Hi all,
I'm wondering how to make an advanced rigging pipeline to avoid some stuff that slow down rendering times.
I explain:
My natural pipeline is create a model(and also a low-details model), reference it to a rig file(where I also skin it), than reference this file to every animation's file.
Now imagine that I've got a very complex character, and bake the animation is predictable...if I import the animation file in the environment I import a lot of useless stuff as well in render pass (for example rig icon's, contraints and so on...)
now think about that:
I create a skeleton file with only joints and the geometry skinned to these joints(I suppose that I don't use any deformer or blend shape). Now I reference this file to a rig scene and I create my interface to animate.this file will be referenced in the animation scenes as usual. But when the animation ends, I create a text file with the rotations of the joints at every frame. Now I open the skeleton file with no icons at all and import the text file. The result?a file with the complete animation and no extra stuff...ideal for render with no loss time...
so...
model file -->
skeleton file (joint and geometry) -->
rig file -->
animation file --> export joints rotation and go back to skeleton file -->
create a file with the skeleton and the txt file previously created-->
import the last file in the environment and render
here's a sketch
http://img413.imageshack.us/my.php?image=schema3dq.jpg
what do you think about it?