Well I see there is a strip namespaces functionality in Crate upon import, so that could come in handy. Obviously I have to be aware of the naming situation you mention here.
MB Den 13. april 2015 kl. 12:40 skrev Simon Reeves <[email protected]>: > I have been using that workflow and I like it. Had some trouble in Maya as > people were using groups, and groups have their own namespaces so allowed > duplicate names... like this: > > Wheel_FR > - Tyre > Wheel_RR > - Tyre > > I'm new to maya though but seems to me that groups = bad (but I don't know > how common it is for people to use lots of groups) > > > > > > > Simon Reeves > London, UK > [email protected] <mailto:[email protected]> > www.simonreeves.com <http://www.simonreeves.com> > www.analogstudio.co.uk <http://www.analogstudio.co.uk> > > On 13 April 2015 at 11:25, Oscar Juarez < [email protected] > <mailto:[email protected]> > wrote: > > Yes that is Softimage to Softimage, but it would also apply from Maya to > > Softimage, you can also get Crate for Maya, the only consideration you must > > have is your naming, and the paths inside the alembic file, with crate you > > are able to flatten the hierarchy and avoid exporting the parent name so > > you end up with an alembic file which only contains your mesh objects in > > it, so then you can apply it relative to any model or container you want. > > > > For example you have this in maya > > GroupName > > - Mesh1 > > - Mesh2 > > > > You end up with an alembic file which only contains the meshes. > > - Mesh1 > > - Mesh2 > > > > Then with crate you can select to which container to apply it and you just > > have to worry about your mesh names. > > ModelName > > - Mesh1 > > - Mesh2 > > We have some tools to avoid doing this manually for several assets, but if > > you keep the same container names in both Maya and Softimage you can export > > one alembic file for diferent assets which include the container name. > > > > On Mon, Apr 13, 2015 at 12:11 PM, Morten Bartholdy < [email protected] > > <mailto:[email protected]> > wrote: > > > I take it this is a Softimage to Softimage workflow where the rigging and > > > animation an notably the alembic export happens from Soft, via Crate!? > > > > > > The workflow makes good sense and is what I hoped to hear, but I am not > > > quite sure how to implement it so I apply Maya alembic animation to a > > > Softimage referenced model. I have little experience with alembic workflow > > > as I am on 2013SP1 so I have just recently picked up Crate for use in > > > production. > > > > > > MB > > > > > > > > > > > > > > > > > > Den 13. april 2015 kl. 11:57 skrev Oscar Juarez < > > > [email protected] <mailto:[email protected]> >: > > > > > > > What we do with Crate is we have a rigged asset and a render asset, the > > > > render asset is reading the geometry from an alembic file and we load as > > > > a > > > > referenced model into the lighting scenes, then we apply the alembic > > > > cache > > > > to that, Crate is smart enough to do point cache or transform cache, so > > > > even if it's a lot of points and they are not deforming they should save > > > > the only transformations and caches should be small if you do a pure > > > > cache > > > > file. > > > > > > > > So you have two levels of referencing, softimage reference model which > > > > will > > > > hold the objects and shaders, and the alembic files which hold the > > > > transforms, point caches and geometries. I've had scenes where I have > > > > even > > > > changed the geometry completely of an asset as long as your naming is > > > > consistent everything should work. > > > > > > > > On Mon, Apr 13, 2015 at 11:43 AM, Morten Bartholdy < > > > > [email protected] > > > > <mailto:[email protected]> > wrote: > > > > > Hi there - I am used to ref model workflow where I have a master scene > > > > > with > > > > > the shaded and rigged model which then refs in to a number of shots > > > > > where > > > > > it is animated. Now I am importing alembic shots from Maya where the > > > > > same > > > > > vehicle with a gazillion parts has been animated. It is a rigid thing > > > > > with > > > > > hinges and rotating parts so we are not pointcaching. > > > > > > > > > > Is there a clever workflow which will allow me to shade and texture > > > > > this > > > > > thing once and use for each alembic shot, or will I have to possibly > > > > > script > > > > > grouping of parts and subsequent shading and texturing per shot? How > > > > > do you > > > > > guys handle such a scenario? > > > > > > > > > > Thanks > > > > > Morten > > > > > > > > > > > > > > > > > > > > > > > > > >

