>...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.
I couldn't agree with this sentiment more.
It sounds like you're doing the most with Ref
models that can be done in a pipeline. Use them as reference models as
long as possible to facilitate changes, and localize them when left
with no other choice. ( usually during lighting and FX ) This is how
the character work I've done usually goes.
Often times, I'd keep a scene file that
maintains the Reference, and a corresponding scene that is localized
for render. If character changes do get propagated, it's just a matter
of determining which is less work... going back to the referenced scene
and redoing my localized work, or applying the changes to my local
scene. Neither is ideal.
The other option is to either manually, or
via scripting, switch out local models and replace animation via clips
or something similar. I've just found this prone to user error. ( or
scripting errors ), but find that a majority of the studios just simply
work this way.
As for your specific issue of collision
objects on referenced cloth....
Basically, cloth sim/collission should be the last step on your
pipeline before render...
You might try localizing just the cloth as a
seperate model and constraining it to your ref. model. Or localizing
it, colliding it, and baking it with a point cache. But in the end,
just going local is the least headache...
There is very little discussion about
Reference models in an XSI pipeline, and find that very unfortunate.
Modular, Referenced Data is so powerful, and ideal for non-linear
production, it astounds me it's not the 'norm', or more heavily
implemented in the software.
Hopefully someone else is pushing this
workflow in areas I'm unfamiliar with... I'd sure welcome it!
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