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
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > 
> > > 

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