AMEN!
i am working like that for years, and improving workflow and a scene
assembly pipeline from project to the next.
its not even a "workaround" for avoiding scene corruption but a work
approach/ philosophy.
character, models, props, simulations, materials, passes, scripts,
sceneelements in general, thats all assets for me. and i am using the
scene only as sequencer, referencing as much as possible.
.sebastian
Am 07.07.2012 um 13:36 schrieb <[email protected]>:
the real lesson to be learned here is that ultimately scenes are not
to be trusted, so try and rely on them as little as possible .
not an easy task, but there are some good habits that can go a long
way in making this work for you.
models (emdl) are your friend.
a major part what you produce can be put in one - corruption in
models exists too, but is less frequent in my experience.
I usually keep a history of scenes in which I edit the models (so
with the model local to the scene) - and export milestones to a
model, occasionally keeping backups of the model.
with two parallel systems to save data, each with versioning/backups
if you choose, it is a lot less likely that you’ll loose a lot of
work when a scene (or model) corrupts.
from the scene you can produce the model again, and the other way
around within limits.
‘big complex scenes’ or ‘production scenes’ should ideally be just a
collection of referenced models – perhaps created by scripting even?
as in: import all ref models to build the scene, set them up for the
shot, apply animation data, set render settings, build passes, put
models in partitions.
Standardize on a system for this, with proper naming, and so much
can be automated – even with very limited scripting skills.
There’s other types of data that can be used too – presets of all
kinds, compounds, EANI, pointcaches, .xsi and .fbx files. If you
wanna be real smart about it XML files.
Lose a scene? Never mind, you have still have the bits the scene was
made of, and can recreate it.
I know its not as trivial as I make it sound, but ’not to trust
scenes’ was one of the best lessons I learned.
From: Octavian Ureche
Sent: Thursday, July 05, 2012 3:56 PM
To: [email protected]
Subject: Re: WHATTA HELL???????
So why would anyone care about xsi having ascii scene file
description?
Well....this is why.
I feel your pain, though trying to recover a scene in this
situation, has more to do with luck than anything else.