Re: Landscapes
Posted: Sat Sep 17, 2016 3:51 am
there is a plug-in for large file : http://www.vim.org/scripts/script.php?script_id=1506
or
you can try to split the file in multi small files : http://www.gdgsoft.com/gsplit/
and
concate them after modifications : http://www.gdgsoft.com/gsplit/gunite.aspx
or
if you export from c4d some limited parts of the scene, and off course you can edit them, change <scene> to <scenedata> and add some
<include>
<pathname>xxx.igs</pathname>
<offset_uids>true</offset_uids>
</include>
in the last .igs exported
in this last case, if the scatter is referencing to an objet in an other file, you need to change
<offset_uids>true</offset_uids>
to
<offset_uids>false</offset_uids>
but
when doing that you can have the same uid for differents objets, so
you can run in previous small .igs exported (<scenedata>) a search and replace like that :
search : "uid>"
replace : "uid>1234"
off course the sequence 1234 must be different for each search/replace for each file modified
this will add 1234 after the closed </uid>, but Indigo can run with that, I already tried
Attention
if you add a scatter in a <scenedata> file
this file have to be included using
<offset_uids>false</offset_uids>
if not, some uid referenced in the scatter will cause trouble, even if the proto(s) objet(s) are in the same file
... from memory, have to be confirmed
EDIT : you can call a scatter inside an external file without necessary have to do <offset_uids>false</offset_uids>
off course, proto(s) object(s) must be in the same file with the scatter code
Attention
if you use the restricted area/material code with the scatter, remove the prefix 1234, or indigo will return an error
or
you can try to split the file in multi small files : http://www.gdgsoft.com/gsplit/
and
concate them after modifications : http://www.gdgsoft.com/gsplit/gunite.aspx
or
if you export from c4d some limited parts of the scene, and off course you can edit them, change <scene> to <scenedata> and add some
<include>
<pathname>xxx.igs</pathname>
<offset_uids>true</offset_uids>
</include>
in the last .igs exported
in this last case, if the scatter is referencing to an objet in an other file, you need to change
<offset_uids>true</offset_uids>
to
<offset_uids>false</offset_uids>
but
when doing that you can have the same uid for differents objets, so
you can run in previous small .igs exported (<scenedata>) a search and replace like that :
search : "uid>"
replace : "uid>1234"
off course the sequence 1234 must be different for each search/replace for each file modified
this will add 1234 after the closed </uid>, but Indigo can run with that, I already tried
Attention
if you add a scatter in a <scenedata> file
this file have to be included using
<offset_uids>false</offset_uids>
if not, some uid referenced in the scatter will cause trouble, even if the proto(s) objet(s) are in the same file
... from memory, have to be confirmed
EDIT : you can call a scatter inside an external file without necessary have to do <offset_uids>false</offset_uids>
off course, proto(s) object(s) must be in the same file with the scatter code
Attention
if you use the restricted area/material code with the scatter, remove the prefix 1234, or indigo will return an error