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!
>>
>
>

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