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 Set Current Asset 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 Preview
contents option in the Create Asset with Transform and Create
Advanced Asset Options 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 Black Box mode.
- If you choose to show attributes in the Outliner, Channel
Box or Asset Editor, set the Show
> Attributes menu to display Published only.
- Set the Outliner to Display
> Advanced Asset Contents > Under Asset to avoid
displaying the DAG hierarchy. Conversely, you can also set the Outliner to Display
> Advanced Asset Contents > Under Parent 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 Hypergraph,
use Options > Merge Connections to
reduce the number of connection lines. If Black Box mode
is off, you can also turn off Options > Show Relationship
Connections 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 You can do this either by manually locking unpublished attributes,
or by setting the Asset Unpublished option to Lock in
the Save Scene As Options window.
For more information on locking, see
Lock an asset.
- Sometimes you may want to publish attributes
that don’t appear in the Channel Box.
You can do this by opening the Attribute Editor,
right-clicking the attribute’s name and selecting the asset name
from the marking menu. You can also use the Asset
Editor. For more information on publishing attributes,
see
Publish or unpublish attributes.
- You can connect multiple published attributes
to a single Dynamic Attribute. For more
information on publishing attributes, see
Publish or unpublish attributes.
- In scenes representing landscapes or
large objects, you can publish the Level Of Detail 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.