Object archiving allows you to manually output Renderman ReadArchives for any models or hierarchies of models of your choice, then replace the geometry in the scene with a "lightweight" version to improve interactive performance, but use the geometry in the archived RIB when rendering. Extensive use of object archiving can also greatly improve rib generation times.
Using Sequences Of Archives
When you create a sequence of archives and substitute the rib
automatically MayaMan assumes the simplest mapping of input frame
number to archive possible... it uses the #f notation in the rib name
to insert the frame number into the rib name so
my_archive.#f.rib will read my_archive.1.rib on frame 1,
my_archive.2.rib on frame 2 and so on.
An alternative is to use the per-frame mel-script execution to change
the archive string on the fly:
setAttr -type "string" MayaManAttributes1.mmma_ReadArchiveFilename ("fly." + (($(FRAME)%3)+1) + ".rib");
In this case mayaman will turn $(FRAME) into the current frame number
before mel gets the command so the mathematical expression (($(FRAME)%3)+1) will cycle between 1 and 3, the result will be:
on frames 0,3,6,... fly.1.rib
on frames 1,4,7,... fly.2.rib
on frames 2,5,8,... fly.3.rib
The user can use mel to create an arbitrarily complex mapping of frame
numbers to archive names.
Limitations
Object archiving will only work if you have a single object selected when generating the archive RIB. However, this single object may exist in a hierarchy and may be a parent. This allows you to generate archive RIBs for parts of- or entire trees and/or groups (the group node is effectively a single parent of the members in the group).
Parameters
Output Directory
This is where the archive RIB and supporting files will be written to.
Archive Base Name
The base name of the archive RIB.
Flat Rib
This option will cause all selected geometry to be included in a single RIB file when generating the archive RIB.
Ignore Base Transform
When this option is enabled, the transformation on the selected node will not be put into the archive RIB. This option is especially useful when you archive an object/subtree/tree and then replace that object/subtree/tree with the archived RIB. The archived RIB will adopt the transformation of the object it replaces, which causes it to render identically to the replaced geometry. If we were not ignoring the base transformation in this case, then these transformations would effectively be applied twice.
Ignore Material
If this flag is enabled, then the archive RIB will end up using the material of the object that it is replacing in the scene, instead of it's own material.
Also Create Shadow RIB
If this flag is enabled, then MayaMan will also create a version of the RIB which is optimized for use in shadow runs. Later, when MayaMan is create a shadow rib, it will look for and automatically use the shadow rib if it exists and is newer than the main archive rib.