Thanks for the info guys, This is super helpful. I just played around with List Reference Edits in the Reference Editor.
You can list and remove edits in there Seems similar to a delta in there. Just far less readable. But when I remove edits, I dont have to update referenced model to see an update. I'll play around with that for a while and see if it has what i need. Thanks for the info Raf. I want to use Assets, as i like the black box feature. I still have a lot of experimenting to do before i start moving forward with anything though On Tue, Sep 16, 2014 at 3:22 PM, Sebastien Sterling < [email protected]> wrote: > Some day something will have to replace it, please god we can not keep > going like this ! :( > > On 16 September 2014 07:34, Raffaele Fragapane < > [email protected]> wrote: > >> 1) Assets sort of work now. Studios aren't using them because very few >> places are using recent versions of Maya, and they have been a buggy >> disgrace for a while from what a lot of people who tried told me. >> I've started testing them and so far so good, but it's a metric ton of >> work to build around them. >> >> 2) It's not so much weaker, as much as it's not neatly organized. >> Nearly everything in Maya is a DG or DAG node. Deltas in Maya are the >> nodes that exist in a scene that don't correspond to the summation of all >> nodes present in the assets imported. >> A lot of places did just that (scanned the scene for that difference and >> saved out the lot) for a long time, actually. >> No, there isn't anything quite like delta, but the difference is recorded >> in terms of nodes connected to a referenced asset. The contents aren't >> always clear cut though, and there are quite a few nodes that will behave >> buggily or get completely creamed out if added. >> >> 3) Yes, OM2 is OK and quite fast at a few things, but not yet all >> pervasive, and it generally writes and reads like the arse of a homeless >> leper, and when prototyping has the agility of a brick on sandpaper. I >> simply gave up on Python in Maya at this point to be honest and simply go >> straight to C++ even for trivialities, with the exception of Qt/UI work. >> >> On Tue, Sep 16, 2014 at 1:21 PM, Enrique Caballero < >> [email protected]> wrote: >> >>> Hey guys, >>> I am biting the bullet and transitioning our pipeline over to Maya >>> with the support of Fabric a lot of our RnD Development. >>> >>> I have a few questions that I can't seem to find concrete answers for >>> that I was hoping you guys could help me out with, I know that this is a >>> Softimage mailing list, but because of that I expect that you guys will >>> have the context necessary to help me out. >>> >>> Here are my questions >>> >>> 1. Is there an equivalent to Models in Maya? How do they encapsulate >>> rigs and assets? I have looked at the Assets feature that came out in Maya >>> 2011 and there is some pretty impressive stuff in there, but it seems that >>> none of the big studios are using that. Are the studios simply using >>> Namespaces? Cuss that seems pretty horrible. >>> >>> 2. Referencing seems much weaker in Maya, I guess that there is no >>> Delta. If not, where is the Delta information stored? My friend Daniele >>> says that it's just nodes in the scene, and is saved with the scene. Is >>> there no centralised menu or place where I can find the connections to the >>> scene and the referenced object, basically... is there ANYTHING like a >>> delta? >>> >>> 3. Is it worth me learning Pymel? I have started and it seems pretty >>> easy to transition over. The syntax is actually pretty simple. But the >>> studios that I'm talking to seem to all use the native Python integration. >>> >>> >>> Thanks in advance for any information shared. >>> >>> best, >>> Enrique >>> >>> >>> >> >> >> -- >> Our users will know fear and cower before our software! Ship it! Ship it >> and let them flee like the dogs they are! >> > >

