We are gonna start a new project soon (we are more or less in pre-production) and one thing we’ve learned about this last project is how absolutely crappy our art/level -pipeline was.
This project has been plagued by dev faults and I’m one of the people dedicated to improving it - not because I’ve been assigned to it but because I can’t stand inefficiency.
We use autodesk Maya and we on the art side all agree that we really need to start working with references coz well… with our current workflow we are wasting time.
Not having worked with it before, I sat down trying to get my head into how they work but found out things weren’t as smooth as I had hoped for.
I posted the stuff below at cgtalk but didnt get a single reply - maybe it was too techy?
Problem 1:
Creating a ref, moving it and then creating a proxy for it. Then “reload proxy as” to get the proxy visible. But the proxy spawns in origin and not where the reference model is at.
I thought the proxy was supposed to be linked with the ref but it seems like it’s a completely separate entity with it’s own transforms and everything. It just wont move along with the ref at all!!!
Problem 2:
How do you switch between proxy and reference view quickly? (on multiple references)
Proxy > reload proxy as > original, works good on multiple refs for switching “back” to reference view but you can’t do this to go into proxy view on multiple refs.
Problem 3: Namespace, group names and proxies…
I understand the prefix namespace stuff but why does the ref editor add RN*PM original and other crap to my reference names? For example, consider this flow:
Flow:
I create a reference, prefix “Foliage”, group name “palmTree_group” and proxy name suffix “LR” (lowres)
name: FoliageRN palmTree.mb
…okay, so it adds RN - which means what, reference node? I can live with that
I then add a proxy to it
name changes to: FoliagePM original palmTree.mb
PM is probably = proxy model, and “original” is the tag it seems. Can you just get rid of tags?
Now I dupe my reference, now we are starting to get name clutter
dupe name: FoliageRN1PM original palmTree.mb
why does it add RN1 on this one when the original doesn’t have it?
Whatever… So I move my refs around a bit (positioning these palm trees). And now I’m done, I have a lot of trees and I want to increase performance in the scene so I want to switch to the proxies. I select everything and select Proxy > Reload proxy as > FoliagePM1
This is where things are starting to become REALLY BOTHERSOME
First of all the refs doesn’t really switch out to their proxies properly: all the proxies appear in origin and not where the ref is. This I explained under “problem 1”.
Freezing the refs in place changes nothing, the proxies just doesn’t stick to the references.
Second nuissance: The names are now really, really horrible.
FoliageRNPM FoliagePM1 palmTree_lowres.mb
FoliageRN1PM FoliagePM1 palmTree_lowres.mb
FoliageRN2PM FoliagePM1 palmTree_lowres.mb
So am I missing something or are things really this horrible? I thought working with references was supposed to make level designing smoother - not give you a brain aneurism!!
Another issue:
So I let the palmTree.mb scene be the grandchild scene, and then I make a child scene with x5 palmTree’s in them, I name this child scene “palmTree_group.mb”. Now in the parent scene, I create a new reference, select the child scene (palmTree_group) and then I get another issue: palmTree_group is NOT referenced as a single object - no ofc not… Instead I get 5x references. Why?
I have a couple of other things to ask about sets and partitions but I’ll hold on to those questions a bit.