check to make paths relative to the blender file location
moc name would be a model but the subtype is moc for example
make a new folder and put in png turntable sequence foldder example
working
model just the .blend
rig just the blend
texture -> make folder with name
when making previews, you can export file format ffmpeg video codec 4264 mov
BUT for real renders like lookdev you gada make the folder turntable
make a movie from the ti sequence and place it in same for look dev, all others you canjust make a output movie from viewport
TEMPLATE
Collections
GEO
geo_assetName-varient_CLR_location-subitem_01
Enviroment
Characters
Props
LGT
CAM
named via SQ00_SH00 appended into file and not linked
FX
MAT_assetName-varient_materialName
material name is solid/trans and then color
solidDarkBlue
socket
armor
axle
main
joint
arm
calf
chest
foot
forearm
hand
headfin
root
thigh
1. Modeling:
Task: Create the 3D model.
Output: Save the model in a .blend file (e.g., model_asset.blend).
Publish: The modeler publishes this .blend file to a shared location or version control system for other departments to access.
2. Rigging:
Link the Model Asset:
Task: Create a new .blend file for rigging (e.g., rigged_asset.blend).
Procedure: In the rigging file, use File > Link to link the model from model_asset.blend. Linking ensures that any updates to the model file are automatically reflected in the rig file without duplicating data.
Steps:
Open rigged_asset.blend.
Go to File > Link.
Navigate to model_asset.blend and link the necessary objects (usually under Object or Collection).
Rigging: Create the rig for the linked model.
Publish: Save and publish the rigged_asset.blend file.
3. Animation:
Link the Rigged Asset:
Task: Create a new .blend file for animation (e.g., animation_scene.blend).
Procedure: In the animation file, use File > Link to link the rigged asset from rigged_asset.blend. This will bring in the rigged model, including the rig and model from the linked model_asset.blend.
Steps:
Open animation_scene.blend.
Go to File > Link.
Navigate to rigged_asset.blend and link the necessary objects (usually under Object or Collection).
Animation: Animate the linked rigged asset.
Publish: Save and publish the animation_scene.blend file.
Detailed Process and Tips:
Modeling:
Ensure the model is clean and well-organized, with proper naming conventions.
Apply transformations (scale, rotation) to avoid issues in later stages.
Optionally, create a low-poly version for rigging/animation tests.
Rigging:
Link the model using File > Link to ensure updates in the model are reflected in the rig file.
Build the rig (bones, controllers) and ensure it is properly skinned to the model.
Test the rig thoroughly to ensure it works as expected with the model.
Animation:
Link the rigged asset using File > Link to ensure the rig and model are correctly referenced.
Animate using the controllers provided by the rig.
Keep animations organized within NLA tracks or actions for easier management and reuse.
Advantages of This Pipeline:
Modularity: Each stage (modeling, rigging, animation) is kept separate, allowing for easier updates and changes.
Efficiency: Artists can work concurrently on different stages without waiting for previous stages to be completed.
Consistency: Updates to the model or rig are automatically reflected in the animation file due to linking.
Version Control: Easy to track changes and revert to previous versions if necessary.
Example Workflow in Blender:
Modeler:
Creates model_asset.blend.
Publishes model_asset.blend.
Rigger:
Creates rigged_asset.blend.
Links model_asset.blend.
Builds and publishes the rig in rigged_asset.blend.
Animator:
Creates animation_scene.blend.
Links rigged_asset.blend.
Animates and publishes animation_scene.blend.
By following this pipeline, you maintain a clean and efficient workflow that supports collaboration and flexibility in your production process.