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CHAR1:rig_GRP
CHAR1:anim_ctrls_GRP
CHAR1:mesh_GRP <----------- select this group and it's heirarchy (select -hi) and export alembic
CHAR1:mesh1CHAR1:mesh2CHAR1:mesh3CHAR1:mesh4
CHAR1:mesh_GRP <-------- In your render scene, select this group and import alembicCHAR1:mesh1
CHAR1:mesh2
CHAR1:mesh3CHAR1:mesh4

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I suppose that'd take care of Frank's question too; all render related properties, vray attrs etc would reside on the surfacing mesh, alembic is just connecting to the inMesh attribute of the shape.
If at all possible.
If at all possible.Correction; I know it's possible ... but I don't know if it's plausible. Maybe we should just store the original .ma next to the proxy ;)
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We use a system like this that reconnects referenced shaders. But it seems the best solution is to keep shaders in the lighting pipeline. Maybe I'm missing something, but if all lighting is done with an alembic, then you don't need to transfer shading properties. That's how we work anyway.
If I remember correctly, once you convert assets into proxies(alembic or vray mesh) , you must use a proxy shader with slots for shaders. This forces us to do the lighting pipeline before converting to proxy. Which kind of breaks the system, but only in the last step.
R
We briefly used referenced alembic, but updating them almost always broke the lighting file. It's more stable to import alembics into a maya file and then reference that.
If names, hierarchies and namespaces don't change it's nothing that should really break the reference edits. On the other hand, it's maya. ;)
By the way we use an exported JSON file for shader relations and a Maya binary file for the shaders. Once we have the alembic imported we can auto-assign shaders based on 'objectID' attributes we have on all objects. But stuff like renderable curve properties or vray attributes don't come through yet. It's hard to figure out a nice structure in the JSON file to support shader relations, custom shapes attributes and such. Since this is something many studios are doing on their own we could set up some sort of 'standard' and make an open source implementation with pre and post export/import hooks to support multiple pipelines. Most important point would be something lightweight that doesn't enforce a certain workflow.
I always end up writing to this group when I'm commuting, and not near a workstation. Grrr .
I think the lighting files break when the alembic gets updated from a different start frame or when geometry that wasn't deforming before was updated to deform. Some objects come in in the wrong place. It should work just fine in theory, but we always ran into broken lighting files when referencing.
As a solution, we just made the creation of a maya file as a subprocess of the caching script. So it's invisible to the user, and creates an archive as well.
Here's another conversation about the same kind of issues with referenced alembics.
http://forums.cgsociety.org/archive/index.php/t-1057828.html
R
David
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Roy, I hadn't heard of the MPxFileTranslator . I'll look it up. So maybe the reference issue is fixed in 2014? I'll have e to give it a other try! Thanks!
R
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As simple as that.
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Cheers,
Anthony Rosbottom
art portfolio : www.anthonyrosbottom.com
sketch blog : www.anthony-rosbottom.blogspot.com
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