Right. It sounds interesting. We have something similar in place. We already 
have a pipeline which is addressing what you're mentioning below. What I was 
looking for was more of a separate archive or library where some things from a 
project can be shelved and identified correctly for future use. The reason is 
the way we are set up, once we are done and delivered a project, the sandboxes 
get deleted and only what has been checked in with the pipeline tools is backed 
up. That way we only have the relevant scenes, assets etc... Once the backup is 
done, it can take up to 3 weeks to get a project back. We don't always have 
that kind of time so we want to use a tool similar to ResourceSpace to create a 
growing library of the kind of assets that gets regularly used.
For example we model lots of characters and we're asked to do more and more 
crowds so having secondary or low characters already available will improve 
previz quality and turnaround time instead of having to remodel everything or 
having ugly unibody proxies. ;) And since we're a game company and that we do 
quite a few shooters we also have tons of different guns at different 
resolutions. We need to index this properly.
We'll be having discussion about all this soon internally. The way I see it 
right now is probably to go with something like ResourceSpace and include the 
power of Fabric Engine. Might be overkill, thumbnails might do. We'll see how 
excited I can get the developers over this. ;)

Thanks Michal and all
MAC


-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Michal Doniec
Sent: Thursday, September 06, 2012 7:13 AM
To: [email protected]
Subject: Re: Asset viewer / manager

I developed one which uses Python/PyQT/SQL and perforce (was used sucessfully 
on our last project which is about to be shipped), but it's just for lighweight 
assets (.emdls). Basically all tracking is done using SQL, storage and version 
control is left to perforce, with only very lightweight wrapper library (I 
wrote it to simplify perforce interactions only) to interface with asset 
manager.
It works on a higher level than just .emdl, deifning an asset as an abstract 
database record/entity, so you can have an asset which contains rigs, meshes 
etc. components. Component is defined as an abstract class with only save/load 
methods (which come from packagae specific custom module, so in theory should 
be easy to port to other 3d app) and a couple of properties like version and 
perforce path, so it's easily extendable to any component type (obj, textures, 
fbx files I even had some reference pictures etc.. as components within an 
asset). It makes it easy to add custom properties like root node and bone count 
for the rigs etc. All these components can be freely instanced between multple 
assets, so you can have a rig shared between multiple creatures, for example.

It is a push system, so when someone modfies and saves an asset, everyone gets 
it automatically (there is a warning and choice to cancel tho). We used it 
mainly for characters.

I am not sure about performance (load/save/sync speed) when attempting this 
approach with caches/obj and other heavy data, but I'd think it's mainly 
dependend on the speed of your network/servers during sync/submit. For 
lightweight models it was very fast.

I generate thumbnails on save and they are stored as plain files in perforce, 
also store connections between components in SQL records (link withs coming 
from rig .emdl to mesh .emdl, envelopes, etc), they are recreated on load, so 
there is no issue having connections between different components or mutiple 
instances of the same assets in the scene (evelopes and other stuff will 
connect correctly). QT takes care of the infterface, it's all displayed in a 
tree like browser with thumbnails.

It's really nothing fancy, just simple database tracking with an interface, 
doing all perforce work for the user in the background.
Having everything tracked in SQL database allowed easy comminuctations with our 
animation production database and export/importscene building tools.

I am sure it can be done quicker and better with help of tools like Fabric 
Engine.

On Tue, Sep 4, 2012 at 6:45 PM, Marc-Andre Carbonneau 
<[email protected]> wrote:
> Hi,
>
> We’re looking into archiving and building a library of assets we have.
>
>
>
> By assets I mean:
>
> 3D assets(.obj, .FBX, .abc, .emdl…) and
>
> 2D assets(reference images, textures, concept art…)
>
>
>
> How are you guys organizing all this in your studio?
>
> Do you use a system that’s both a viewer and a repository or you’re 
> using regular windows folders along with a viewer?
>
>
>
> Thanks for any advice, info you can give me.
>
> MAC
>
>



--
----------
Michal
http://uk.linkedin.com/in/mdoniec


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