>
> I was in an environment once in which they restarted all computers every
> day. As an artist, I couldn’t understand it and felt it was a huge pain,
> but after a few weeks it was quite soothing, starting with a fresh slate
> each day. And now I realise the benefit from a developer/maintainers point
> of view too.

That seems like a good way of dealing with the problem at first, but at a
second glance its not that convenient too.
What if the deployment you rolled out turns out to be incompatible in some
way and users slowly find out.
By the time the error is pinpointed already a lot of machines are running
again.
Also doing this on a daily basis seems pretty inconvenient for a render
farm, that probably shares
the same plugins as production.

Maybe it would be the best if pipeline TDs could enforce a global restart
with a 10min warning period for artists to react!?

Apart from that:
I know the current CG Content Creation Tools (Maya, Houdini, Max etc.) are
really old. I've seen videos of Tools (Unreal Editor)
where they do on-the-fly replacement of compiled code while the engine is
running. I'm lacking the details of how this is done,
but could this also be an option for a plugin system of a 3D app.? (Not
Maya probably but modern apps currently being designed...)

On Mon, Dec 29, 2014 at 4:24 PM, Marcus Ottosson <[email protected]>
wrote:

> You can swap the directory in there for production and wait a few days
> (weeks…) till everybody closed his current Maya session…….Pretty
> unacceptable!
>
> I was in an environment once in which they restarted all computers every
> day. As an artist, I couldn’t understand it and felt it was a huge pain,
> but after a few weeks it was quite soothing, starting with a fresh slate
> each day. And now I realise the benefit from a developer/maintainers point
> of view too.
> ​
>
> On 29 December 2014 at 15:15, Timm Wagener <[email protected]> wrote:
>
>> *Hey guys*,
>>
>> this is my first topic started on the mailing list and i use it to ask
>> around about your habits concerning binary plugins (.mll) in your pipeline?
>>
>> I recently felt like they are a huge pain to replace / version up since
>> you cannot just delete and replace them as you could do with a python
>> package as long as anybody in production has his Maya open and therefor the
>> program has a handle to it.
>>
>> *A few solutions that quickly come to my mind:*
>>
>> *1. Control an env. var. that points to the binary plugin dir*. You can
>> swap the directory in there for production and wait a few days (weeks...)
>> till everybody closed his current Maya session.......Pretty unacceptable!
>>
>> *2. Force the handle to be removed with another program. (Unlocker etc.)*.
>> That doesnt seem like a clean solution too me. What implications will that
>> have to currently open Maya sessions?
>>
>> *3. Announce "Update Times" for the production* where people know they
>> should close their Maya session for updates to be deployed and if they dont
>> their session might crash because handles are removed forcibly.......Hmm,
>> not too elegant either..
>>
>>
>> Maybe i am missing something very evident here? How do you handle the
>> replacement/update of your binary plugin suite? (Not just for Maya but also
>> Houdini, Nuke etc.)
>>
>> Cheers,
>> Timm
>> --
>> *Timm Wagener*
>> *Technical Artist / 3D Generalist*
>>
>> *www.timmwagener.com <http://www.timmwagener.com>*
>>
>> Email:
>> *[email protected] <[email protected]>*
>>
>> Phone:
>> *0178-2810920 <0178-2810920>*
>>
>>  --
>> You received this message because you are subscribed to the Google Groups
>> "Python Programming for Autodesk Maya" group.
>> To unsubscribe from this group and stop receiving emails from it, send an
>> email to [email protected].
>> To view this discussion on the web visit
>> https://groups.google.com/d/msgid/python_inside_maya/CA%2Bj65ips9_s_w4-q%2BHPZ57RfBkajbgcYuq0FC5%3DGFv6e_Qzyxg%40mail.gmail.com
>> <https://groups.google.com/d/msgid/python_inside_maya/CA%2Bj65ips9_s_w4-q%2BHPZ57RfBkajbgcYuq0FC5%3DGFv6e_Qzyxg%40mail.gmail.com?utm_medium=email&utm_source=footer>
>> .
>> For more options, visit https://groups.google.com/d/optout.
>>
>
>
>
> --
> *Marcus Ottosson*
> [email protected]
>
> --
> You received this message because you are subscribed to the Google Groups
> "Python Programming for Autodesk Maya" group.
> To unsubscribe from this group and stop receiving emails from it, send an
> email to [email protected].
> To view this discussion on the web visit
> https://groups.google.com/d/msgid/python_inside_maya/CAFRtmOBXb8BK5C2iBBAeXW9hnM95nuw6Xe5tEwNk1b%2BFnZWJAg%40mail.gmail.com
> <https://groups.google.com/d/msgid/python_inside_maya/CAFRtmOBXb8BK5C2iBBAeXW9hnM95nuw6Xe5tEwNk1b%2BFnZWJAg%40mail.gmail.com?utm_medium=email&utm_source=footer>
> .
> For more options, visit https://groups.google.com/d/optout.
>



-- 
*Timm Wagener*
*Technical Artist / 3D Generalist*

*www.timmwagener.com <http://www.timmwagener.com>*

Email:
*[email protected] <[email protected]>*

Phone:
*0178-2810920*

-- 
You received this message because you are subscribed to the Google Groups 
"Python Programming for Autodesk Maya" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to [email protected].
To view this discussion on the web visit 
https://groups.google.com/d/msgid/python_inside_maya/CA%2Bj65ioDwocw0iHNa1O2WvsgXvFdZAAxVMtMPPe8Yg%3DF8xjq6g%40mail.gmail.com.
For more options, visit https://groups.google.com/d/optout.

Reply via email to