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DarkBane
03-08-2003, 12:02 PM
Now that I'm getting into all-out animations, I'm in need of figuring out how I should go about applying the animation of my low res model onto my finished high res model.

Currently, I have my low res and high res model on different layers both parented to the same rig. I know this can't be the most effective method.

I've heard of the reference option in Maya, but haven't really figured it out.

Would anybody care to enlighten me on this subject, I'd really appreciate it.



Thanx

Soeren Nielsen
03-08-2003, 12:10 PM
Darkbane, I wouldnt know about the reference option, since Im only 14 days into Maya. However I think what you need are the use of Wrapdeformers. Where you skin your lowres model, and use a wrap deformer to link the highres model, to the lowres model.. That way you wont have to vertex paint both (which is a pain on highres models).

b.Schulz
03-08-2003, 05:53 PM
Referencing means that you can have one file (your character lets say) still a work in progress. BUT you have the skeleton all worked out for him and you have a lowrez body attatched to him. You can setup your scene file so that that character is referenced from another folder, it kinda imports that character into your scene, you animate it. Then lets say in the meantime you go back to that file with just the character in it (the one the other file is referencing from) and you work on the model some more. Maybe adding blendshapes and SDK's and making it into the final product with all the bells and whistles (but not changing the skeleton). Then the next time you open up that other scene that is referencing that character the character will come in and be more completed (setup wise) as it was before. Bascially it updates your model as you do and allows you to start to work on something while being able to just use what you have at the moment. Does this make sense? In the case of animation I believe all its doing is keeping animation curves and positional values in the file thats using the reference, and it has those curves attatched to specific names for bones, so when you later bring in your high rez character it should be updated with the animation as you left it the last time you worked on that scene? This sounds kinda confusing to me right now, I don't know if I explained it very well but.. . .it has limitations though so beware. For example. Do not change any names in your skeleton, or add any extra bones or joints or anything to the actual setup. (besides adding blendshapes and SDK's). OTherwise it will not work. So you have to becareful and organized when referencing objects. SO. In a nutshell. It lets you reference things into your scene without them actually being final or actually there in the scene. When you save the file with the ref's. The next time you open it, it will be looking for those files. So if you take your files from place to place you must bring all the files along. Just play around with it and you'll figure out what I'm talking about. Test it with a sphere or something. Hope this helped a little?

DarkBane
03-08-2003, 09:16 PM
Damn!!!!!!....Shulz....

I didn't ask for a novel, but it sounded like you needed that space to explain it, and explain it, you did, I appreciate it.


Thank you

DarkBane
03-08-2003, 09:16 PM
sorry......I meant


Damn!!!!....Schulz...

b.Schulz
03-08-2003, 09:42 PM
Well, at least now we know you can read. :p hah.. Just kidding. Glad you got it now, sometimes I get a little long winded. :D Where in Chicago are you? I'm originally from there.

DarkBane
03-11-2003, 08:00 AM
I'm downtown.

About two blocks from the Division and Rush bar scene.

Where abouts were you from?

b.Schulz
03-11-2003, 04:53 PM
I used to live near brookfield, (or maybe you've heard of LaGrange.)

Now my family is in Countryside. Small little suburbs about 15 minutes from the city.

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