Ok so I have taken quite a UI approach to setting up my scene to be given to the animators and others in the group. I have set up an Instruction node.
I have arranged things into layers so that others can easily toggle on and off the visibillity of geometry and camera plate for testing and working with.
Here are the instructions, Placed into the attribute editor on the INSTRUCTIONS poly node.
The outliner is arranged well, with intuitive names to groups and objects within the scene.
Most geometry and camera nodes are locked off so that they are not moved whilst being used to remove problems with rendering later.
FINALY
if you've noticed the Sickly Green material on the geometry that is the default colour of the backgroundShader within maya which will receive shadows and reflections when rendering, but will not have primary visibility. These will need to be balanced on a 'per object' basis later before rendering, but they will work fine whilst testing.
I have arranged things into layers so that others can easily toggle on and off the visibillity of geometry and camera plate for testing and working with.
Here are the instructions, Placed into the attribute editor on the INSTRUCTIONS poly node.
The outliner is arranged well, with intuitive names to groups and objects within the scene.
Most geometry and camera nodes are locked off so that they are not moved whilst being used to remove problems with rendering later.
FINALY
if you've noticed the Sickly Green material on the geometry that is the default colour of the backgroundShader within maya which will receive shadows and reflections when rendering, but will not have primary visibility. These will need to be balanced on a 'per object' basis later before rendering, but they will work fine whilst testing.















