Hi Randy,
thanks for the reply. I tried your suggestion to make a proxy for each mesh, but unfortunately it didn’t work out too well. The problem is that once I make a proxy of an item that’s inside the group, then the scale went strange, I had to re-parent the mesh to the armature, re-assign deform vertices, etc. In short, it was pretty messy; not very practical. The association between the mesh and armature was completely lost. I’d rather not have to go through all that headache for each scene file (ack!) But it was something to try;)
I have checked out the layers relating to grouping. Looking on the object panel(F7) there are layer buttons. The manual was a bit cryptic, but after a little playing I realized it’s just acting as a way to filter out unwanted objects in the group. For example, if I have a group with 3 objects; object A on layer 1, object B on layer 2, and object C on layer 3, so say when I link to this group and I only want to pull in objects A and B, then I would de-select layer 3 in the objects panel for desired group, and then object C won’t show up when I link to this group. At first I was hoping those layering buttons would let you specify what layers the objects within the group would appear in when linking to them, but no such luck:no:
Yeah, the manual really doesn’t have much on this…
Like you said, the whole linking functionality seems to be something a lot of people aren’t doing. I think this is both evident from the lack of conversation on the topic, and also I’m just not finding much via google. This leads me to think it’s just not up to par yet. It’s too bad really since this particular area of functionality is absolutely vital for any kind of team collaboration like you said, and professional pipeline/workflow.
I’m working on a solo project right now (in 2.49b by the way), so I could just ditch the whole linking effort and shove objects in separate scenes (messy!), or just avoid using a proxy, but I really did hope I could make it work, so I can follow ‘best practice’ from the start. It’s also so much cleaner from a project standpoint to have objects in their own files to track versions, etc. Other than this one issue of not being able to use my armature on two meshes, the linking is working for me, so I can’t complain too much.
Yeah, it would be great to talk with the durian team about how they’re doing it and what improvements they’ve done already in 2.5. One of their goals for the durian project is to
“Use and improve an open source creation pipeline”, so making the linking more robust and usable must be on the list.
I’ve also looked through the character files for the BBB project and I’m not seeing any proxy models in there, perhaps because of the same limitation I’ve hit? I wonder how they worked around not having a proxy model? the meshes themselves aren’t too complex, so maybe they just turned off fur for test renders, i don’t know…