Hello Nick Scripting is needed either way :) The best way is if you set up a workflow that i similar on both ends, that way you can also share the python libs between Softimage/Maya.
A bit of a warning when it comes to PC2 caches. If you have a lot of objects that are being cached, it can bring down the server when rendering. There will be a lot of I/O reads if you don't bake the sequence as mi/rib/ass (what ever engine you are going to use). Also, if you are using the PC2 cache use the one the Kai Wolter made a while back. Somehow the pc2 caches that maya generates are slower(don't know why). Better choice is mdd (point oven) Best would be to use Alembic. FBX, use the FBX2010 version as it's also compatible with Nuke. Collada is a bit interesting though. Since you can have a openGL view within your DB or as a standalone, so you can quickly see the model http://www.glc-player.net/ (with source). And most programs will import dae files (it's also built into FBX and crosswalk). Also Collada can be imported into softimage just as you would with a emdl. Also make sure you have a shading workflow, meaning that you always save out shaders and apply them into the scenes. So that emdl,fbx,dae files don't need to have the shaders. That way someone can update the shaders and they can easily be applied again. Anyhow... not much of a help perhaps. Just some brainstorming and thoughts from my own experience. regards stefan andersson On Thu, Nov 29, 2012 at 3:51 AM, Nick Angus <[email protected]> wrote: > 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**** > > ** ** > -- *Stefan Andersson | Digital Janitor* blog <http://sanders3d.wordpress.com> | showreel <http://vimeo.com/53634505>| cell: +46-73-6268850 | skype:sanders3d

