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Automatic mode is suggested because most of chances it will work. The theory of automatic recovery is , when doing the real-time animation backup, they have been organized in folders via different scene names, different save times. After an accident happened, you must open the latest maya scene, (even layout scene), don't do anything to change animation, open this wizard, it will get the last modified date of current scene, then find any rescue points that belong to this scene and later than this scene. It will use these rescue points to recover animation. In automatic mode, you just keep clicking on "Next->" button to go on, and Click on the "Recover!!" button to begin recovering. If there are many nodes backup exist, then more time needed in recovery. After the job is done , this dialog will remind you.
The reason why this recovery mode exists here, is that chances are your scene actually has animNodes information stored with it, but the connections between they and the corresponding keyframed attributes are broken. Sometime the scene just stop in a certain percentage while reading, that is because the scene is not completely saved before,mostly. This mode works fine in the situation that your scene can't be successfully read because of one or more references. By checking on the "Selective preload" option in Maya's open scene option box and open the scene with these reference pre-unloaded, then manually call the same asset in , reconnect the animNodes to the new reference and your animation will be back. Because even through a reference is not loaded, it is animnodes have already create in your scene. Press the button above to turn it into colored in recovery wizard. Click on "Next ->" button to skip the introduction if you want. If there are any unconnected animNodes in your scene, Then the UI will display them by namespace. If the animNodes have no namespace, then they will be displayed in "NoNamespace". Put in the mapping Namespace if you want to connect them to a new character. Press the "Get" button to strip the namespace from current scene selection into the field. For example, you have a reference call Tom can't be loaded,then you reference the same asset in , which probably has the namespace Tom1, then you fill in "Tom1" as the mapping namespace of Tom.When doing reconnection all the animNodes belong to Tom will be connected to Tom1's corresponding objects.
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