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.
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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.
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rez-env
set MAYA_PLUGIN_PATH=%MAYA_PLUGIN_PATH%;%MAYA_PLUGINS_ROOT%/windows-%WIN_VER%/maya-%MAYA_VER%/TheAwesominator/%AWESOMINATOR_VER%/bin
set MAYA_SCRIPT_PATH=%MAYA_SCRIPT_PATH%;%MAYA_PLUGINS_ROOT%/windows-%WIN_VER%/maya-%MAYA_VER%/TheAwesominator/%AWESOMINATOR_VER%/scripts
It does mean that you'll need to keep around a bunch of old versions of your plugins... but since the amount of disk space most plugins take up is small in comparison to, say, your average exr render, this hopefully won't be much an issue.TheAwesominator/1.2.1.0016TheAwesominator/1.3.4.1038TheAwesominator/1.3.4.1041TheAwesominator/2.0.1.0486
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Also doing this on a daily basis seems pretty inconvenient for a render farm, that probably shares the same plugins as production
Ah yes, not sure this relates to render farms. What size of studio are we talking about here? If it’s about 20 ppl, all running Windows then things are likely a little different then if we’re talking 500 ppl running Linux.
In the case of 500 workstations, I think each machine on a render farm is typically capable of running a variety of versions on the fly, via environment configuration based on which job is coming in.
For example, if a job is sent out to render a scene with the following requirements.
"app": "maya-2013x64",
"render": "arnold-1.0",
"plugins": ["somePlugin-10.1.12", "someOtherPlugin-1.0.0"]
Then the machine could set environment variables (i.e. paths to where these versions reside) for these to get picked up during the boot cycle of Maya prior to initiating a render.
Ultimately, it depends on how flexible you need to be. If you render all projects using the same version and software, then life will be a little easier.
Maybe it would be the best if pipeline TDs could enforce a global restart with a 10min warning period for artists to react!?
This was the case for us (at Framestore), typically after-hours and if you worked late you could cancel the restart, which would try again a few hours later.
I’ve seen videos of Tools (Unreal Editor) where they do on-the-fly replacement of compiled code while the engine is running.
I think the key is to keep your dependencies modular so that you can configure your environment “on the fly” - i.e. by configuring the target render machine prior to launching. It’s conceptually similar to setting the PYTHONPATH, regardless of which tool or OS you use but if you do have a look at Rez you’ll get a sense of how complex it can get.
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Our solution at my studio more our less matches what Paul described. We have a 1000+ workstations and a custom environment management system. Our plugins are deployed as versioned packages and the environment describes which ones to load up. We would never delete old plugins, because if you went to rerun old shots from an archived show, they would need to run under their original environment again.
The problem with people having stale shells and Maya sessions is quite common, but we don't do anything so invasive as forcing reboots. It is up to the individual to watch for pertanent release notes or have a good habit of reloading every so often.
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What size of studio are we talking about here? If it’s about 20 ppl, all running Windows then things are likely a little different then if we’re talking 500 ppl running Linux.
As a caveat, we don't use windows much at work, and I think Linux is more forgiving, in that once a maya plugin is loaded, you can delete the underlying binary (.so, in Linux-land) without much issue (or maybe it's our NFS-based filesystem which allows this)?
Anyway, while we haven't had this exact issue, the solution we use for this general class of problems is a combination of versioned release dirs, and package-based environment-variable management to control them. The idea is that every time you release a new version of the plugin, it goes into an upticked version release dir:
Our system is just a python module and has a startup method much like maya's initialise(). It handles copying plugins and python / mel files from the repository using robocopy.
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