Hey Marcus,

This is hitting a sweet spot.
It's nice to read how simple it works plus it's great to see that it works 
on the first run (just tested with it).

We've had a chat about this outside of this google groups, it was mostly me 
asking you how *be *contributes to a pipeline.
After playing around with it I'm starting to see why it could be such a 
strength when used in production.
I'm wondering if there are other people here who use something similar to 
set up an artist's environment correctly for each project (and even for the 
asset they are working on).

Hope this will spark into a nice discussion about environment management in 
small to big productions. :)
I'm keeping an eye out on this.

Cheers,
Roy


On Wednesday, June 24, 2015 at 9:47:48 PM UTC+2, Marcus Ottosson wrote:
>
> Hi,
>
> I’ve been prototyping a new sort of tool in the past week and would like 
> to hear your take on it.
>
> https://github.com/mottosso/be/wiki
>
> It’s available for both Windows, Linux and OSX and is a method of running 
> software in context with a project without having to specify paths, and 
> looks like this.
>
> $ be in spiderman shot01 animation --enter
> $ maya
> Launching Maya, for Animation in Spiderman, Shot 01..
>
> It works by associating an item in your pipeline - asset, shot, level etc. 
> - with a format string, the typical Python function you get with strings, "my 
> name is {}".format("Marcus"). The format string defines a directory 
> structure, by mapping the arguments given, in the above case spiderman, 
> shot01 and animation to various parts of your design.
>
> shot: {cwd}/{0}/shots/{1}/{2}
>
> Software aliases are defined on a per-project basis in a similar fashion 
> to how templates are defined; a per-project yaml file with one or more 
> aliases pointing either directly or indirectly to the software it relates 
> to, such as
>
> alias:
> - maya: start "" "c:/program files/autodesk/maya2016/bin/maya.exe"
>
> The alias is then available upon entering a project.
>
> In addition, I’m also experimenting the the concept of “presets”. A method 
> of encapsulating a full project configuration in a GitHub repository and 
> registering it with another GitHub repository acting as a central database 
> of shared configurations, such that you can build, share and later use 
> curated configurations by others.
>
> $ be new film-project
>
> The above would then start by looking locally, for any existing presets 
> you’ve defined or downloaded earlier, and otherwise start looking through 
> the database. I’ve mocked up a web application visualising the currently 
> available ones here.
>
>    - http://be.abstractfactory.io 
>
> And there’s instructions for making your own, and registering them for 
> others to enjoy here.
>
>    - https://github.com/mottosso/be-presets/wiki 
>
> Presets then contain either just the configuration, or can include 
> starter-content, like basic models, rigs, shaders, sound, music, you name 
> it. The idea is for anyone who downloads your preset to get going quickly 
> with a configuration of their choice; such as a preset for “animated-ad” or 
> “action-game” etc.
>
> Have a look and let me know what you think, there’s some thoughts about 
> the future in the issues section <https://github.com/mottosso/be/issues>, 
> in particular about entering a running project 
> <https://github.com/mottosso/be/issues/15>. Being an early 
> alpha/prototype, there is lots of room to grow and for feedback, but 
> templates are quite well-defined and versioned so you can start designing a 
> new project today, or encapsulating the one you use at your company.
>
> Best,
> Marcus
> ​
> -- 
> *Marcus Ottosson*
> [email protected] <javascript:>
>  

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