Re: Workgroup equivilent for Maya

2017-03-10 Thread Darren Macpherson
Thanks for all the info guys. I'll take a look and see what could work for
us.


On Thu, Mar 9, 2017 at 8:33 PM, Eric Thivierge  wrote:

> Also look into Maya Modules which is as close to a plugin directory /
> package as you're probably going to get.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Thu, Mar 9, 2017 at 12:22 PM, Sandy Sutherland <
> sandy.mailli...@gmail.com> wrote:
>
>> Hi Darren,
>>
>> You can launch Maya with a set of environment variables set before
>> launch, as Andy mentioned you can use Rez or we are using a modified
>> version of Ecosystem here.
>>
>> Starting from this page, you can see which ones you might need to set.
>>
>> https://knowledge.autodesk.com/support/maya/learn-explore/
>> caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-925EB3B5-
>> 1839-45ED-AA2E-3184E3A45AC7-htm.html
>>
>> You could also write a small python script that sets these, then launches
>> Maya using Popen or similar.
>>
>> Cheers
>>
>> Sandy
>>
>> On Thu, Mar 9, 2017 at 11:21 AM, Darren Macpherson 
>> wrote:
>>
>>> Hi all,
>>>
>>> Its been awhile since I was around these parts. I know this has been
>>> covered a fair amount and I have been going through previous posts and
>>> general looking around on line, so sorry if there's a bit of overlap and
>>> noise.
>>>
>>> We're looking to give Maya a try on a shot with a current project. I was
>>> hoping some of you might have some advice when it comes to working with
>>> maya on a project server. Right now my biggest question is how people are
>>> structuring there maya workflow when it comes to plugins or setting up the
>>> equivalent of a workgroup for maya.
>>>
>>> We would prefer to work with absolute paths (//servername/projects/) if
>>> possible. Currently we create a workgroup per project in the relevant
>>> project folder. That way the workgroup for that project looks at all the
>>> relevant addons, keeps the correct addon version for the project and helps
>>> with keeping everything consolidated when the project is backed up. Has
>>> anyone done something similar with maya where a project only points to the
>>> plugins that are relevant to the project?
>>>
>>> I might have a few more questions that I think of as I go along but any
>>> advice or help would be appreciated.
>>>
>>> Cheers
>>>
>>> Darren
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>
>
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Re: Workgroup equivilent for Maya

2017-03-09 Thread Eric Thivierge
Also look into Maya Modules which is as close to a plugin directory /
package as you're probably going to get.


Eric Thivierge
http://www.ethivierge.com

On Thu, Mar 9, 2017 at 12:22 PM, Sandy Sutherland  wrote:

> Hi Darren,
>
> You can launch Maya with a set of environment variables set before launch,
> as Andy mentioned you can use Rez or we are using a modified version of
> Ecosystem here.
>
> Starting from this page, you can see which ones you might need to set.
>
> https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/
> cloudhelp/2016/ENU/Maya/files/GUID-925EB3B5-1839-45ED-AA2E-
> 3184E3A45AC7-htm.html
>
> You could also write a small python script that sets these, then launches
> Maya using Popen or similar.
>
> Cheers
>
> Sandy
>
> On Thu, Mar 9, 2017 at 11:21 AM, Darren Macpherson 
> wrote:
>
>> Hi all,
>>
>> Its been awhile since I was around these parts. I know this has been
>> covered a fair amount and I have been going through previous posts and
>> general looking around on line, so sorry if there's a bit of overlap and
>> noise.
>>
>> We're looking to give Maya a try on a shot with a current project. I was
>> hoping some of you might have some advice when it comes to working with
>> maya on a project server. Right now my biggest question is how people are
>> structuring there maya workflow when it comes to plugins or setting up the
>> equivalent of a workgroup for maya.
>>
>> We would prefer to work with absolute paths (//servername/projects/) if
>> possible. Currently we create a workgroup per project in the relevant
>> project folder. That way the workgroup for that project looks at all the
>> relevant addons, keeps the correct addon version for the project and helps
>> with keeping everything consolidated when the project is backed up. Has
>> anyone done something similar with maya where a project only points to the
>> plugins that are relevant to the project?
>>
>> I might have a few more questions that I think of as I go along but any
>> advice or help would be appreciated.
>>
>> Cheers
>>
>> Darren
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Workgroup equivilent for Maya

2017-03-09 Thread Sandy Sutherland
Hi Darren,

You can launch Maya with a set of environment variables set before launch,
as Andy mentioned you can use Rez or we are using a modified version of
Ecosystem here.

Starting from this page, you can see which ones you might need to set.

https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-925EB3B5-1839-45ED-AA2E-3184E3A45AC7-htm.html

You could also write a small python script that sets these, then launches
Maya using Popen or similar.

Cheers

Sandy

On Thu, Mar 9, 2017 at 11:21 AM, Darren Macpherson 
wrote:

> Hi all,
>
> Its been awhile since I was around these parts. I know this has been
> covered a fair amount and I have been going through previous posts and
> general looking around on line, so sorry if there's a bit of overlap and
> noise.
>
> We're looking to give Maya a try on a shot with a current project. I was
> hoping some of you might have some advice when it comes to working with
> maya on a project server. Right now my biggest question is how people are
> structuring there maya workflow when it comes to plugins or setting up the
> equivalent of a workgroup for maya.
>
> We would prefer to work with absolute paths (//servername/projects/) if
> possible. Currently we create a workgroup per project in the relevant
> project folder. That way the workgroup for that project looks at all the
> relevant addons, keeps the correct addon version for the project and helps
> with keeping everything consolidated when the project is backed up. Has
> anyone done something similar with maya where a project only points to the
> plugins that are relevant to the project?
>
> I might have a few more questions that I think of as I go along but any
> advice or help would be appreciated.
>
> Cheers
>
> Darren
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Workgroup equivilent for Maya

2017-03-09 Thread jentzen mooney
Thank you Andy!!

On Thu, Mar 9, 2017 at 3:42 AM, Andy Nicholas  wrote:

> Hi Darren,
> I would highly recommend looking into Rez as it'll let you configure your
> environment on a per project (or per anything) basis:
>
>https://github.com/nerdvegas/rez
>
> You can use it to define which project uses which plugins and takes care
> of any complex interdependencies (e.g. v1.5 of plugin works with Maya 2015,
> but not v1.6).
>
> There's quite a bit of a learning curve if you've not done anything like
> this before, but start by keeping it simple and go from there.
>
> A
>
>
>
> On 09/03/2017 11:21, Darren Macpherson wrote:
>
> Hi all,
>
> Its been awhile since I was around these parts. I know this has been
> covered a fair amount and I have been going through previous posts and
> general looking around on line, so sorry if there's a bit of overlap and
> noise.
>
> We're looking to give Maya a try on a shot with a current project. I was
> hoping some of you might have some advice when it comes to working with
> maya on a project server. Right now my biggest question is how people are
> structuring there maya workflow when it comes to plugins or setting up the
> equivalent of a workgroup for maya.
>
> We would prefer to work with absolute paths (//servername/projects/) if
> possible. Currently we create a workgroup per project in the relevant
> project folder. That way the workgroup for that project looks at all the
> relevant addons, keeps the correct addon version for the project and helps
> with keeping everything consolidated when the project is backed up. Has
> anyone done something similar with maya where a project only points to the
> plugins that are relevant to the project?
>
> I might have a few more questions that I think of as I go along but any
> advice or help would be appreciated.
>
> Cheers
>
> Darren
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Workgroup equivilent for Maya

2017-03-09 Thread Andy Nicholas

Hi Darren,
I would highly recommend looking into Rez as it'll let you configure 
your environment on a per project (or per anything) basis:


   https://github.com/nerdvegas/rez

You can use it to define which project uses which plugins and takes care 
of any complex interdependencies (e.g. v1.5 of plugin works with Maya 
2015, but not v1.6).


There's quite a bit of a learning curve if you've not done anything like 
this before, but start by keeping it simple and go from there.


A


On 09/03/2017 11:21, Darren Macpherson wrote:

Hi all,

Its been awhile since I was around these parts. I know this has been 
covered a fair amount and I have been going through previous posts and 
general looking around on line, so sorry if there's a bit of overlap 
and noise.


We're looking to give Maya a try on a shot with a current project. I 
was hoping some of you might have some advice when it comes to working 
with maya on a project server. Right now my biggest question is how 
people are structuring there maya workflow when it comes to plugins or 
setting up the equivalent of a workgroup for maya.


We would prefer to work with absolute paths (//servername/projects/) 
if possible. Currently we create a workgroup per project in the 
relevant project folder. That way the workgroup for that project looks 
at all the relevant addons, keeps the correct addon version for the 
project and helps with keeping everything consolidated when the 
project is backed up. Has anyone done something similar with maya 
where a project only points to the plugins that are relevant to the 
project?


I might have a few more questions that I think of as I go along but 
any advice or help would be appreciated.


Cheers

Darren


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Workgroup equivilent for Maya

2017-03-09 Thread Darren Macpherson
Hi all,

Its been awhile since I was around these parts. I know this has been
covered a fair amount and I have been going through previous posts and
general looking around on line, so sorry if there's a bit of overlap and
noise.

We're looking to give Maya a try on a shot with a current project. I was
hoping some of you might have some advice when it comes to working with
maya on a project server. Right now my biggest question is how people are
structuring there maya workflow when it comes to plugins or setting up the
equivalent of a workgroup for maya.

We would prefer to work with absolute paths (//servername/projects/) if
possible. Currently we create a workgroup per project in the relevant
project folder. That way the workgroup for that project looks at all the
relevant addons, keeps the correct addon version for the project and helps
with keeping everything consolidated when the project is backed up. Has
anyone done something similar with maya where a project only points to the
plugins that are relevant to the project?

I might have a few more questions that I think of as I go along but any
advice or help would be appreciated.

Cheers

Darren
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