Hi folks,

I am after a bit of advice on a pointcache pipeline, as we seem to be only able 
to regularly secure the services of Maya animators and riggers we have decided 
for now to keep that side of things Maya oriented.
I am thinking of building a basic publishing system that takes a model and 
exports it to FBX on completion, the fbx is then split into Softimage for 
Shading/Fur/look dev.  The FBX is also imported into maya for rigging.  The 
Asset would then appear as one in our publishing system, but the animation team 
would be importing a Maya file to work with and the Lighters would be 
referencing an emdl into Softimage.

This is just where my head is at right now anyway, my goal then would be to geo 
cache out of Maya.  The problem I am striking is the workflow to then apply the 
cache, I am sure it is scriptable but it it seems that manually you must apply 
it to one object at a time.

I would be really keen to hear from how other people (if any) are doing this, 
it seems the simplest way in my mind as you are never transferring geo or 
shaders. Of course this workflow requires every object to be animated via bones 
or clusters so there is animation data getting to the points...

Sorry for the long winded post, but this is the best place I can think of to 
ask these questions...

Cheers, Nick

Reply via email to