No this isn’t about politics, more a case of keeping assets tied to a system, that allows them to be flexible with all departments – animation, tech and art, whilst being editable and exportable en-mass.
The most important factor is iteration. Assets, animation, and rigs will get iterated over time and you need the ability to change and update them whenever.
Assets need to be editable/exportable on mass and externally, to not slow production down. Version control systems generally have a locking process that means if all your assets are on one rig, another user will have to wait for the unlock or submitted changes to get it. Using externally linked or tied resource means, a tech guy can make changes to the file and user needs only to reload the resource back to get changes, even if the users had those assets loaded with the saved scene. Essentially dynamic referencing or passive referencing is crucial.
Animations are gold, and so need to be kept to the highest fidelity when loading them onto another rig. Crucially what needs to be kept between rigs is animation controllers, not bones. A mapping file then only needs to use what it finds to reload the animations back onto a rig.
The rig has to be updatable, and in a non-destructive way to the scene. It needs to get either dynamically changed – controller changes already existing and nodes that get removed and updated attached to the rig; or passively changed – where the entire rig along with everything attached to it gets loaded out and reloaded in with updates.


alsoran 5:11 am on June 19, 2009 Permalink |
Depends on whether it’ll make newly exported animation incompatible with previously exported ones, (i.e. changing the hierachy rather than just the controls).
If so, you’ve gotta update all your files and batch re-export, which is a real bitch (outside of Maya if you’re using referenced rigs) and prone to errors.
If not, I’d suggest adding the updates as an optional script that users can run whenever they wish to take advantage of the newcontrollers, and if added automatically via referencing just make sure you set any new controls that might change the way the rig handles to default as off so users don’t get a surprise when opening their files.
Charles 8:20 pm on June 19, 2009 Permalink |
Yep thats pretty much what it boils down to – My system is basically what I built for you guys on ME2, but on steroids! Once I’ve finished the final big part and added a wrapper for the whole system i’ll fire over a demo.