Yeah look, this is just not a sensible workflow. In all production environments 
we do not generally speaking, reference the model. For updates, you have three 
basic solutions... 1) manually importing the updated model and copy/import 
skins. The UV's are generally unimportant to the rig, but should be done prior 
to releasing the model anyway. 2) scripting a push-button solution to 
re-importing the model and copying skins etc. 3) automating it entirely via a 
well developed pipeline.

Ultimately, the whole point is that model changes are just that...changes. So 
vert order, vert count, shape...all effect the way skin operates and damage 
blendshapes. So you have to do some re-processing, which asside from being 
outside of what references will permit, totally defeats the point of 
teferencing in the first place. Its kot like the brick walls of a house, its 
wiring and plumbing and everything else can remain the same if the shape of the 
foundations has to be dug up and changed. It is all fundamentally requiring 
design adjustment. Not the greatest of analagies I know, but you get what I 
mean.

As for texturing...either those artists made/requested a UV change and rolled 
it out to the published model, or the model rrmains consistant with UV's 
supporting the lookdev team...modeller has no business updating models with 
changes to UV design (other than fixing stray UV's for exampke) without request 
or approval from lookdev anyway. You don't as a company, pay for a ton of work 
on texturing an asset, only for some modeller to say "hey, do it all over 
again." There has to be a reason for change and tgat us part of texture 
development, not generalistic model change.

Again, push-buttons and pipelines are key to the smooth, non-destructive 
workflow, and fast iterations.

Simon

Sent from my iPhone

> On 8 Dec 2016, at 05:01, river bell <[email protected]> wrote:
> 
> Hi
> 
> Any more suggestions regarding the workflow ?
> Because I have come across articles which say that mesh and uv changes can be 
> handled by uv, and skin transfer in cases where model is referenced by rig.
> Not sure it works in practice.
> Any warnings , dos and don'ts would be greatly appreciated.
> 
> Thanks
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