The poor man's anim/light pipeline.

I think everyone here might benefit from this info.

http://vimeo.com/27981923

password: fbx

Thanks for sharing this, Scott.

Sure thing.. Hope it makes sense..

Ha,

I will force my animator here to use FBX a lot more now :slight_smile:

I really loved the Mental Ray comment with motion blur ^^

Not that I’m currently working with anything like this but the steps taken in your video clearly will help out !
Thank you again :slight_smile:

I would find someone to write script for publishing fbx, and importing assets from animators scenes, and lighter scenes.. It’s sort of a lot to do for publishing animation, but you can create a nice interface based off your studio directory structure. (David Lo), an artist at Method has a really nice script for doing this. I am very anti rig rendering for this one reason. Also, when you create a render layer, ,make sure you take assets and add them by the top node, not the individual pieces. That will break render layers if a shapenode name changes.

Yeah, you never worry about gimbal issues until you start rendering motion blur.. hehehe

We are using VRay proxies to save some time during the scene export. Maybe I will find a nice way to combine both methods.

Are your proxies deformable? If they are non deformable pieces, you can un parent your geo, then place them under the parent group. You will only have to do that in the light file. The FBX curves will attach to the top group node of what is being animated.

I know, but until know I never had problems with having rigs and stuff in my lighting scene *stupid me*
I´m pretty sure that I will change that asap.

cool thanx..

had a chuckle there: “90 procent of render errors comes from using mental ray or using a rig in your lighting file”

lol.. so true (in my experience :slight_smile:

Great video, on a side note does anyone use proxies through the reference editor in there pipelines?

I use Proxies, but not animated proxies.