RE: Reference model limitations?
| Date : Thu, 26 Jul 2007 13:11:30 -0400 |
| To : <XSI(at)Softimage.COM> |
| From : "Andre DeAngelis" <andre.deangelis(at)ubisoft.com> |
| Subject : RE: Reference model limitations? |
|
Sorry Gentlemen, but with
all due respects, this is ideological rigidity on your part. It’s like saying
that a rendering pipeline is only valid if it can achieve the desired result in
a single pass. Think about it gentlemen, what good is a ref model when
you need to need to take stuff into Maya? Pipelines are about
achieving the end result with the minimum amount of pain, so the ultimate aim
is efficiency, which in turn implies breaking your assets down into the
smallest and most easily recoverable granules. Reference models themselves
represent only one type of referenced data/asset, and being a complex chunk of
data, are more prone to corruption than more granular components such as UV
data, envelope data, etc. There reason point caching and ASCII/XML have
become popular is because they not only provides a simple interchange format
between 3D apps, but because they provide great flexibility when sharing data
between animation, FX and lighting. Why send a fully rigged character with
constraints/SCOPS etc to lighting, when they have no need for all that junk? All
you are doing is introducing inefficiencies into the most critical part of your
pipeline, which is lighting. Animators don’t generally
care bout Syflex operators and particle emitters, so why should they be forced
to deal with them? Texturing artists don’t care about rigs so
why should they be forced them to deal with them? All they want is a
powerful and efficient rig to get the job done with a minimum of fuss. Brad
Gabe could probably explain this further, but he has mentioned the trend towards
converting assets towards smaller, easily reproducible components. After
all, if you are going to reply on ref models as a crutch, you’d better
pay that you don’t have a mixed pipeline for modelling and FX (which is
usually the case). What do you say to those poor studios who use Maya,
Houdini or in our case XSI/Maya/Max? Why send an entirely
rigged character to lighting when all they really need is the point cache file?
Is not a point cache file just as valid and powerful as a referenced piece
of data as an entire reference model? I am the first to admit
that there is work still to be done on Deltas and making Ref Models more robust,
but it pays to use them wisely. Reference models are certainly valuable,
but even if they were bullet proof, they are not the be all and end all of pipelines. Andre From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of
Jeffrey Dates >...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. 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... 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!
Jeffrey Dates |
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