Yes and I think in maya it does warn you that they will be renamed on export, but not the best situation if you are reattaching caches!
Simon Reeves London, UK *[email protected] <[email protected]>* *www.simonreeves.com <http://www.simonreeves.com>* *www.analogstudio.co.uk <http://www.analogstudio.co.uk>* On 13 April 2015 at 12:00, Morten Bartholdy <[email protected]> wrote: > 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] <[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] > 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] > > 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] >: > > 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] > > 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 > > > > > > > > > > >

