[Nuke-users] Re: Disappearing nodes on script re-open
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 michaeld...@gmail.com 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 michaeld...@gmail.com 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Disappearing nodes on script re-open
Are you using clones? The reason the nodes were gone is that Nuke would gave stopped loading the script after the error, meaning the info should still be in the no file. We used to see this a lot a few years ago but could never resolve it afaik. So if it's reproducible it'd be great to send the script to support! On Aug 21, 2011, at 11:33 AM, Michael Garrett michaeld...@gmail.com 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 michaeld...@gmail.com 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 michaeld...@gmail.com 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Disappearing nodes on script re-open
No clonesthis was coming up in 6.1 6 months ago though, so I've seen it still happening a bit. On 21 August 2011 12:04, Frank Rueter fr...@beingfrank.info wrote: Are you using clones? The reason the nodes were gone is that Nuke would gave stopped loading the script after the error, meaning the info should still be in the no file. We used to see this a lot a few years ago but could never resolve it afaik. So if it's reproducible it'd be great to send the script to support! On Aug 21, 2011, at 11:33 AM, Michael Garrett michaeld...@gmail.com 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 michaeld...@gmail.com michaeld...@gmail.com 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 michaeld...@gmail.com michaeld...@gmail.com 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Disappearing nodes on script re-open
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 michaeld...@gmail.com mailto:michaeld...@gmail.com 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 michaeld...@gmail.com mailto:michaeld...@gmail.com 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Disappearing nodes on script re-open
with 4 dup scripts, could you be getting a too many open files error also? just curious if it might open completely if you launched from a system that doesn't have network access. I've fixed a few that way. Also check for variable with only {} as the value, but those occur normally also. In any case, it doesn't hurt to get rid of them. This could likely be a clone issue due to the copied scripts where the source of the clone got mangled (maybe due to the name of the master duplicated in each of the sources copied?). I've seen the clone problem a lot in scripts that have been duplicated, and it only shows up when relaunching. Nuke just dumps out when it hits the part of the script where there's some bad data, so there is always the copy paste until it breaks method to find out the offensive bits. good luck - jrab On Aug 21, 2011, at 21:36, Michael Garrett michaeld...@gmail.com wrote: 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 ken.little...@gmail.com 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 michaeld...@gmail.com 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 michaeld...@gmail.com 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
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 michaeld...@gmail.com To: Nuke user discussion nuke-users@support.thefoundry.co.uk 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 ken.little...@gmail.com 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 michaeld...@gmail.com 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 michaeld...@gmail.com 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 ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
Re: [Nuke-users] Re: Disappearing nodes on script re-open
Thanks Nathan, I checked in a text editor for old channel/layer names, and there is one very basic gizmo in use (unless you can count gizmos copied to groups). Again, there are no clones. Anyway we seem to have moved on but maybe I can forward the script to the Foundry. Howard, I did start the copy/paste thing but not exhaustively. John, the duplicated comp trees are very modest and I think I only have about 25 reads so I don' t think it's the to many open files issue. I tend to only hit that when I've had hundreds of Reads. On 21 August 2011 14:07, Nathan Rusch nathan_ru...@hotmail.com wrote: 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 mrhowardjo...@yahoo.com *Sent:* Sunday, August 21, 2011 1:49 PM *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk *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 michaeld...@gmail.com *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk *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 ken.little...@gmail.com 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 michaeld...@gmail.com 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 michaeld...@gmail.com 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 ___ Nuke-users mailing listnuke-us...@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/
Re: [Nuke-users] Re: Disappearing nodes on script re-open
did you try doing a search for {}find every line with that and delete the whole line. Script will come back if thats the problem. (this is the result of the problems Nathan was mentioning I believe.) Randy S. Little http://www.rslittle.com http://reel.rslittle.com On Mon, Aug 22, 2011 at 07:13, Michael Garrett michaeld...@gmail.comwrote: Thanks Nathan, I checked in a text editor for old channel/layer names, and there is one very basic gizmo in use (unless you can count gizmos copied to groups). Again, there are no clones. Anyway we seem to have moved on but maybe I can forward the script to the Foundry. Howard, I did start the copy/paste thing but not exhaustively. John, the duplicated comp trees are very modest and I think I only have about 25 reads so I don' t think it's the to many open files issue. I tend to only hit that when I've had hundreds of Reads. On 21 August 2011 14:07, Nathan Rusch nathan_ru...@hotmail.com wrote: 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 mrhowardjo...@yahoo.com *Sent:* Sunday, August 21, 2011 1:49 PM *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk *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 michaeld...@gmail.com *To:* Nuke user discussion nuke-users@support.thefoundry.co.uk *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 ken.little...@gmail.com 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 michaeld...@gmail.com 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 michaeld...@gmail.com 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 ___ Nuke-users mailing listnuke-us...@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
[Nuke-users] converting a cornerpin to a matrix
Hi does anyone know if it is possible somehow to convert cornerpin values to a 4 by 4 matrix? Seem like it would be useful for the new Gridwarp and Splinewarp nodes. Thanks Pete ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users