Re: Workgroup equivilent for Maya
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 Thiviergewrote: > 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. >>> >> >> >> -- >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Workgroup equivilent for Maya
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 Sutherlandwrote: > 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. >> > > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Workgroup equivilent for Maya
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 Macphersonwrote: > 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. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Workgroup equivilent for Maya
Thank you Andy!! On Thu, Mar 9, 2017 at 3:42 AM, Andy Nicholaswrote: > 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. > > > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Workgroup equivilent for Maya
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. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Workgroup equivilent for Maya
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.