I totally agree with Raff. Versionned reference is the way to go. We don't
have it here either and it's already an issue on some projects.

I am not happy with animators creating local copy of the rigs, but I'm not
with them all day long to check how they work. I discovered they were doing
that, I told them it's wrong...
Cleaning controllers and keyable parameters is my solution too for now...


On 22 May 2013 04:09, Enrique Caballero <enriquecaball...@gmail.com> wrote:

> 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
>>
>
>

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