I have a maya binary scene that crashes shortly after loading, while the textures are still loading in the scene. Crashes in both 2022 and 2023 versions whether I open the file directly or import it.
I suspect it is corrupted mash network node because going back incremental saves, I cannot open until before I used a mash network to distribute some geometry along a curve.
There is half an hour of work lost - not a huge deal - but is there any way I might be able to recover that work? If I can just get the file open I can export the distributed geometry as obj and then nothing is lost.
Maybe some plugin or something where I could open this maya file in blender or something?
edit: Also I am not seeing anything useful in the Temp directory: Not sure what the MayaCLM log is but doesnt seem to be related to the crash. So I am not sure where I can find any sort of error message.
In the future, if I saved as maya ascii, would that help situations like this at all?
edit: This is as much as the script editor shows before the crash, after I drag/drop the .mb to import into a new empty scene:
Replies
The two lessons to learn here are.. 1:never trust maya and 2: use version control.
I put anything that contributes to a project and that can't be recreated in a short time into version control.
eg. my substance designer files go into perforce, the exported textures don't
I only discriminate because it's my money that's paying for the storage - at work, everything goes in.
The only negative to using version control is that you need somewhere to put the files. Because you're storing <n> copies it does eat disk space pretty quickly and you can't easily get it back because it's versioned.
On the other hand, disk space is cheap and losing weeks worth of work cos you accidentally saved over something is utterly miserable - if you're actually relying on your work to make a living it could easily cripple you as well.
Personally I'd advise most people grab perforce and learn how to use it - it's free for the home user, integrates very well with unreal and helps with managing your files in addition to versioning them.
I'd avoid git for the sort of work most people on here do - it's great for code but isn't really built for handling monolithic data like a maya file or unreal assets, people do manage though.
I'd avoid svn because it's worse at everything than git and perforce.
it would be worth trying perforce out just in case you like it but I wouldn't migrate a project I was halfway through because it's a huge ballache if you want to retain revision history.
You can't merge binaries with perforce by default - you need specific plugins for that (like the diff stuff in unreal editor)
In terms of storage, I keep everything locally. My depot lives on a 2tb NVMe drive and I back up current revisions to a NAS with redundant RAID when I remember.
I don't particularly worry about losing revision history in the even of the NVMe drive dying because the lifespan of any project I embark on tends to be measured in weeks rather than years and I'm not relying on any of this to make money.
If my livelihood relied on it I'd be a lot more careful
I know that at commercial level you also want some cloud storage, which really is just somebody elses hard drive somewhere, but the end result is that you have three points of redundancy, right? In my case I'd rather pay for some extra external device once instead of a subscription that is also bottlenecked by internet download/upload speeds.
I was able to recover the file by opening it in a text editor and (with very beginner coding knowledge) deleting all of the mash node networks in the editor and saving it back out. So this sort of recovery is totally possible in that situation, for anyone else coming here with similar issues. For anyone using binary I wish you luck on your quest!