Comments (5)
An other Solution might be to pick the OUT group instead of individual meshes when we create the OUT_set for rigging publishing, that way it doesn't matter if the meshes inside the group changes. The only issue with that is that we always hide the OUT group as its not suppose to be accidentally altered by the animator. simple solution for that is to simply put the OUT group inside a parent group that will be hidden instead.
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Note to self, depends on #64
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Hey @CalleHalldin, has this problem cropped up again since them?
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Note to self, the reason for not picking an OUT transform group is that it's too automatic and will undoubtedly cause confusion when it does things nobody understands.
Automatically updating the instance on update is a potential solution, but quite complex implementation wise.
Instead, we could parent the out_SET
of a rig instance. The out_SET
then remains within control of the rigger, is updated alongside the rig, but without the disadvantage of the transform node.
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Hey, yes its still a problem. loading a "Wip" rig to start animating will most likely mean that the Animation family will not be up to date later down in production when we will do proper alembics for rendering. This means that animators can no longer publish their own animations and someone ells (me most likely) will have to go in and manually update the Animation family set in all shots and publish, maybe even several times during a project depending how many Wip alembics the render artist wants for Lookdev and combination with model updates.
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