Tuesday, 24 January 2017

3D Animatic

3D Animatic

I have recently discovered "referencing" in Maya itself. This is a method of referencing a rig from an external file into your main scene file for animating. Essentially, I have my source rig file with no keyframes and in my scene I can make a reference to that source rig file, allowing me to animate using the model but without the rig actually being in the scene in full. I have read that this is common practice in the animation industry for the reason that this allows the animator to animate on  model when the rig is in place but perhaps the model is still unfinished. A modeler can then update the source rig file with updates to the model and the animators model will then be updated the next time they open up their own scene file with the reference to the rig.

All the sources online that I went through didn't mention anything about source control being in this pipeline but I assume that for the bigger studios who use referencing in Maya, source control would be the basis of making this work in a pipeline to allow animators to begin animating before the model is fully complete.

The reason I looked into referencing in Maya is because I obviously encountered problems with having 5 rigs in the one Maya scene. This is where referencing has helped me hugely to keep my scene manageable. My problems with the 5 rigs were mainly Maya acting slow and also laggy playback while in the viewport. Scrubbing the timeline was also a pain. It was very time consuming though rectifying all this. I had to reference in each of my rigs and then I had to copy and paste the keyframes from each controller of the old rigs onto the referenced rigs.

Summary:

I have managed to convert my 2D animatic to 3D which I will get feedback on tomorrow; this gives me time to actually implement the feedback I got from last week's mentor meeting.

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