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Couple questions...Is it a problem to use a defaultdict vs a stdlib dict? The benefit is just simplifying the need for checking if a key exists, so that you can freely access it and have it create a child data structure as needed. But in that example they are using files as leaf items and storing them in a list. I assume you don't want that, so that you can have arbitrarily deep hierarchies, so it would end up with leaf items having empty dictionaries, and dealing only in keys.What are you access patterns? An arbitrarily nested dictionary is a bit complex. Are you just trying to see if something has changed between two sets of data? Are you trying to do various searches within this data structure?
Justin
On Wed, Dec 14, 2016 at 11:44 PM river bell <river...@gmail.com> wrote:
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edit:
I almost had a solution here : http://stackoverflow.com/questions/8484943/construct-a-tree-from-list-os-file-paths-python-performance-dependent?noredirect=1&lq=1
But it is using default dict rather than a normal nested dictionary.
And i am not able to convert this nested defaultdict to a normal dict.
Thanks
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Out of further interest, and further off topic, @Neil, when you say gets the animated cache imported onto how do you mean? It sounds like a Maya Geometry Cache workflow, where only point positions are stored in the cache. I was under the impression that an Alembic contains both mesh and point position and thus couldn’t be “applied” to any mesh. Unless you are.. blendshaping?
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Hi guys,
Thanks for including me! ;-)
Justin
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It’s the same as Cache > Import Alembic > Import Under Current Selection
I had a quick look at this just now, and as I suspected, the inMesh is being replaced by the Alembic. What I hadn’t thought of however is that the node itself remains the same which means shader assignments and custom attributes also remain.
If there’s one thing I miss about the Geometry Cache workflow, it was the ability to maintain a mesh in the scene, and simply replace the cache. With Alembic, I lost that and somehow this workflow you mentioned has gone unnoticed. I had simply accepted the loss, as the gain was greater.
So thank you, that is just excellent!
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Also you don’t really need finished UVs to start rigging and animating.
Minor nitpick, but it’s a little too general of a thing to say. I know I often find use in having controllers or even functionality depend on the position on a mesh via UVs; even in the early stages. I treat it as one way of overcoming the problem of topology changes in a rig, given the UVs can remain the same, and usually must due to textures.
ps. Say hi to Will Pryor from me. :)
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Any suggestions on what data structure to store this data so that traversing and comparing will be easy.
Any other approach you might have as suggestions are welcome.
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No definitely don't reference models but the rigs should be referenced into the animation scenes and therefore all the nodes are locked and cannot be renamed.
In terms of other deformers they can all be scripted and procedurally created.
Neil
No definitely don’t reference models
This is turning into an interesting thread. :)
On this topic, I’d like to share that I used to think so too, until I found these advantages.
Although this assumes that:
In my everyday workday, the assumptions are safe to make and benefits are fantastic, especially (3). It means I save more often and as an end result end up with less lost work on crashes and other hazards. For example, if a rig has a dense mesh of 50-100mb, saving on a network can take 3-5 seconds. With a referenced model, saving takes <1 second. Additionally, space savings it enables greater archiving. 100 versions of 100 mb is 1 additional gb for a single asset. In other cases, a mesh can weigh in at 100-500 mb, that’s when you really feel the savings.
Food for thought!
Where did my math go? :)
100 * 100 mb = 10 gb for a single asset. Woh!