the next steps just do edit->delete all by type->history.

# 6 22-07-2003 , 03:47 PM
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babyduck: just out of interest what do you need the history for? I mean I've never really used it specifically. Is it similar to MAX's stack? cause that was really cool and allowed you to step back through the model and change things. It doesnt seem to work like that in maya.

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# 7 22-07-2003 , 06:00 PM
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History is a bit like the stack, although different. If you for example do an extrude you can with history edit the original curve and see the extrude update, things like that. And some things like polytweaks make most of the history useless. Also, rigging is connected through history.

Loads of undo-levels eat RAM too, btw.


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# 8 22-07-2003 , 06:03 PM
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pure morning, i like to use the history for modeling. for me it is more intuitve to animate e.g. a circle. then create an animtion snapshot and loft. and now when i want to change the look of the loft i just change the keys of the animated circle. i sometimes modify the history, so that a polygon smoothing gets changed - e.g. the number of divisions. duplicating isoparms out of a nurbs - to loft or something - and when animating the nurbs, the loft animtes as well. this kind of things ...

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