Pipeline setup recommendations to fully utilize Fast Ref
0. Reference Pipeline Guide (Best Practice)
As a standard practice, rigging source files and animation data should be managed separately as shown below.
Category
Rigging Source (Rig)
Animation File (Ani)
Animation Data
X (Empty)
O (Data Included)
Rigging Link Status
Source File
Rigging file is Linked
💡 Note: Due to the nature of game animation production in 3ds Max, this reference-based pipeline approach may be unfamiliar or differ from your current workflow. This structure is designed for efficient collaboration, so please refer to the solutions below.
1️⃣ Setting Up a Shared Team Drive
Recommendations
Set up a shared team drive using NAS or a virtual drive
e.g., N:\\ drive, Z:\\ drive, etc.
⚠️ Why NAS is Recommended
Method
Pros & Cons
NAS (Recommended)
✅ Fast sync, many SSD-based devices
Google Drive
❌ Slow sync → disrupts work
2️⃣ Rigging Master Data Structure
Core Principle
Create a dedicated "master folder for rigging," and always load files only from that path when doing animation work within the team
📁 Recommended Folder Structure
project_name (영어 권장)
│
└── rig
│
└── lilly (캐릭터명)
│
├── lilly_rig.max ← 🎯 마스터 파일 (현재 최신)
│
├── texture/ ← 텍스처 폴더
│ └── 이미지들... ← ⚠️ 반드시 상대 경로로 연결!
│
└── old/ ← 백업 폴더
├── lilly_000_rig.max
├── lilly_001_rig.max
└── ... ← 자유롭게 작업 데이터 백업
🎯 Key Points
Item
Description
Master File
Always place only the latest rig at the root
old folder
For backing up previous versions
texture
Relative path linking required!
3️⃣ Path Rules (Very Important! ⚠️)
❌ Strictly Prohibited
C:\\프로젝트\\캐릭터\\릴리_리그.max ← 한글 경로 ❌
C:\\project (복사본)\\rig\\lilly.max ← 특수문자 ❌