I'm not new to 3D, or even to Maya, but am fairly new to the art and science of character rigging/animation.
I've been trying to get my head around the tools and commonly used workflows, tools, setups ...
I've been reading about Maya's new (to 2009) Assets functionality, which combines encapsulation, data hiding, means to provide a public interface (published attributes).
Then, it is also clear that one Maya's earlier character animation-oriented design paradigms was Character Sets, which have direct support in the main UI (lower right corner, next to Animation Layers), and have integrated support in tools like Trax. They aren't node/object containers, but also provide the means to provide a "public data (attribute) interface" to a character.
However, I'm not seeing any mention at all of Character Sets in the recent books I've been using to get up to speed on CA ("Body Language", Eric Allen et al), Autodesk's 2009 "Modeling and Animation Handbook", and some other tutorials, so was wondering why that was...
Unfortunately, Assets are a fairly new feature, and since people don't change their production-stable workflows on a dime, I haven't noticed a lot of discussion yet on how/whether they are being widely adopted into Maya-centric production pipelines. On the face of it, they sound like a powerful encapsulation and abstraction feature, but I know sometimes in real production features which sound like a great idea don't always turn out to be in practice.
I'd like to hear comments from you creature TDs out there on how Assets and Character Sets are currently being used in production.
-Tom