fantome wrote: for rendering shots and large scene i find the maya workflow quite strange and not so reliable.
Right, depending on the context (interactive / batch render/ exporters/frame cache or not ) and also depending on the object type, the chosen "animator data" type can give different results...
lack of consistency = no reliability ...
The initial implementation was very promising ,
I was expecting eventually to have every transform/shapes set to "automatic" animator data type by default, and the plugin to be clever enough in most cases to only export updates for animated transform or shapes,
but at the moment the automatic detection fail in most cases... that's very weird because I can do a better job than the plugin to detect this by scripting.
For some reason even JimStar gave up on the "animator data" reliability by implementing a quick hack (setting transform animator data to "force load" each time transform attributes are keyed).
And that's it, no more improvement since then to get "animator data" mechanism to finally work as expected.
So in this situation, yes a global override on animator data type for transforms and one for shapes would be very very useful,
while hopefully waiting for the initial intended workflow to finally work consistently.