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
>
>
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> 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
>
>
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