Referencing rigs?

We switched all animation teams to Maya a few years back. The MoCap department still run MotionBuilder to cleanup the raw data, but other than that it’s all handled in Maya. For those games running MoCap we’ve got a lot of custom remap tools making it easy to handle.

Mark, what do you recommend naming the top character set node?
“CharacterName_CS”, or something like “MainSet_CS”…

We noticed when referencing rigs and later replace the reference to another character it cannot find “CharacterName_CS” since it has changed to “AnotherCharacterName_CS”.

I’ve been using referencing of rigs into animation scenes in the pipelines I develop for a few years now and never had any major problems. I’d say just make sure all your auxiliary tools can handle namespaces and you’d be just fine.
There are definitely a lot of benefits to doing the referencing though!

[QUOTE=Mark-J;4050]

Since 2009 they fixed another bug which means that as long as the names match, the order of the chSet is no longer as important when referencing.

Hope that helps

Mark[/QUOTE]

Good to hear they fixed that - it’s an issue that doesn’t crop up often, but when it does it’s a real pain in the ass for us (me).

[QUOTE=johra;4887]Mark, what do you recommend naming the top character set node?
“CharacterName_CS”, or something like “MainSet_CS”…

We noticed when referencing rigs and later replace the reference to another character it cannot find “CharacterName_CS” since it has changed to “AnotherCharacterName_CS”.[/QUOTE]

we always use the same name for all characters, just BaseSet. Nothing in any of our rigs has any name specific nodes, they’re all just generic characters. It’s not till the rig is loaded via the manager that we add it’s name tag. Keeps things very clean.

As for namespacing, it’s true, the only real pain is making sure that everything you have handles them. The more you go away from using object names the better the pipelines get, and certainly the more solid they become.

As for the characterSet order bug, yes, they’ve fixed it, but I still don’t trust it so we keep chSet orders very tightly managed, just in case :wink: