I think the validation part is what Marcus's pyblish
<http://www.pyblish.com/guide/overview> product is about.

On Sat, May 30, 2015 at 6:15 PM Panupat Chongstitwattana <[email protected]>
wrote:

> Thank you Justin.
>
> Scene builder and asset validator are the 2 things I need to develop I
> suppose.
>
> Studio with pipeline is really rare in my country and unfortunately I
> haven't had a chance to see how things are laid down in a well established
> studio. If any one can point me to the right direction I would really
> appreciate.
>
>
>
> On Saturday, May 30, 2015 at 1:10:44 PM UTC+7, Justin Israel wrote:
>
>>
>>
>> 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.
>>>>>
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