URCHN Arkipelago Lighting pipeline choices

Lighting pipeline choices

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Revision as of 18:07, 16 August 2011 by Bassam (talk | contribs) (Created page with " == Lighting pipeline choices == If we have to start from before anim is locked down, we should be able to work in seperate files to enable a flexible pipelinish workflow. I've l...")
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Lighting pipeline choices

If we have to start from before anim is locked down, we should be able to work in seperate files to enable a flexible pipelinish workflow. I've looked at the following:

1- linking anim scenes into lighting/comp scenes via background scenes: -pros:

  • immune to addtions/changes in anims.
  • clean (one link)
  • allows full flexibility of animators while lighters are working.

-cons:

  • you get everything in the scene linked
  • animators can mess up lighters
  • lighters can't do anything to non-animated assets, except turn layers on or off.
  • doesn't handle cameras.

2- linking animated assets into light scenes as groups. -pros:

  • immune to most changes in anim, provided new dependencies are added to the group.
  • clean: one link per group
  • flexible: allows linking different sets of animated 'stuff' as different groups.
  • lighters can change layers for animated stuff, and have full control over non animated assets.

-cons:

  • blender has a showstopper bug where the proxy animation doesn't come through in the link
  • non animated stuff/rest of scene has to be rebuilt by hand/ some other method.
  • again, doesn't handle cameras.
  • animators need to add new objects involved in the animation into the group by hand.