*I know lots of big studios have Shotgun or equivalent production 
management system, but i don't think my supervisor would be willing to pay 
that much*

TACTIC, the open source version is free:

  http://community.southpawtech.com/get-started

fTrack, $39 per 3 seats 

  https://www.ftrack.com/#pricing

Shotgun, $49 per seat

  https://www.shotgunsoftware.com/pricing

 

  These are not high numbers compared to the savings you’ll get by removing 
the complications of getting to the data as half an hour spent on that per 
person, only requires 8 instances and you will have blown through a full 
workday’s worth of expenses on a relatively needless operation,i.e. digging 
around for where things are.

  I’m not sure how the others solve it but you can for example utilize Tank 
(*called shotgun pipeline toolkit today but Tank is a more fun name in 
relation to a Shotgun*) to handle the file system mount you describe so 
it’s a lot more manageable that way, only difference would be the users 
would need to “sign-in” to a task in order to get the project mounted.

http://www.youtube.com/watch?v=BY4zZrBwCjk

 

*  most of our projects are part of the full production pipeline, which 
means project A maybe animation while project B might be only rendering* 

  This is not as different from other standards as you might think.  This 
workflow exists at larger studios as well but the difference is just in the 
definition of the word “project”.  Sounds like all you need is a “master 
container” then all your “stages” i.e. animation,rendering,simulation 
become constituants of the master container.

  This means to adopt a full blown production pipeline your users 
potentially don’t need to change anything in the way they work but you or 
your supervisor tie it together by redefining project to stages.  Give this 
about 6 months and the artists will rather want to work on projects than 
stages and the concept will catch on leaving your workflow migrated with 
ease.

  Ultimately you will need something like this, if not only just to account 
for the lost time digging for data otherwise.

 

*  most of our projects require us to map a network url as a drive* 

  Excellent!  There are too many benefits to doing that to go into really 
but make sure the drives are mounted accurately, a difference in a samba 
mount or an nfs mount can mean a difference of weeks in total accumulatedlost 
waiting time on annual basis.  Just to make a case in general by 
mounting drives rather than accessing the server structure remotely you get 
full removal of directory structure complications.

 

*track files on a pure file system(with...)? *

  With either embedded metadata inside your binary or ascii, then using 
grep or strings to extract it, or in a .info stub file either next to your 
data or stored on a separate metadata server.

 

*not as good as we wish since "**s01c03_v03.ma <http://s01c03_v03.ma/>**" 
will not remind us of anything*

  This is actually a more directory structure issue than a naming 
convention issue.  Keep in mind that file names are not the last readable 
stub you get displayed, a full filename would be:

*C:\this\project\with\that\shot\s01c03_v03.ma*

  You can see the naming convention part is not the identifiable part, 
where the file is kept identifies the element being worked on. 

  Keeping placement of files in order is not easy though, so you’ll need a 
publisher, something that ensures when an artist wants to pass on files to 
the next artist he/she does not have to worry about where to put the file, 
just click “publish” and let the distribution code put it where it should 
go.  This means the fixed location will be a known location where anyone 
picks up any data, always in the same directory depending on what project 
is mounted on a drive P:\maya\renders for example would always include the 
Maya renders for the project in question.

/////

  With such a high number of stages and people I’m going to venture a guess 
that you are working on a gaming pipeline rather than a visual effects one, 
if that is the case then just make sure whatever system you adopt to 
transfer the “shots and sequences” terminology you find in the 
documentation into a “scene and element” terminology and the pipeline 
approach is then near identical (* with a notable missing feature in all 
the mainstream production managing software being a sandbox area 
in parallel with shot review turntable videos where you upload assets and 
can view them in an in-game environment, basically a video stream on your 
website coming from your engine, this would let your supervisors and 
directors do quick reviews even on their phones.* )

 As for the non-english speaking part, Shotgun for example is a web based 
approach, as an example I'm using the target language as Spanish here 
below, in which case you get half away with just using things like 
auto-translate in Chrome.  Translating the API itself is a hazardous sport, 
means you need to update your translation for every iteration and addition 
that comes from the developers so it may turn into a full time job.  Again 
here Shotgun has the strength of you being able to work in english but you 
rename only your “entities”.  Some people rename their “shot/sequence” 
category to “shots/sequences” so it can just as well be renamed to 
“disparo/secuencia”.  That means a one-off translation which is performed 
as a definition at project startup anyway will ripple through to all 
projects.

  Hope this helps, it’s a fun subject, just make sure not to point that 
Shotgun at anyone since too much discipline/enforcement can definitely take 
away from the creative side the system is meant to support and enhance, try 
introducing the time saving benefits of doing this in a more organized 
fashion and surely your supervisor will love the free time he gets to work 
on the project data rather than search for the project data.

 

 

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