Hey Michal, Your definitely right. Its something we should look into -E
On Wed, May 22, 2013 at 7:05 PM, Michal Doniec <doni...@gmail.com> wrote: > "Eventually we might do versioned referencing but it would require some > asset tracking tools that we just don't have." > > I'd start with some off the shelf version control software to do half of > the work for you (perforce, maybe svn etc.), a rather simple database on > top of this and some UI usually does the job for most cases where assets > are not too complex and relatively lightweight, ie. mesh/rig character type > assets. What I am saying is it doesn't really take much to get a system > like this going and benefits can be potentially really big. > Sorry for being bit off topic. > > > On 22 May 2013 10:00, Enrique Caballero <enriquecaball...@gmail.com>wrote: > >> We do live referencing here as we don't have much for versioning control >> at this small studio. Its worked fine for us so far as our rigs are pretty >> simple and eventually development stops for them on a project. >> >> >> Eventually we might do versioned referencing but it would require some >> asset tracking tools that we just don't have. We also don't have enough >> coordinators to keep track of what shot gets what rig, or the development >> man power to update our pipeline. >> >> Tiny shop in Singapore, very difficult to find talented developers. >> >> Until then I've written a bunch of delta cleaning scripts that can solve >> 90% of our issues, and what was most important for us, was that we are very >> careful about how we import referenced models so that >> no unnecessary information gets written to the delta. So if a rig change >> does happen, the delta wont freak out and break the rig. >> >> Basically via scripting, I create an empty referenced model, populate >> the paths for the rig resolutions, add an empty delta, set the proper >> settings, disabling the evil ones, and then finally setting the active >> resolution. I have found this technique to be absolutely essential to >> making sure our deltas don't store any extra nonsense in them that would >> eventually clash with a rig change. >> >> Otherwise if the animator simply did a vanilla "import referenced model" >> this referenced model would have a delta on it thats fully enabled, and it >> would immediately store a bunch of useless crap under stored >> expressions/stored positions that would eventually cause the rig to explode >> when we did the next rig update. >> >> Aside from that, when something bad happens, I run one of 3 delta >> cleaners if necessary, but to be honest it hasnt happened much in a very >> long time. >> >> >> I am very open minded, but i also know the animators at this company very >> well. If I gave them a local model pipeline they would bring this studio to >> its knees and I would be out of a job very quickly >> >> >> >> >> On Wed, May 22, 2013 at 4:51 PM, Raffaele Fragapane < >> raffsxsil...@googlemail.com> wrote: >> >>> That's only an issue with live referencing, which is a pretty bad way to >>> go about it. >>> Versioned referencing will not hold any surprises as you control when a >>> rig reaches what shots. It's a matter of asset management, not of >>> referencing VS localized. >>> If anything localizing takes a liberty away from you, it doesn't ADD >>> security :) >>> >>> >>> On Wed, May 22, 2013 at 6:36 PM, Sandy Sutherland < >>> sandy.mailli...@gmail.com> wrote: >>> >>>> I did - and we locked everything that was not supposed to move/key. >>>> Worked fine and it is not so difficult to write the tools to do a model >>>> update. Also one BIG plus to this method against referencing is that you >>>> avoid surprises when something changes in the rig that affects animation >>>> and it gets auto updated in a reference, THAT has happened to me before, >>>> largely due to the nature of the overlapping schedules we work with in SA. >>>> >>>> S. >>>> >>>> >>>> On 22/05/2013 04:48, Enrique Caballero wrote: >>>> >>>>> Jeremie, I considered letting them animate in local mode but i decided >>>>> that the risks outweighed the benefits. >>>>> >>>>> I am just 100% uncomfortable with trusting the animators with Local >>>>> models. They will start deleting objects and changing heirarchy. >>>>> >>>>> So instead I stripped down the rig of unecessary stuff. I took all >>>>> the cloth controls away and seperated it into a different rig, and then >>>>> aggressively cut down the amount of keyable params. >>>>> >>>>> Its at least manageable now. >>>>> >>>>> Are you really comfortable letting the animators animate local models? >>>>> I don't think I could ever let it happen >>>>> >>>>> >>>> >>> >>> >>> -- >>> Our users will know fear and cower before our software! Ship it! Ship it >>> and let them flee like the dogs they are! >>> >> >> > > > -- > ---------- > Michal > http://uk.linkedin.com/in/mdoniec >