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
>>> 
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>>> 
>>>  
>> 
>> -- 
>>  
>> \
> 

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