QUOTE
well... depends on how you use it, doesn't it?
Not really
QUOTE(sh4dow @ 08/08/09, 08:47 PM) [snapback]312877[/snapback]
because let's say i have five different scenes and i reference each five times. i have one set in each with the same name to identifiy certain parts i want to keep together across everything - since all references comes with unique namespaces, that would make 25 sets total instead of one set.
Maya knows how to do the merge for you if you wish. Its not much more work from your part. After its set up its never mroe work.
QUOTE
unnecessary nodes and more effort
Wait... this is the sort of wrong way about thinking. The amount of nodes is never really a issue especially if the nodes are not actually doing anything much. So you want labels to be set as attributes in nodes. So all you did was swap nodes for attributes. Being a different place of abstraction does not mean less work. Or more manageable sorry.
So yes you can jsut add a attribute and then cycle trough each node and search for that. But is it more practical? Or you can use naming (since things will be named anyway). The last item in the status line is a numeric/text input field in the dropdown choose select by name and you can now type yourNamingPart and it will select based on name and wild chars. It can be extended to look for a label property ofcourse but for big scenes this gets slow and ist ulitimately just the same as what the sets do. But sets do it better faster and are more useful. References or no.