The causes I’ve seen for the blank error message behavior when the script file 
is otherwise intact are bad clones and a few Gizmo-related bugs. Check any 
Gizmos in the script file for references to non-existent or non-default 
layer/channel names (the most common occurrence I’ve seen is a Gizmo with a 
linked ChannelMask knob that has a value of {rgba.red rgba.green rgba.blue 
rgba.alpha} or something similar that shouldn’t be saved in the script). 
Typically deleting the values and letting the knob revert to its default state 
will let the script load normally. Also, checking for Gizmo name collisions is 
probably worth a shot as well.

Just some more ideas... Good luck.

-Nathan



From: Howard Jones 
Sent: Sunday, August 21, 2011 1:49 PM
To: Nuke user discussion 
Subject: Re: [Nuke-users] Re: Disappearing nodes on script re-open

try copy and paste in sections then til you find the node(s) thats causing it?


Howard



------------------------------------------------------------------------------
  From: Michael Garrett <[email protected]>
  To: Nuke user discussion <[email protected]>
  Sent: Sunday, 21 August 2011, 20:36
  Subject: Re: [Nuke-users] Re: Disappearing nodes on script re-open


  Thanks Ken, that is all very useful information.  The script file is intact 
because it just so happens the most recent version was left open for a local 
gui render the night before but if we copy/paste from that into a new script 
then we get the missing nodes.



  On 21 August 2011 12:18, Ken Littleton <[email protected]> wrote:

    The leading cause of truncated scripts is saving the script file to a 
overloaded network server.  Either Nuke quits before the script is saved or 
more likely, Nuke is killed by the user thinking it has hung.  This can happen 
locally as well if the machine is out of memory.

    I would recommend changing the autosave path to a local path.  This will 
speed up autosaves and act as a local repository in case the server screws you. 
 Another safety net is to have a copy of the script saved to the output folder 
when submitted to a render farm.

    I haven't seen the clone issue in quite a while.  Take a look at the script 
with a text editor, if it's truncated, it was a save issue.  If it's complete 
to the Viewer node, then the script has an issue. 


    On 8/21/2011 11:33 AM, Michael Garrett wrote: 
      A bit more info:  in this case, there are four shots in the one script 
with four very similar node trees for each shot, and the last tree is 
completely gone except for the backdrop nodes.  Of the first three, they all 
have deleted nodes at different points in the tree even though the tree is very 
similar.

      We have managed to salvage stuff to the point where we are mostly OK but 
obviously we would like to know what happened.


      On 21 August 2011 11:27, Michael Garrett <[email protected]> wrote:

        Excuse my poorly worded email, I'm still waking up here.  There was 
only one kind of "blank error" message that is occasionally appearing on script 
open.  but some of the nodes are gone regardless. 



        On 21 August 2011 11:19, Michael Garrett <[email protected]> wrote:

          I'm getting the random blank error message when re-opening a node 
graph from last night and some nodes have disappeared.  I'm also occasionally 
getting the "blank error" message on script open.

          There are no gizmo changes overnight or cloned nodes that can 
typically cause this kind of issue. Historically, merging the script or 
deleting the Viewers in a text editor could help  but there are other solutions 
I can't remember.

          Is the best way to fix this issue just to comb through the script in 
a text editor and copy/paste sections in?  Any magic bullets?  We're in 6.2v4

          Thanks,
          Michael




       

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