We are in the middle of a TVC production. And as in the case of many serious productions where scene elements are subject to be altered at any given point by the client, we had to link (reference) many of our objects, we simply had no other alternative. Now, we need to use a "UV Project" modifier on linked objects that are rigged. I am merely stumped by the fact that we're helpless in this case!!! You can create a proxy for an armature, but as soon as you try and do so on any mesh object that the armature effects, a "dumb" extra copy is created at the world center that is just not good for anything. I tried setting up the source object with a "UV Project" modifier in its source file with a null (projection) object that I could create a proxy of in the main "Assembly" scene file where it could be constrained to the camera, but alas, to no avail. For one, the "UV project" modifier works almost exclusively (properly) with a camera as a projection object, therefore you need to use a camera directly in order to get the result you want. And in the case of a linked object, in which no original modifiers and/or constraints are accessible in the scene file it's linked to, you have no way of getting the job done, as in this specific case...
And another thing concerning linking that is also considerably "destructive"; we have characters with capes, garments, pony tails rigs driven by dynamics in our production. Since dynamic setups are virtually destroyed once the object is linked, how are we, "professional" users supposed to have them work for us in production?
I need to strongly emphasize that if this was a personal project where no potentially possible "revision" was in order, I wouldn't have even wasted my time linking objects, I would have just appended them, cuz what the hey, it's my project, I make the final decision. But in every "Professional" production, where the clients are always changing their minds about something at any given time, you can NOT afford to take the "Destructive" route. You need to reference each and every one of your source objects, so that when the client makes a change, the alterations you make in accordance are reflected across the board to all your scenes. Otherwise, it's a Living Nightmare while the race against seconds ensue...
Please note that we're not in the business of requesting an a-la Maya or something else feature or whatnot... I'm hoping that the point I'm trying to make reflects a universal necessity concerning non-destructive workflow. And I am aware that you would want me to have posted this on the blender-fun board, but I deem this to be a way more important issue that just be posted there and not even know if it would have been duly noted or not...
Thankx
AJ