RE: Reference model limitations?
| Date : Thu, 26 Jul 2007 11:16:56 -0400 |
| To : <XSI(at)Softimage.COM> |
| From : "Vincent Fortin" <vincent.fortin(at)ubisoft.com> |
| Subject : RE: Reference model limitations? |
|
Hi Jeffrey, thanks for
the feedback. I am
still interested in knowing what kind of pipeline other people use for
character finaling. Here’s what I have
so far (I should have mentioned it in the first place, that’d have
avoided confusion): I am able to sim
from within a reference. In fact I already have an optimized and fully-workable
fx rig linked using Delta to the original animation. The rig is a mix of envelope
and Syflex and I wouldn’t
be afraid to add particles in there if I needed to (although I haven’t
tested it). All this is very neat and procedural and most of all it’s ready
to deploy over several shots without any further need for modifying the rig. Updated
animation follows naturally on the fx rig since both rigs are part of the same Delta
reference. The cache isn’t a problem since it can be specified per shot
like any other parameter in the setup. I am confident from experience that 50%
of the work can be saved that way and I’d push my craziness further by
stating that even a “normal” animator could submit for approval
some of the simple shots that don’t require tweaking the cloth settings. Now this all falls apart when
someone in the pipe tries to add a collision object to the setup (which is
likely to happen) or change the content of a cluster (for optimization/tweaking
purpose). I’m quite open to use my imagination but so far I am forced to admit
that there is no workaround to my problem except committing to local which is something I translate into pipeline failure. Vincent From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of
Jeffrey Dates I have dreamt of a 'scene
stack' for referenced models so that you could manipulate them as you need, but
the original model's integrity is maintained. I am hoping this 'stack'
mentality will propagate into the Delta paradigm. --
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
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