I don’t need it in the literal sense, because I could go back to the old way
of doing things, but it’s helpful for how I have things organized which was
originally designed to work with refmodels but I had to scale back the plans
when Softimage just wouldn’t stop crashing when I tried to set it up this
way before. Here’s an example of a set of files and related notes:

 

·         Avatar_Rig_Export : Contains the base skeleton and physics
metadata that is used by the game. Usually includes a mesh, also, but it
doesn’t have to for cases where models might vary. Rarely changes, but
occasionally does when metadata is changed such as locators or physics
tweaks. The Export_Rig model is exported for use by other scenes, and it is
also exported to the game engine for use as both the bind pose and source of
physics rigid bodies and other metadata.

·         Avatar_Rig_Biped : Contains a Biped Guide generated rig (I call
this my control rig), and a nested referenced Avatar_Rig_Export model which
is constrained to the control rig. The Biped control rig, and it’s nested
referenced Export_Rig are exported as a model. This scene does not get
exported to the game engine, it’s used only by the animation authoring
scenes (the next two).

·         Avatar_Anim_Generic : This scene is used to author a variety of
animations stored as ActionSources, and has a referenced model of the Biped
rig. I just animate on the control rig, plot the changes to the nested
export rig, and when ready my custom ‘engine export’ command will export all
the action sources created on the Avatar_Rig_Export, which is of course a
nested reference model.

·         Avatar_Anim_Pistol : This scene is an example of animations that
may not always be required, but it is set up the same way as
Avatar_Anim_Generic. 

 

This arrangement lets me correct errors in the Avatar_Rig_Export and have
the changes propagate to the dependent scenes by just loading them. It also
lets me create new scene files with new animations without worrying about
breaking existing animations or getting massive (== unwieldy and potentially
fragile) collections of animation data in a single file. The exporter
exports animation data from all action sources in the mixer, so it doesn’t
matter what’s in the timeline; this lets me test anims in the same scene
they are authored. I really like ho the system exports ActionSources instead
of the timeline, it’s very handy for keeping related animations organized in
a single scene file. 

 

This setup also allows me to have different control rigs, which isn’t
something I’ve done much but when the need arises I can bind the Rig_Export
to any other kind of control rig. I’ve been planning on doing this for
things like vehicle specific animations or perhaps multi-character stuff.
When I do this, they will all refer to the same referenced Avatar_Rig_Export
model. The benefit of course is that the individual animation authoring
scenes can choose a control rig that is suited for the animation being made,
without the baggage of an overly complicated, potentially fragile, uber-rig
designed to solve everything.

 

Until this past week when I switched over to referenced models, I had to
manually re-import and in some cases reconfigure the imported models when
anything a scene depended on was changed. I’m hoping the refmodels will work
well enough for my needs to keep using this setup because it was a hassle
when things did have to change. Unless I start having refmodel bugs pop up
(and I haven’t yet), it should occasionally save me a fair amount of time
being able to rely on them for updating the dependent scenes. 

 

I wouldn’t be surprised if there is a much better way to approach all this
but it’s working for me so far. I just saw Eric Thivierge’s reply and it
sounds like this is a “safe” usage.. hope it’s true :)

 

Eric

 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Matt Lind
Sent: Wednesday, September 18, 2013 8:28 PM
To: [email protected]
Subject: RE: 2014

 

Out of curiosity, Why do you need nesting?

 

 

Matt

 

 

 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Eric Cosky
Sent: Wednesday, September 18, 2013 8:26 PM
To: [email protected]
Subject: RE: 2014

 

 

Good to know, thanks for the reminder about those other issues. Perhaps if I
use the nesting only as a way to maintain initial setups before making them
local I can avoid these problems.

 

It would sure be nice if they hammered out all the ref model bugs and made
the system something people could trust, and then proved it with a bunch of
sample scenes that verify all these concerns have been resolved. It’s one of
the things I was really looking forward to using when I first got into
Softimage so long ago now, and I never really got to use it as advertised.

 

 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Matt Lind
Sent: Wednesday, September 18, 2013 8:14 PM
To: [email protected]
Subject: RE: 2014

 

I do not advise using nested models.

 

When you get to the more complicated relationships such as model deltas,
group relations, animation mixer propagation, instances, and so on, you’re
just asking for trouble.

 

Glad to see improvements, however, as it has far reaching effects beyond
nesting.

 

 

Matt

 

 

 

 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Nick Angus
Sent: Wednesday, September 18, 2013 8:10 PM
To: [email protected]
Subject: RE: 2014

 

Thanks Eric, we had huge troubles with nested references in 2013, in fact we
gave up on it. So that is definitely a tick in the pro box!

Cheers, Nick

Sent from my Windows Phone

  _____  

From: Eric Cosky <mailto:[email protected]> 
Sent: ‎19/‎09/‎2013 9:18 AM
To: [email protected]
Subject: RE: 2014

I’ve been successfully using referenced models that contain other reference
models with SI2014. This used to cause stability problems in earlier
versions, but it’s been a while since I checked.. it might have been 2012 or
earlier that I last checked. I’m pretty happy to see it working these days,
regardless. My usage is generally limited to game export related stuff
without referenced material libs, so YMMV. There’s been enough problems with
refmodels over the years I’m not about to say it’s problem free but being
able to nest referenced models is pretty useful for my workflow and I’m glad
it is working for me. 

 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Nick Angus
Sent: Tuesday, September 17, 2013 10:12 PM
To: <[email protected]>
Subject: 2014

 

About to take the plunge and update from 2013 (not sp1) to 2014 (latest
build). 

Are there any caveats I should be wary of?

 

Appreciate any advice either way!

 

Cheers, Nick

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