RE: Reference model limitations?
| Date : Wed, 25 Jul 2007 17:23:14 -0400 |
| To : <XSI(at)Softimage.COM> |
| From : "Andre DeAngelis" <andre.deangelis(at)ubisoft.com> |
| Subject : RE: Reference model limitations? |
|
I see your point Vincent,
but referencing after all is mainly for the benefit of the modelling/animation
stage. There are inherent limitations
to referring which will remain in place until Deltas expose the operations you
mentioned. Still, if you use your imagination and stick to some rules,
there is much you can do already. For example, if you want a cloth item
to be a reference model, there is nothing to stop you making it it’s own
reference model and connecting it to your main character ref model with
constrains (though you are then struck with the fact that all the instances of
the cloth ref model will be pointing to the same Syflex cache directory). See
Helges examples of what can be done on XSIblog here (http://www.xsi-blog.com/archives/174)
and here (http://www.xsi-blog.com/archives/169). When it comes to sims
like cloth and particles etc. there is a lot of poly extraction, merging, retopologizing
(is a that a word?), and other operations that you would never want to be
reflected in the reference model. Nor would the FX guys enjoy being
forced to use more than what they need to crunch computationally intensive collisions
etc. So if you want to
preserve a non-linear workflow from animation to FX, there is nothing stopping you
from passing deltas/actions sources/mixers or point caches from animation to
the FX crew. After all, the more granular you can make your pipeline, the
lest likely it is to break. I would be curious to
find out to what extent Mayas reference scenes allow simulations to be
performed of references assets without committing them to local. Finally, when you get to
lighting, you will usually want to make the Ref models local anyway, especially
if you want to optimize scenes and remove unnecessary detail. From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Vincent Fortin Hey Andre, yes
that’s one way to do it but making references local tends to ruin the
concept of referencing. I think what Delta is
aiming at (and I have to salute the clever work done by Soft in recent
versions) is to create a non-linear collaborative pipeline from modeling to
rendering. I have seen this working smoothly with Maya on big pipelines and
Delta now simply seems to make it possible in XSI with the added advantage of
having all the animation-sharing goodies built right into it. Again, I want to
express my –almost- entire satisfaction, this stuff is very powerful and
will hopefully change the way
companies work in XSI. However I just feel
we’re still missing the point by denying access to new operators, poly
hiding, point tweaking and the works. The way software often
work is there are connections linking the referenced model to the -later added-
operators although I’m not sure how XSI works internally and that’s
what I meant by “XSI’s
object structure” in my
previous post. From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Andre DeAngelis Simulation and FX are
normally applied here after the animation has been complete. The FX and
sim and done on the models I local mode and the sim backed out to point cahce
which is applied to the final model. The models and made local
anyway in lighting. From:
owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Vincent Fortin Hi there, How come one can’t add operators and clusters
to reference models? I’d have expected to be able to stack stuff on top
of them while keeping the original file’s integrity. I can only guess this is somehow due to XSI’s
object structure that doesn’t have any special mechanism for handling
this. Otherwise, from a user point of view, it just doesn’t make sense. So assuming I didn’t overlook some basic info
in the doc, how would you guys go about implementing a character finaling
workflow in which an animator could do something as simple as connecting a
ground collision to a referenced character that has Syflex on it? Thanks Vincent |
- References:
- RE: Reference model limitations?
- From: "Vincent Fortin" <vincent.fortin(at)ubisoft.com>
- RE: Reference model limitations?
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