I posted this on GA.org, but I'll share with ya'll. The best protection from loosing your work is iteration saving. OFTEN. Although you can't protect yourself from spontaneous disk failure. That being said here is a tutorial on recovering Maya Ascii AND Maya Binary files. It is really easy to do, but will be tedious. This…
it would take the fun out of recovering files? :P well when maya crashes its most likely that it saves a copy of the file in your temp folder... 80% of the time it works for me... but using our inhouse autoback to ensure safety :)
Two more problems that are usually easy to fix: search for QNAN and #INF and replace with a 0. Sometimes Maya gets an infinite number (the second one) - and the first is not a number. You'll see a camera transform in the .ma file that's like: 23.QNAN so if you replace it with a zero it will work.
Well in the example above, an autoback will contain the same data that caused a file corruption. If you're working on a file for 12 hours straight, and introduced a corruption 2 hours into it, it doesn't matter how many autobacks you have.
Some tips... * What can make this easier is if you name your objects/shaders/nodes. "Polycube2000Shape" means nothing. A good clean file can make finding the last thing you did to cause the error easier. * You can also get a cue to where to look when you open the log files from crashes. Usually it's the operation that made…