RE: PO inside Delta

Date : Fri, 27 Jul 2007 14:07:16 -0400
To : <XSI(at)Softimage.COM>
From : "Vincent Fortin" <vincent.fortin(at)ubisoft.com>
Subject : RE: PO inside Delta
Actually it's even easier than that!
If the animator PO-exports and type the path back in the PO operator
before saving the Delta, this step is also recorded in Delta.

So lighters only have to deal with a model and a delta.
Applying a new shader (like a matte) onto the PO model will also affect
the HR one (or whatever's in the reference).

Todd, do you have Bernard's PO script you talked about at hand by any
chance?

Vincent

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of takita
Sent: Friday, July 27, 2007 1:18 PM
To: XSI(at)Softimage.COM
Subject: Re: PO inside Delta

Vincent Fortin wrote:
>
> For the records I have managed to incorporate Point Oven in my 
> referencing pipeline.
>
> The process is pretty straight-forward as I had imagined:
>
> Let's say I have a referenced character model composed of 3 resolution

> models:
>
> 1- HR -- the hirez model with the rig
>
> 2- LR -- the lowrez model with the rig (this one is facultative for 
> this example)
>
> 3- PO -- the hirez model without the rig with a PO operator already 
> applied.
>
That's an interesting idea, having the PO cache version listed as a 
model resolution. That'd let you have multiple animation versions use 
the same rendering setup and they can evolve more or less in parallel.

-T

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