Alembic Workflow#
2026-04-23
16 min read
Hint
This document offers a general workflow guideline. While it provides a recommended best practice approach, it is designed to be flexible and can be adapted to meet individual project requirements.
Prerequisites#
Disable USD#
Prism Settings > Project > General > Disabled Plugins > Open the dropdown > Select USDNote
Technically speaking, this workflow can be combined with USD, but unless specifically needed, it is recommended to turn off USD.
Add State Defaults#
Entity (e.g., Characters, Environments, Sequences, Shots)
Department (e.g., Modeling, Animation, Lighting)
Task (e.g., Texturing, Animation, Compositing)
Note
To ensure all available export settings are exposed, "Export" states need to be defined via the Prism Settings inside of Maya.
Default "Export" state for Modeling:
Prism Settings > Project > States > State Defaults > "+" > Export![[Maya-Alembic - Export State for Assets]](../../../_static/plugins/maya/Maya-Alembic_ExportStateAssets.png)
Hint
"Default for" specifies the task to which the default state applies. The dropdown (1) shows all available project tasks.
Default "Export" state for Surfacing:
Prism Settings > Project > States > State Defaults > "+" > ExportDefault "Export" state for Rigging:
Prism Settings > Project > States > State Defaults > "+" > ExportDefault "Export" state for Animation:
Prism Settings > Project > States > State Defaults > "+" > Export![[Maya-Alembic - Export State for Animation]](../../../_static/plugins/maya/Maya-Alembic_ExportStateAnimation.png)
Summary of default "Export" states:
Prism Settings > Project > States > State Defaults![[Maya-Alembic - Export States]](../../../_static/plugins/maya/Maya-Alembic_ExportStates.png)
Scene Building Settings#
Product Tags:
Prism Settings > Project > General > Product Tags > Manage Product Tags
Hint
Product Names and Tags can be customized as needed. The dropdown (1) lists all available "Product Tags". Furthermore additional items (2) can be added.
Maya - Scene Building Settings:
Prism Settings > Project > Scene Building > Maya
Hint
Additional steps can be added from the dropdown (1) list. Right-click any existing step to access options for removing it ("Remove") or changing its order (Move Up/Move Down).
*-*-Modeling*-*-Modeling, SurfacingReference.*-*-RiggingImport.{entity}_{task} from the "Namespace" field. This field should be left blank.Hint
The enabled "Ignore Master Versions" checkbox prevents the import states from being automatically updated in the Rigging department. This means master versions will no longer be used. Instead, a push/pull workflow will be used. In this way the Rigging team can decide whether updates should be applied (Prism will show a popup if a newer version is available).
*-*-AnimationReference.*-*-LightingHint
Each department below provides a more detailed description of what each Scene Building step involves.
Access Scene Building:#
Project Browser > Scenefiles tab > Files > Context menu > Build new Scene
Note
Scene Building is only available in the Project Browser of the respective supported DCC.
Modeling#
Scene Building Modeling:
Note
It is recommended that a similar structure is used for assets, as shown in the above image. This is especially important for the "geo" subgroup, which should contain all geometry. The hierarchy will allow Prism to automatically apply the animation cache in Lighting.
In addition, this hierarchy ensures that Alembic caches are not overwritten when the same asset is loaded multiple times with different animations in a scene.
Export Modeling:
to_surf to make it available to the Surfacing department.Surfacing#
Scene Building Surfacing:
Export Surfacing:
to_rig to make it available to the Rigging department.static to indicate that it is the target for the animation cache in Lighting. This tag ensures that the product is imported and that the animation cache is applied to it.Rigging#
Scene Building Rigging:
Export Rigging:
to_anm to make it available to the Animation department.Animation#
Connect Assets:
Hint
Hold Shift to select multiple assets. Use Ctrl + left-click to specify the number of connections for the selected asset.
Scene Building Animation:
Export Animation:
animated to make them available to the Lighting department.Lighting#
Scene Building Lighting:
static will be referenced.Note
It is important that the Asset product (in this example from Surfacing) is tagged with static and that the animation cache is tagged with animated in order that the "Apply Alembic Caches" step is working properly.
Render Lighting:
Benefits#
If Modeling is updating the model, Surfacing will automatically receive the update the next time the scenefile gets loaded.
If Surfacing is updating materials, Lighting will automatically receive the update the next time the scenefile gets loaded.
If Animation is updating animations, Lighting will automatically receive these updates.
Limitations#
Whenever the model gets changes, Surfacing will get these updates but Rigging needs to reimport the latest product and redo some rigging tasks. However, this approach helps to prevent rigs from breaking.
The workflow is not entirely using Referencing (for example not during Rigging) to avoid deep references which could lead to several issue in Maya.
Further Reading#
Scene Building
Alongside the Maya-Alembic referencing workflow, additional details on Scene Building can be found on the Scene Building page.Prism-Maya integration
Alongside the Maya-Alembic referencing workflow, additional details on the Prism-Maya integration can be found on the Maya Plugin page.Frequently Asked Questions#
Why are there so many prerequisites for Scene Building settings?
The default steps in Prism are designed to be more generic, so they can be used for a variety of workflows.
For the Maya-Alembic referencing workflow, everything should be automated as much as possible, which is why there are many prerequisites.
Why do we use ".ma" files instead of ".mb" files for the "Export" states of all Asset departments?
To be able to use master versions without file locking difficulties.
File formats like ".abc" and ".mb" are binary files. These come with the advantages of a compact file size and faster loading times since they get loaded directly from memory. However, the way they get loaded from memory (memory-mapped), they lead to file locking (e.g., if an artist has opened the file and another artist tries to publish to the same file, a file locking error message will appear from the operating system.
Master Versions in Prism come with the following advantage: If a department publishes a product and that product is referenced in a downstream department, the product in the downstream department is automatically updated to the latest version. Without master versions, the version has to be manually updated in the downstream department (Prism will show a popup if a newer version is available).
Why do we disable master versions on ".abc" files for the Animation "Export" state?
To avoid file locking difficulties.
File formats like ".abc" and ".mb" are binary files. These come with the advantages of a compact file size and faster loading times since they get loaded directly from memory. However, the way they get loaded from memory (memory-mapped), they lead to file locking (e.g., if an artist has opened the file and another artist tries to publish to the same file, a file locking error message will appear from the operating system.
Master Versions in Prism come with the following advantage: If a department publishes a product and that product is referenced in a downstream department, the product in the downstream department is automatically updated to the latest version. Without master versions, the version has to be manually updated in the downstream department (Prism will show a popup if a newer version is available).
Why is the "Import Products" step added 3x in the Scene Building settings?
To have full control over which products are imported into which department and which import settings are used.
Why does the asset get imported rather than referenced in the "Import Products" step of Rigging?
Nested references could cause the rigs in Maya to break. To avoid this, the Rigging Department will import all necessary products to ensure the rigs stay functional.
Why are the Maya namespaces removed when exporting from Surfacing?
To prevent nested namespaces like Sparrow_Surfacing:Sparrow_Modeling:Sparrow.
Why are Maya namespaces not used in the Rigging department?
Rigging constraints may break if the imported Surfacing product uses Maya namespaces while the rig does not. Loading the Rigging product multiple times in the Animation scene can cause conflicts, resulting in lost constraint connections.
Why aren't the default "Product Tags" being recognised during Scene Building?
For new Prism projects, it can happen that the "Product Tags" have not been saved correctly during project creation. This can be resolved by saving the tags explicitly once: Prism Settings > Project > General > Product Tags > Manage Product Tags > Save