Hi Wallace,
Are you looking for a workflow for yourself only, or for a team of 200 people, or something in-between? There are big differences in workflows between a single user and a team. The workflow you see in the video you linked is good for a single artist, but I’m not a fan of it for a team. And as you noticed, it’s only good for Maya.
What I recommend is to have your asset saved as USD, with one or several layers depending on your preferences. This would contain the geometry and the shading, but not the rig. USD files cannot contain rigging. This can be done in any DCC. Make sure you put all the meshes and other geometry objects under an xform which is under the main parent.
asset
- meshes
- mesh1
- mesh2
- etc.
You rig your asset in the DCC of your choice and you make sure that you don’t modify the hierarchy from modeling. You add a new xform under the main parent that contains all the new elements created by rigging. If you realize you need to change the modeling hierarchy to help with the rigging, you go in the original asset file and you make a new version.
asset
- meshes
- mesh1
- mesh2
- etc.
- rig
- mainController
- CoG
- etc.
Then you load that rig as a Maya reference or as a Houdini Digital Asset in your shot animation scene. You animate. You then select the meshes
object and you Export Selection to USD with the shot time range. This is the animation cache, and it matches the modeling hierarchy perfectly. If you’re using Houdini with APEX, the Scene Invoke SOP allows to select the bits you want to export.
Then, wherever you want to assemble the shot USD file (it could be in a layout scene, a lighting scene or a dedicated scene (we do it with a python script)), you reference in the USD asset and put it anywhere in the shot hierarchy. Finally, you add a reference arc on the meshes
prim of that asset to load the animation cache. This file will override all the meshes under that prim with animated point positions and/or transforms.
The advantage of working like this is that if you want to make a change to the shading of the asset, you don’t have to go back to the animation scenes and export again since the shading is completely independent of the rigging and animation. If you want to go one step further, you put the references to the animation caches in an animation layer, allowing you to create a characterFX layer on top to contain the references to the cloth simulation caches.
This whole workflow might be a bit overkill for a single artist, but it becomes very useful for a even small team of only 10 people.
There are many details to be ironed out in this over-simplified explanation, but it gives you an idea of the whole process.
F