Thanks. Glad I’m heading in the right direction. It must get confusing, however, if you’re merging a handful of characters with the resulting handful of Genesis, wardrobes, etc. Is there a way to pre-merge all the parts of a character (body wardrobe hair) into one thing?
What I do is use a null (create/null). For each fully dressed character I create, I create a null, name it ‘Character <name>’, and drag into that null the character, hair, clothing and any props. I then save that as a scene file. When I come to make a piece I can then quickly merge in several fully dressed characters, each of whose entries can be collapsed to the single line of their parent null unless I’m working on them at that moment.
The image below is the piece I’m working on currently, each of the three characters (two Genesis and a D3) were loaded from separate scene files that were merged into the main image. The physical scene of the underground entrance is itself saved as a complete scene under another null, as are the lights and cameras. The entire scene can be reduced to six lines in the scene tab.
An additional benefit of using nulls is you can use them to move an entire group of elements around, for instance I altered the height of the entire underground set because it wasn’t loading quite at the zero level the characters were. If I’d had to do that individually then that’s over 20 items to move, with everything under the scene null I just moved it instead. Similarly the wheelchair isn’t parented to the seated character, but because both are under the same null I can move the null, rotate it, whatever, and the character will remain seated in the ‘chair. Equally you can delete an entire null with a single click, as I did for the fourth character who was in the scene at one point, and you can change what the character is wearing (or hair, skin, morph, whatever) at any point by deleting clothing from within the null, then adding new clothing and dragging it into the null, as I did for the two tracksuited characters halfway through working on this when I decided my initial clothing concept wasn’t obvious enough.