> What feels the most anoying though is the fact that alembic being
streamed from the file system is already a referencing workflow by itself.

You nail it ! Softimage or Maya can't take full advantage of Alembic files
as they must construct their own scene graph from the abc file. It is nice
to be able to translate an Alembic scene into a Sotimage or Maya one at
some points of the pipeline (like modeling). But when you don't need to
edit this scene graph (like for rendering) it is not good to duplicate the
data this way. For the rendering scenario, some studios are using reference
models to ... reference alembic file, but it is not much better. You still
need to construct objects in Softimage first (and ref models are slower to
load...). Only Katana, or some in-house studio tools can deal with this
problem for now.

Not really giving a solution I know :).


On Sat, Nov 30, 2013 at 5:04 PM, Halim Negadi <[email protected]> wrote:

> 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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