Workflow
Rumba Dataflow
A Rumba project is built assembling asset node references and USD/Alembic content.
In Rumba, the asset controllers are animated using animation curves organized in layers.
Then the assets geometries can be deformed by deformation layers before to be displayed or exported.
The asset dataflow
USD and Alembic contents can be overridden using animation curves and then displayed or exported in USD layers or ABC files.
The USD/Alembic dataflow
Scene Assembly
To assemble a Rumba animation project, first export each Maya character rig using MTORBA to get a .rumbanode file.
You may also need some alembic files with the static scene elements.
Once exported, reference each character and the alembic files in Rumba using File -> Reference Nodes…
The assembly workflow
You can also do this in Python, see Reference a file.
Animation export
Once the animation is done, export it to your preferred DCC. You can choose to export the geometry cache or the controllers animation.
If you choose the last option, you won’t be able to get the deformation effects of the deformation layers (like the sculpt or the sticky deformer).
Export a geometry cache
In the first one, you can export an Alembic or a USD file with all the character geometry baked.
The geometry cache export workflow
Export the controllers animation back to Maya
You can also import a Rumba animation back into Maya, over existing Maya assets using the Rumba animation format.
The controllers export workflow
More details in Import a Rumba Animation in Maya
You can script all this, see Export a .rumbaanim file.
Warning
The Rumba deformation tools (like the sculpt or the sticky deformer) won’t be exported using that workflow.
Export the controllers animation
Another solution is to export an FBX file with the animation of the different rig controllers.
The controllers export workflow
You can also script this, see Export the animation.
Warning
The Rumba deformation tools (like the sculpt or the sticky deformer) won’t be exported using that workflow.