Yep, maya namespaces with ':' special character kind of suck.
What feels the most anoying though is the fact that alembic being streamed
from the file system is already a referencing workflow by itself.
I could have done it go without namespaces. But different characters
containing geos following the same naming convention can't receive alembic
point caches at in the same scene.
All right, that's not a maya mailing list over here but for bitching it's
fine no ?
Thanks for answering anyway Steven.

Cheers,

Halim.


On Sat, Nov 30, 2013 at 9:54 PM, Steven Caron <[email protected]> wrote:

> ya, i would continue to attempt to change the identifiers post export from
> softimage. i don't think there is an option like that in maya's importer.
> also, i don't fully understand maya's namespace stuff.
>
> sorry i can't be of more help
>
>
> On Sat, Nov 30, 2013 at 12:22 PM, Halim Negadi <[email protected]> wrote:
>
>> Hi Steven,
>>
>> Yes, I figured there was an option to skip namespaces on import to
>> softimage. But I couldn't find anything like that on the maya importer side.
>> The identifiers looks like this out of softimage:
>>
>> # INFO : /golgothDXfo/T_gum_geoXfo/T_gum_geo
>> # INFO : /golgothDXfo/trousers_geoXfo/trousers_geo
>> # INFO : /golgothDXfo/jugul_geoXfo/jugul_geo
>> # INFO : /golgothDXfo/L_sleeve_geoXfo/L_sleeve_geo
>> # INFO : /golgothDXfo/head_geoXfo/head_geo
>> # INFO : /golgothDXfo/insideMouth_geoXfo/insideMouth_geo
>> # INFO : /golgothDXfo/tongue_geoXfo/tongue_geo
>> # INFO : /golgothDXfo/torus3_geoXfo/torus3_geo
>> # INFO : /golgothDXfo/torus0_geoXfo/torus0_geo
>> # INFO : /golgothDXfo/B_teeth_geoXfo/B_teeth_geo
>> # INFO : /golgothDXfo/backTorus_geoXfo/backTorus_geo
>> # INFO : /golgothDXfo/scarf_geoXfo/scarf_geo
>> # INFO : /golgothDXfo/R_Eye_geoXfo/R_Eye_geo
>> # INFO : /golgothDXfo/L_Cornea_geoXfo/L_Cornea_geo
>> # INFO : /golgothDXfo/torus2_geoXfo/torus2_geo
>> # INFO : /golgothDXfo/hands_geoXfo/hands_geo
>> # INFO : /golgothDXfo/B_gum_geoXfo/B_gum_geo
>> # INFO : /golgothDXfo/belt_geoXfo/belt_geo
>> # INFO : /golgothDXfo/T_teeth_geoXfo/T_teeth_geo
>> # INFO : /golgothDXfo/shirt_geoXfo/shirt_geo
>> # INFO : /golgothDXfo/gaiter_geoXfo/gaiter_geo
>> # INFO : /golgothDXfo/L_Eye_geoXfo/L_Eye_geo
>> # INFO : /golgothDXfo/torus1_geoXfo/torus1_geo
>> # INFO : /golgothDXfo/body_geoXfo/body_geo
>> # INFO : /golgothDXfo/R_Cornea_geoXfo/R_Cornea_geo
>> # INFO : /golgothDXfo/torus4_geoXfo/torus4_geo
>> # INFO : /golgothDXfo/straps_geoXfo/straps_geo
>> # INFO : /golgothDXfo/frontTorus_geoXfo/frontTorus_geo
>> # INFO : /golgothDXfo/R_beltHandle_geoXfo/R_beltHandle_geo
>> # INFO : /golgothDXfo/plastron_geoXfo/plastron_geo
>> # INFO : /golgothDXfo/L_beltHandle_geoXfo/L_beltHandle_geo
>>
>> And of course, they won't apply on anything like this:
>> /golgothD:golgothDXfo/golgothD:L_beltHandle_geoXfo/golgothD:
>> L_beltHandle_geo
>> As I said before, I did try to hack the alembic file and renamed
>> identifiers but Maya hangs while applying.
>> Applying point cache is pretty instant, as I did the test without
>> namespaces.
>>
>> Thanks.
>>
>>
>>

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