As an artist working on a scene, you must choose the workflow that works best for you. The following are a few tips for common
workflow related issues.
- It is possible to assemble all the components before adding them all to an asset and publishing the appropriate attributes.
However, you can also create an asset first and use the option to ensure that all the objects created thereafter are automatically placed in the asset. Building an asset this way
helps reduce the risk of missing objects, which could happen if you add them to the asset manually.
- When creating an asset from existing components, you may want to include some nodes related to the selected nodes, but not
all of them. You can do this using the option in the and window. For more information, see Create assets.
- One of the primary benefits of using assets is to limit visual complexity and streamline your working interface. Here is a
list of options to think about in order to maximize this benefit:
- Once you have published all your attributes and nodes for an asset, set that asset to mode.
- If you choose to show attributes in the , or , set the menu to display only.
- Set the to to avoid displaying the DAG hierarchy. Conversely, you can also set the to to reduce the asset to a single asset node representation in the DAG hierarchy.
- Use template views to show published attributes in a meaningful way to each artist that works on an asset.
- In the , use to reduce the number of connection lines. If mode is off, you can also turn off to hide published attribute connections.
- When setting up a file with assets to be referenced by a parent file, it is usually a good idea to lock assets so that other
artists cannot modify them from the parent file. You can do this either by manually locking unpublished attributes, or by
setting the option to in the window. For more information on locking, see Lock an asset.
- Sometimes you may want to publish attributes that don’t appear in the . You can do this by opening the , right-clicking the attribute’s name and selecting the asset name from the marking menu. You can also use the . For more information on publishing attributes, see Publish or Unpublish attributes.
- You can connect multiple published attributes to a single . For more information on publishing attributes, see Publish or Unpublish attributes.
- In scenes representing landscapes or large objects, you can publish the information of various nodes to control the detail of related objects when the camera moves closer and farther from them.
For more information on LOD, see Edit > Level of Detail.
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