Scene structure, best practice?

   1519   2   1
User Avatar
Member
46 posts
Joined: March 2015
Offline
Hey there,
I'm sorry if this question was raised up previously.
I'm mostly busy in modeling field and was wondering what is intended way of structure your scene, how developers see the users build their scene structure on complex assets with 100-s of objects for example like characters.

Me personally I used to build all nodes under /obj/ directory.
But as the asset becomes more complex it starts look messy.

Then I started to use subnets which is great to organaize all the stuff but it has some limitations and one of them is that for some reason subnet's children don't inherit transforms from their parents(am I missing something here?).

Appreciate any thoughts, ideas on that.
User Avatar
Member
678 posts
Joined: Feb. 2017
Offline
Hey mikhail s,
if you want subnet children to inherit their parent relationship, You have to connect them to subnetwork input#1.

Cheers
CYTE

Attachments:
Subnetwork.gif (831.7 KB)

User Avatar
Member
46 posts
Joined: March 2015
Offline
CYTE
Hey mikhail s,
if you want subnet children to inherit their parent relationship, You have to connect them to subnetwork input#1.

Cheers
CYTE


Cheers Philipp ! I knew I was missing something...
  • Quick Links