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



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Maya-Python Club Team.
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