On Sat, May 30, 2015 at 6:02 PM Panupat Chongstitwattana <[email protected]> wrote:
> Thanks for chiming in Justin. > > I'm curious, when you publish your asset, do you save them into a separate > file or do you store links to the most recent version? I've thought about > using the latter approach but that would mean the referencing in Maya > wouldn't get updated automatically. > Publishing assets should probably result in read only versions of elements being saved. We store all of our publish information (non-binary) within a Version and Publishing system, so that we can reference them by ids. I'm pretty sure the actual elements within a scene have their nodes tagged with metadata as well. Our scene description can also deal with being able to swap things in and out, and between different versions. So ya, at a very basic level, my guess is that nodes could at least be tagged with information that can link to your version tracking approach. I will let others with direct experience in this area do a much better job of contributing an answer than I can, since I can only talk about a version and publishing system as opposed to what goes on specifically within Maya for validation. > > > > > On Saturday, May 30, 2015 at 12:36:14 PM UTC+7, Justin Israel wrote: > >> I haven't had to deal with this task directly, since I haven't worked as >> a TD within the specific artist domains, but from what I understand, people >> will have validation steps before things are published or rendered. That >> would depend upon the type of asset management you have. Tools could check >> your scene and the version of assets against official data sources. Opening >> up scenes in a text editor doesn't sound like a fun task. Do you have any >> kind of asset management that would allow you to programmatically inspect a >> scene? >> >> On Sat, May 30, 2015 at 5:08 PM Panupat Chongstitwattana < >> [email protected]> wrote: >> >>> Hi. >>> >>> In my studio we often have problem with incorrect details being sent to >>> render farm. For example, a big set may be using the wrong building, a >>> character may be wearing the wrong cloth, the animation data may not be the >>> most recent version, etc, and we have to render that sequence all over >>> again. >>> >>> I'm wondering how you deal with this? I usually make a check list, then >>> open Maya file in Sublime and look through all the references and do >>> comparison. >>> >>> I've seen some studios that have a team dedicated for checking such >>> error but in my studio unfortunately I'm the only sole person doing this on >>> top of many other tasks. Our lighters can submit render queue directly, too. >>> >>> -- > You received this message because you are subscribed to the Google Groups > "Python Programming for Autodesk Maya" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to [email protected]. > To view this discussion on the web visit > https://groups.google.com/d/msgid/python_inside_maya/b5b2e83e-c999-4b6f-a3c5-7811ba2abfab%40googlegroups.com > <https://groups.google.com/d/msgid/python_inside_maya/b5b2e83e-c999-4b6f-a3c5-7811ba2abfab%40googlegroups.com?utm_medium=email&utm_source=footer> > . > For more options, visit https://groups.google.com/d/optout. > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/CAPGFgA035bx--6G2bVKBtWB3Q_k3juZ6iXiYADRohiXZHjJnuw%40mail.gmail.com. For more options, visit https://groups.google.com/d/optout.
