Fast Ref
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FAQ
[FAQ] Constraints Are Not Restoring Properly
1. Scenario
- Issue: During animation work, Link Constraints set up through Fast-Ref disappear after Reload, or data is not properly restored.
- User Experience: Restoration failure forces users to manually redo the work using Point Constraint and other methods, causing inconvenience.
2. Fast-Ref Constraint Restoration Algorithm Overview (Logic)
Fast-Ref determines whether to restore data during Reload based on the following **'comparison algorithm'** to ensure data integrity.

| Category | [Skip] Default Rigging State | [Restore] Fast-Ref Custom Work |
| Judgment Criteria | When the same Link already exists in both the Rig and Ani files | When the constraint does not exist in the Rig file but exists in the Ani file |
| Algorithm Behavior | Determined as ‘identical to source’ and ‘original rigging takes priority’ — ignored | Determined as 'user data' — recorded and restored separately |
| Design Intent | Optimized by skipping unnecessary constraint processing | Ensures that animation and constraint additions are automatically reflected in the Ani file |
- [Skip] When identical to the rigging source:
- [Restore] New changes created through Fast-Ref:
3. Root Cause
The issue experienced by the animator above is due to an edge case in the algorithm's **'decision logic'**.
- Data misidentification: Since constraints already existed in both the rigging file and the animation file, the tool mistakenly assumed "this isn't something new the user created — it was already in the original rig" and **skipped it from restoration**.
4. Solution
The algorithm has been updated as follows to fully reflect the user's intent.
Option A: Rigging File Clean-Up (Optimization)
This method keeps the rigging file clean so the algorithm doesn't get confused when comparing the source and working files.
- Description: Do not pre-apply Link Constraints to elements like weapons (Props) in the rigging source file.
- Reason: If links already exist in the source, Fast-Ref may mistake the user's newly set links in the animation file as **"something that was already there"** and exclude them from restoration (Skip).
- Recommendation: Leave weapons on the ground in a clean state, and have animators perform link operations through Fast-Ref in the animation scene — this ensures 100% reliable restoration.
Option B: Custom Attributes or Drive Connections
This is a more advanced rigging approach that restructures the system to bypass the constraint restoration logic entirely.
- Description: Instead of restoring constraints, control the connections through the controller's **custom Attributes (e.g., Switch 0/1)** or specific **drives (such as Position X values)**.
- Reason: Since this approach does not create new constraints in the animation scene, there are no elements that need restoration, eliminating the risk of data loss at its source.
- Note: This is also a recommended approach in standard rigging at major studios using Maya, etc., but implementing it requires collaboration with a dedicated **Rigger (Rigging TD)** within the team.