I've been working in both Max and Maya for years, and I try to be objective about both software packages. But one of the things that keeps bugging me about 3ds max is - working with references. No matter what I do, it feels like Maya's Referencing system is much more stable and reliable and more useful, compared to 3ds…
Yeah, I think last time I tried XRefs was around 2012-2014 as well. Well, bummer. Refs are so handy in Maya, after working with them I can't even imagine any really robust and flexible workflow in which you can roll out some major updates to rigs during animation without it. Renaming is one thing, but something more…
XRef Objects with "Rigs to Animate" preset, which sounds like it's the supposed way to go. And yeah, I don't think there should be any issues with static meshes, I'm more worried about rigs.
I did have a look years ago (2012 was probably the last time) and established it wasn't worth the arseache. I ended up using animation export or bip files to store actual animation depending on what sort of rig I was working on - that way you're only ever dealing with one master rig file. Biped should handle renaming so no…
We use Xref Rigs To Animate with some success. But Layers, Hierarchy, and Object names don't update. I created a sync script that opens and scans the original file for those changes and applies them to the animation. Unfortunately I can't share it. Another issue is that you can't export morph targets to FBX when xreffing.…
Sorry, if I made it sound complex. I didn't write a referencing system. Just a simple script that makes sure the xrefs update properly in the animation files.
Sure, we can write our own referencing systems and all, but why should we use XRefs at all then? I mean, if it only works half way. And this looks promising after the first quick glance. http://smartrefs.com/
My team is currently researching Xrefs, but not for rigging. We just want to pull in static meshes. Sorry I can't help.much yet. Are you using Object Xref or Scene Xref?