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 <table width="100%" border="0" cellspacing="0" cellpadding="0" style="width:100%;"> <tr> <td align="left" style="text-align:justify;"><font face="arial,sans-serif" size="1" color="#999999"><span style="font-size:11px;">This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. </span></font></td> </tr> </table