In theory as long as the underlying geometry is the same it shouldn’t matter.

Bring in an alembic of an un animated asset from Maya to Softimage, Texture it 
once. Then you just use the Alembics to drive your textured model.



On 13 Apr 2015, at 12:11 PM, Morten Bartholdy 
<x...@colorshopvfx.dk<mailto:x...@colorshopvfx.dk>> wrote:

I take it this is a Softimage to Softimage workflow where the rigging and 
animation an notably the alembic export happens from Soft, via Crate!?

The workflow makes good sense and is what I hoped to hear, but I am not quite 
sure how to implement it so I apply Maya alembic animation to a Softimage 
referenced model. I have little experience with alembic workflow as I am on 
2013SP1 so I have just recently picked up Crate for use in production.

MB



Den 13. april 2015 kl. 11:57 skrev Oscar Juarez 
<tridi.animei...@gmail.com<mailto:tridi.animei...@gmail.com>>:

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<mailto: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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