Yeah,thanks dgovil and Ævar,you guys pull me out from the mist,i just re-check the project files,it does exists external files like alembic cache that contain core information as binary.
I guess something like ploy vertex id,face index,vertext position...those information can be described as polygon in openGL will be extracted and stored in exclusive file,read via plugin and re-draw as locator. Definitely, alembic source code will be plenty much help. 在 2014年1月22日星期三UTC+8上午4时06分43秒,Ævar Guðmundsson写道: > > Alembic GPU cache that is, be careful not to mix it with the standard > Alembic geometry cache, If you wrap the GPU cache properly then it will > look like geometry, perform faster than anything else out there, is > completely un-editable by an outsource party, and you’ll get your scene > delivered back unaltered. > > Would be great to hear more details about this though, usually I’m on > the other end and someone locked a scene too much and it can’t be opened or > the geometry can’t be read, only on the rare occasion I’ve had to lock a > scene down like this but there are plenty of options to do this, Alembic > being the most supported like dgovil suggests. > > Those who have implemented this do however usually have to adhere to > commercials confidentiality, so you may come up empty on a google search… > > Let us know what you find please, it’s an interesting one. > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/12f92b6b-32f1-4c7a-b576-4a761f6b6cb3%40googlegroups.com. For more options, visit https://groups.google.com/groups/opt_out.
