What we do with Crate is we have a rigged asset and a render asset, the
render asset is reading the geometry from an alembic file and we load as a
referenced model into the lighting scenes, then we apply the alembic cache
to that, Crate is smart enough to do point cache or transform cache, so
even if it's a lot of points and they are not deforming they should save
the only transformations and caches should be small if you do a pure cache
file.

So you have two levels of referencing, softimage reference model which will
hold the objects and shaders, and the alembic files which hold the
transforms, point caches and geometries. I've had scenes where I have even
changed the geometry completely of an asset as long as your naming is
consistent everything should work.

On Mon, Apr 13, 2015 at 11:43 AM, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

>   Hi there - I am used to ref model workflow where I have a master scene
> with the shaded and rigged model which then refs in to a number of shots
> where it is animated. Now I am importing alembic shots from Maya where the
> same vehicle with a gazillion parts has been animated. It is a rigid thing
> with hinges and rotating parts so we are not pointcaching.
>
>
>    Is there a clever workflow which will allow me to shade and texture
> this thing once and use for each alembic shot, or will I have to possibly
> script grouping of parts and subsequent shading and texturing per shot? How
> do you guys handle such a scenario?
>
>
>    Thanks
>
>  Morten
>
>
>
>
>
>

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