So recently I’ve been pondering about creating flat and highly adaptable pipelines in Blender. This is sort’ve pre-static-overides coming in 2.8, though that could also be incorporated as well.
So one good and bad thing about Blender’s linking a rigged asset in is that its highly protective yay! But also not very versatile, boo…in that only armatures really are editable (without using static-overides).
One of the great things about it thought is that its highly granular (link in 1 material from within a file).
So…my thought is, in pipeline could you basically have a massive library of materials, mesh (with applicable vertex groups) and armatures. That get assembled each env and shot. All that is “passed” down pipeline is a custom configuration of how the assembly looks (like a scene description, could be json file or whatever). So each stage down the pipe post asset creation is just reassemblies of this more granular aspects of an asset.
I haven’t run any tests yet just a conceptual thought experiment at the moment. I’m not entirely sure whether a linked mesh and a linked(or appended) armature can be combined. Is the modifier stack open for additions on a mesh?
This would maintain the integrity of data to quite a high level and would also mean you have an ascii file scene description that could be edited in a text or custom editor.
Thoughts? Feedback much appreciated!