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Rig referencing 3ds Max xRef 2016+

Has anyone been using the "updated" xRef in 2016-2017 in actual production? Specifically referencing rigs into other files. 

My my studio has been on 2012 and xRef is basically useable. Changes to the rigs just breaks it. We've been considering switching to Maya for animation only primarily for better referencing but I would love to find a Max solution. 

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  • monster
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    monster polycounter
    I've used it on about 6 characters so far. It's been working really well. And you don't have to fiddle with name spaces like Maya. I've used it on Biped rigs, Custom Rigs, and simple hierarchy setups. I have not used it with CAT since I've always found that buggy anyway. Surprisingly it worked smoothest with Biped. I'm using Max 2017 SP1.

    There are a few issues, but nothing that has stopped me from working.
    • If you organize in layers, layer updates are not carried into the referenced files. I thought this would be a bigger deal than it was since I usually have everything pretty well organized before I start animating.
    • Same with reparenting. This one stumped me for a bit before I figured out what was happening.
    • Modifiers, like Morpher, don't show up in the xReffed scenes. I normally animate Morphers with the Parameter Collector, but there is no access to the morpher channels. The workaround in the Rig file is to wire the morpher channels to objects in the scene, and then animate those in your xRef files. A lot of people do this anyway. 
    • Scripts that use "classOf" may need to be updated because xReffed rig objects will now all return xRef_Object, instead of their object type. For example, Biped scripts that use "classof obj == Biped_Object" will need to be updated to "classof obj.transform.controller == BipSlave_Control"
    • Make sure everyone is using a project folder and is using relative paths.
    I've only used the Rig.max > Anim.max workflow not the Model.max > Rig.max > Anim.max workflow.
  • nyx702
    Thank you so much for replying! This is super helpful. I have a couple questions about the issues you mentioned. 
    • Layers: What changes break it? Does creating new layers or if you move assets between layers? Does renaming work? What happens if you do this? Like you said this shouldn't be a huge issue but is great knowing before going in. 
    • Reparenting: Can you elaborate on this? What happens? This seems like a big issue. 
    • Project folders: Everyone here is forced to use the same drive letter/paths so there are never assets mapped to missing paths. Is there some big advantage to using projects with xRefs other than ensuring links don't get broken?
  • monster
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    monster polycounter
    Layers: Nothing breaks, it just gets out of sync with the main file. For example, if you reorganize your rig file into all new layers. When you open your animation file, all the objects will be in the old layers, and the new layers will be empty. I'm sure this is a bug that will get fixed eventually.

    Reparenting: This is a lot like the layer problem. I forgot to link my pelvis to a root object on the floor. So I updated the rig file, and expected all the anim files to update, but no dice. Sounds like a major problem, but it only happened to me the one time. And it's nothing a quick script couldn't fix.

    Project folders: Forcing everyone to the same drive letter and path is how to get things done 20 years ago. :) You just set the Max project to the source control folder, and then under Preferences > Files > check Convert local paths to relative. It's not something to do mid project, but it's really convenient. 

    But if everyone is on the same drive letter and path, you shouldn't have any problems with xrefs.
  • gandhics
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    gandhics polycounter lvl 8
    In 3dsMax, layer is a kind of object properties.
    3dsMax ObjtectXref never carries object property.
    For me, if xref update triggers layer update that's big No, No.
    Imagine lighters /animators reorganized layers for their need. then, rig update destroy them all...

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