Releases: byu-animation/dccpipe
Releases · byu-animation/dccpipe
Alpha release
INSTALL STEPS:
Clone repo and create project:
create directory
in terminal, cd into directory
git clone https://github.com/byu-animation/dccpipe.git
cd dccpipe
source config/unix/fedora/install.sh --dev
(this step may take a few minutes, and it's possible that not all the packages install. This should be fine.)
run project initialization script:
python create_project.py nameOfProject nicknameOfProject
Check that application launching icons were created (Maya and Houdini)
Check that production directory was created with directories inside
TESTING STEPS:
In Maya:
Create a prop (publish, tag and export)
Create a character (publish, tag and export)
Create a set
Reference the prop into the set
Publish
Tag and Export
Create a shot
Reference the set into the shot
Reference the character into the shot
Publish
Tag and Export
In Houdini:
Assemble the prop
Do something in Modify or Material
Publish
Delete the object level node
Assemble the character
Do something in Modify or Material, or Hair or Cloth
Publish
Delete the object level node
Clone the prop
Verify that the changes you made persist
Clone the character
Verify that the changes you made persist
Assemble the Set
Make some changes for positioning of the assets (in dcc geo > set_dressing_transform) or delete an asset
Publish the set
Delete the object level set node
Clone the set
Verify that changes you made persist
Make a change to a prop within the set
Publish just the prop (and then clone and verify that changes persist)
Import the shot
Verify that the character is brought in (with your changes)* --- This may not work right now
Verify that the set is brought in (with the prop and the changes you made to it)
NOTES:
Creating, cloning, publishing, etc. of tools is not currently implemented
Rollback is not yet implemented in Houdini or Maya
DO NOT name an asset starting with a number. This will break assembling in Houdini because it does not allow node types starting with a number.
Before Exporting Alembic in Maya, make sure everything you want to export is grouped in a single group, and that group is the only thing tagged.
Don't add a character to a set
A set should only contain references to props, NO NEW GEOMETRY
A shot should only contain references to sets and characters, NO NEW GEOMETRY
Substance and nuke is not yet implemented
Known Issues:
When you have an asset pulled up in Maya and you clone a different asset, the previous asset is overwritten with whatever was in the scene prior to clone.
shots aren't working with publishing and cloning in Houdini
NEW FEATURES:
New design
New GUI flow
Abstracted functionality in basically every class
Easy to add on support for new applications
Maya:
In Maya Cloner, choose which version (publish) to clone
In alembic exporter, all geo doesn't have to be grouped on the top level
Import reference geometry can bring in one or multiple .obj files from a specific directory
Can create assets in any order (i.e. no requirement to create a set before a shot, or a prop before a set, etc.)
Playblaster is much quicker and simpler
Project:
Project files separated from codebase
Project settings unique to each project, stored in and loaded from JSON file
Project initialization is much simpler
Houdini:
New asset format to abstract shared functionality between all assets in pipeline
Cloning or publishing only clones/publishes the relevant info (in modify, material, hair and cloth) to the pipeline
Assets are assembled ready to be textured, modified, clothed, haired(?), etc... Without having to re-assemble each time.
Text box gui is no longer black text in a black bar
Allow cloning and publishing of sets in Houdini -> this is huge for set dressing.
WIP:
Fix importing of shots in Houdini -- Characters don't import quite right due to import node looking for _rig.abc in the wrong department