sebastian, what size studio do you work for? our studio varies between 50-80 total. we have no locking mechanism and it has never really been a problem. we use referencing or importing/exporting within maya to bypass these kinds of issues. for example, if we have a very large set to build, we break it up into logical chunks and assign each chunk to a different artist. when necessary, the artist publishes his part of the asset into the reference stream. the lead artist for the asset works on a master asset that references in the published sub-assets. the lead is responsible for QC and changes that happen across the entire asset. we use a similar strategy for large animations, but using importing/ exporting instead of referencing.
perhaps for larger studios it's much more of an issue.... -chad --~--~---------~--~----~------------~-------~--~----~ Yours, Maya-Python Club Team. -~----------~----~----~----~------~----~------~--~---
