More on referencing
The referencing we've done so far has been pretty simple; load a pig, done.
In a more complex scenario, with multiple departments getting into slapfights, huge sets made up of thousands of references, you'd likely want more control.
First, you can be more expliclit about where the reference will go in the Scene Graph Tree. Rather than just being vomited at the top level, you can say 'place this reference at /shot/characters/background/pig. In fact, lets do this:
- Make yet another copy of the pig reference, disconnect it from everything else, display it.
- The location in the Scene Graph Tree will be /referenceN.
- Change the Primitive Path parameter to /shot/characters/background/pig
- Bingo, look in the Scene Graph Tree now, it's immediately made that outliner folder structure for you, with the final 'pig' being the reference itself.
So that's being specific about the output location, you can also be specific about the input too. First, lets save a usd with a few things in it:
- create a cube put it down by itself
- find sphere in the tab menu, shift-enter to auto append
- same for pig
- same for rubber toy
- append a usd rop
- save it to $HIP/geo/manyshapes.usd
Right, now lets load this back in with a reference:
- Create a reference node
- Set the file path to save it to $HIP/geo/manyshapes.usd
- Set the primitive path to /my/single/shape