Throughout my second year at uni, myself and a few members of the group started using the referencing in Maya. We have slowly worked out a pipeline (shown in the image above) to use the referencing effective in a production pipeline. We use render scene as a tester scene, this can be used whenever as it is all set up for a quick render to show what models, animations or effects look like under lights and with a simple render setup. This is great for models as the scene as a built in turntable scene also, with 3 lighting variations. (ALL renders used to create the posters, website and facebook page used this render Scene referencing all the rig and shaders needed to create the images).
We have a very rehearsed naming convention so we know that things will keep the reference working as if the names change then the reference file wont work and things such as the rig will break and start a chain reaction
The most recent development is using nuke and the ability to use the naming conventions when rendering started making it work across softwares as Nuke works with naming conventions with files so if the render scene keep the same file type and render settings all the adjustments we make in nuke will be carried across.
Below is a collection of images showing the use of Dropbox to organise our project using different folders for different stages of production. Using name conventions has also given a great way to link scenes through multiple software.
The next two images show the use of our referencing system in action. The first image is of the reference editor in maya, in this scene its referencing the ANIM scene for Shot0014 which in that file it contains references for the RIG/Character and finally the environment. As this is the Lighting scene I have referenced in the Intern Shaders which are now attached in the animated character.
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