Hello,
I am currently working on a project which involves using Alembic cache files of animated characters which have multiple clothing items on them. (Max 2023 and VRay6-Update1)
Loading the Alembic cache into a VRayProxy helper and using the Object Hierarchy feature by making use of Alembic Subfolders to only switch on specific items as a workflow is actually a dream come true.
But there is one catch:
when I have set up a selection, EITHER by doing the visibility settings manually in the Outliner OR by using the Advanced Overrides feature below, and switch to another cache (e.g. from a walkcycle to an idle), the whole setup is gone, and I have to start from scratch, which makes the whole workflow extremely tiresome. It was originally meant for e.g. having a basic set of characters, and then copy them, load another cache into them for another animation and place them elsewhere in the scene. Now I would have to go through the complete selection/rule process as soon as I give them a new animation.
Actually I thought the idea behind the rules is just to make the whole setup a bit more independent from the loaded cache, because I e.g. can select certain items by wildcards, ignoring the prefixes of the characters, and thus make use of the same rule set on different types of characters with a similar naming convention. But this idea is now out of the window due to the rules being lost as soon as I switch the char/cache.
Is this just a bug? Or intended to be that way? Or is there a way to tell the helper to keep the rules, no matter what cache I am loading?
Thanks in advance!
I am currently working on a project which involves using Alembic cache files of animated characters which have multiple clothing items on them. (Max 2023 and VRay6-Update1)
Loading the Alembic cache into a VRayProxy helper and using the Object Hierarchy feature by making use of Alembic Subfolders to only switch on specific items as a workflow is actually a dream come true.
But there is one catch:
when I have set up a selection, EITHER by doing the visibility settings manually in the Outliner OR by using the Advanced Overrides feature below, and switch to another cache (e.g. from a walkcycle to an idle), the whole setup is gone, and I have to start from scratch, which makes the whole workflow extremely tiresome. It was originally meant for e.g. having a basic set of characters, and then copy them, load another cache into them for another animation and place them elsewhere in the scene. Now I would have to go through the complete selection/rule process as soon as I give them a new animation.
Actually I thought the idea behind the rules is just to make the whole setup a bit more independent from the loaded cache, because I e.g. can select certain items by wildcards, ignoring the prefixes of the characters, and thus make use of the same rule set on different types of characters with a similar naming convention. But this idea is now out of the window due to the rules being lost as soon as I switch the char/cache.
Is this just a bug? Or intended to be that way? Or is there a way to tell the helper to keep the rules, no matter what cache I am loading?
Thanks in advance!
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