Sorry if this is posted in the wrong forum - feel free to move it if that’s the case!
Hi,
I’m revisiting Blender after many years apart, done a few smaller projects to get to know the basics again etc. But now I want to tackle a larger project, and coming from the vfx industry (mainly using Maya) I know the importance of working in a structured manner, as non-destructively as possible, and, whereas possble, set it up so that actions ripple through different aspects.
I’ve found that one method is by using linked files (similar to Mayas reference system), i.e modify an assets source file and all other files that have that asset in them gets the change. But I can’t really find any information about how to properly work with this system besides the basic workflow, meaning create an asset -> link it (or many of it) into an environment. Seems reasonable, but what if you wan’t to split it up further?
Let me give you an example of my ideal workflow:
1 - Model the asset in the modelling.blend file
2 - Link the model into the lookdev/material.blend file and add materials/textures etc.
3 - Link the model into the rig.blend file for rigging.
4 - Link in the rig file into the environment scene for animation.
5 - Cache/bake out out the animation.
6 - Link in the cached animation into the lighting scene, and then link in lookdev/material.blend (in this case only the materials/textures) which would automatically hook up to the correct alembics (based on naming I guess)
This way each step would not get gradually heavier as the scene accumulates more and more objects. It would also allow me to have other objects in the, lets say modelling scene (like reference images or temp objects) that is useful to have, but only there, if the model would have to be changed later on.
So would this be possible? In that case how? Meaning what would one link per step (all the individual objects or is a collection enough?) When to use “make proxy”? Because the only information I’ve found so far are examples of an entire asset that is all done is being linked in, and I can’t imagine that an asset has to stay in that one scene all the way through the project, right? Even though it’s just me and my personal project, I just assume that bigger productions would have to split up the workload so that the rigger and lookdev artist doesn’t just have to wait around for the modeller to finish his/hers modelling notes
I’m also aware that “my ideal” workflow might not be possible, but any tips on getting closer towards something more split up, and away from working destructively/with unnecessarily heavy scenes are appreciated!
Thanks in advance!