If you post this question in the forums, I'll see if I can give you an
example of how you can implement it.. I'd do it here, but I'm working on
steering Pyblish-related information into a single spot for better
discoverability.

- http://forums.pyblish.com

On 31 May 2015 at 00:55, Panupat Chongstitwattana <[email protected]>
wrote:

> API looks real interesting. I'll see if I can make a good use out of it.
>
> On Saturday, May 30, 2015 at 2:27:54 PM UTC+7, Justin Israel wrote:
>>
>> 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.
>>>>
>>>>
>>>>> <https://groups.google.com/d/optout>
>>>>>
>>>>  --
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-- 
*Marcus Ottosson*
[email protected]

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