Hey gMask!
Thanks for Your input! ![]()
QUOTE(gmask @ 08/26/08, 07:52 AM) [snapback]290454[/snapback]
You should probably group everything in the reference file and scale appropriately in reference4d file. Move that group around in the scene to sure it is acting as you expect and then reference it. You can of course move and scale the group around once you've referenced it.
Ok, I partly solved this scaling by reskinning whole character in source file. Nevertheless, there still are problems with that moving in space.. translation of single reference makes no pain, what I cannot say about moving its instances.
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... <..and all underlaying stem hierarchy, leaves and bud..>
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This works normally in source scene and in master scene until I make instance from it.
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What do you mean by it looks different?
The difference is that as I move instance of around, bound skin in instanced piece keeps its world position, which is weird for instances, even if is set to OFF. When I turn that ON, then I got double transforms.
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It doesn't surprise me that trying to import a 100 of these is going slowly.
No.. there were only 20 instances of 500kb MB file (= 10 MBytes).. and I waited to load about 25 minutes. Isn't that "just great"?
The problem is in Maya's referencing itself. Only way round I've found was to load master scene without references and do it manually by selecting all reference links and doing single tick in checkbox. Then it took about 10sec to load and 10sec to "translate" it into Maya.
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There are three other options..
You have fewer and you position them in groups and render separate passes.
I guess this is not an option, since it doesn't save time and just makes whole pipeline more complex, because adjusting distribution of animation clips in three scenes is more difficult than in single.
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Duplicate the geometry in multiple positions and then make them animate using blendshapes. You can offset and tweak the blends to vary motion. The only catch is that the morph between shapes is linear so you'll want several inbetween shapes for any motion that is circular.
This sounds interesting, but I am not sure if I got that idea - blendshapes of what should I make?
If You didn't mean turning whole character in to blendshaped geometry, then skip this part. Otherwise, yes - right, this will screw whole animation to linear interpolations between blendshape inbetweens, and this will mean that I will need to make some additional blendshapes for compensation to get curvy motion. I've done experiments with simple cubes - it works in general, but not for this case, where I have complex animation of each flower. And hell yes -- that animation could change, and this means that I will need to re-work whole set of blends.
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Use particle instancing and get really familiar with mel scripting.
I thought about this, however correct me if I am wrong. Afaik there is no way to alter animation time inside each instance based on agePP.
Only use of this method could be to make those 4 duplicates of each of 20 references, however this seems to be too rigid and lots of programming to just have individual transformation (TRS) for each instance as particles update only on time change.
Did I understood those three ways correctly?
There MUST be a more easier way to make instance of whole skinned character, which as I figured out is problem.
Any ideas?
At present moment the only way is to reference all 100 flowers, which means a lot of handjob in unhandy Trax, and hell knows what would happen when I'll do rendering.