Very nice! Thanks You!!!
On Mar 3, 2014, at 2:17 PM, Siew Yi Liang <soni...@gmail.com> wrote: > In Maya, file referencing is handled via namespace: nodes are prefixed with a > colon indicating their namespace. > > For example, a node with parentNamespace:nodeName indicates that it belongs > to the parentNamespace namespace. There is no concept of encapsulation like > XSI's Model system. This is both good and bad. Good because it lets you make > a lot of edits to references that would otherwise have been impossible in XSI > (re-parenting rigs' hierarchy etc. and having those changes not break the > rig). Bad because...you never know when a change WILL break stuff due to Maya > not being able to reconcile your edits. (It's a little complicated, so I > would advise reading up on referenceEdits and the fosterParent node in Maya.) > > Edits made to references are stored in a referenceEdit node and connected to > them whenever the scene is loaded. They are equivalent to XSI's Deltas, but > have their own quirks to deal with... > > Maya does not support UNC file paths afaik. Instead, if you open any .ma file > with references, you will see things like: > > file -rdi 1 -ns "shark" -rfn "rig_shark_proxyRN" > "C:/Users/j.zoepfl/Desktop/goochy/production/maya/goochyMayaProject//scenes/rigs/rig_shark.ma"; > > the double slash before //scenes will tell Maya to use the currently defined > project location to replace everything before it. This is a crucial detail > when you send your scenes to renderfarms/run scripts/all sorts of things, > really. It's a little annoying how the namespace system works, but as long as > you're aware of it, you should be fine. > > While it is possible, I would not do references-within-references. They are > extremely prone to having problems with re-connecting referenceEdits, in my > experience, especially with regards to animation. I still haven't figured out > why... > > Scene Assemblies, however, are a fairly recent addition, being only added to > 2013 SAP1 and onwards. As such, they are not as widely used in pipelines > (including my current project, as I mandated that we use 2013 SP2. Welcome to > fragmentation between versions ;) ) However, they provide a quick and cheap > way to handle a lot of references and their LOD modes in your viewport, if > you don't have a TD on hand to make an alternative control to handle proxies > for your referenced models. They still use the same reference system > underlying concept, however, so you should be fully aware of how that works > before you use SA features. > > Obviously I will not pretend that this is the workflow used in all studios > (as far as I'm aware most game studios just use maya references and nothing > else) but maybe someone in more complicated projects can help correct me, I'm > always curious as to how pros do it as well. :D > > Sorry for the long post! Tried to summarize what I've found best workflow so > far! > Yours sincerely, > Siew Yi Liang > On 3/3/2014 9:34 AM, Tim Crowson wrote: >> I should add quickly that we're not jumping the gun on anything here. We >> plan to stick with Soft for the foreseeable future. I'm just trying to >> educate myself, and I'd rather do it sooner than later! >> -Tim >> >> On 3/3/2014 11:32 AM, Tim Crowson wrote: >>> So with all this jibba-jabba about R.I.P. Soft and >>> 'Better-start-planning-to-move' language, I figured I should brush up on >>> the latest Maya changes to see what's new. First of all, I'm glad to see >>> NEX was finally integrated. That's a big deal in my book. But I was also >>> curious about Scene Assemblies in Maya, and the relationships between >>> Referenced Scenes, Assets, and Scene Assemblies. At first glance, Scene >>> Assemblies seem to be similar to our Referenced Models with Resolutions. We >>> use Referenced Models a lot in our pipeline, and I'm curious to hear from >>> those of you who have been exposed to the Maya side of life 1) how can we >>> best translate our referenced model workflow into Maya and 2) how might we >>> improve upon it given the different paradigm of scene referencing? I >>> realize this is a very pipeline-specific question, but I'm curious to get >>> more down-to-earth details from guys in the trenches about the interplay >>> between Scene Referencing, Assets, and Scene Assemblies. >>> >>> -- >>> >>> Tim Crowson >>> Lead CG Artist >>> >>> Magnetic Dreams, Inc. >>> 2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214 >>> Ph 615.885.6801 | Fax 615.889.4768 | www.magneticdreams.com >>> tim.crow...@magneticdreams.com >>> >>> Confidentiality Notice: This email, including attachments, is confidential >>> and should not be used by anyone who is not the original intended >>> recipient(s). If you have received this e-mail in error please inform the >>> sender and delete it from your mailbox or any other storage mechanism. >>> Magnetic Dreams, Inc cannot accept liability for any statements made which >>> are clearly the sender's own and not expressly made on behalf of Magnetic >>> Dreams, Inc or one of its agents. >>> >>> >> >> -- >> >> \ >