Or you know, more simply, you could... have a rig model + a shaded model
for rendering... and apply pointcaches exported from the animated rig, into
the rendering model.

New shading? export new rendering model. New rig? export new rig model.

As long as your topology and naming is consistent across the two, it's
win-win.




On Mon, May 27, 2013 at 1:18 AM, Nick Angus <[email protected]> wrote:

>  Thanks Orlando, as it turns out (courtesy of Chris Gardner) you need to
> build a model node node to contain the two other model nodes then reference
> in the 'container' node and it works perfectly!
>
>  Cheers, Nick
>  ------------------------------
> *From:* [email protected] [
> [email protected]] on behalf of Orlando Esponda [
> [email protected]]
> *Sent:* 27 May 2013 15:16
> *To:* softimage
> *Subject:* Re: Enveloping a referenced mesh
>
>   You could use this technique  http://www.softimageblog.com/archives/169,
> it's very stable.  This way you can load just the mesh model in your
> rendering scenes and load caches on it to avoid evaluation problems on the
> rig at render time.
>
>
> On Sun, May 26, 2013 at 9:45 PM, Nick Angus <[email protected]> wrote:
>
>>  Is this advisable or even possible?, this is the first time I am
>> encountering this problem as we usually animate in Maya and go into Soft
>> via Alembic.  We need to keep the rig and mesh seperate so we can work on
>> shading/look dev and rigging simultaneously.  The idea was to double
>> reference, ie ref the base mesh into the rig file, skin it then ref that
>> into shots.
>>
>>  Any avice greatly appreciated!
>>
>>  N
>>
>
>
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