I'm also using Git, though I've only started just recently.
Cheers!
Ren Zhi
P.S. There was some talk about reviving the Render Theory list just
before Highend shut down. Do anyone know what happened? Alternatively
does anyone know any Renderman or mentral ray related lists?
> I'm curious to know if anyone uses these tools for maya development?
> Rake as a build tool.
> Git and Github for version control.
>
For building we were checking our Scons but it was not really used just
tested. For version control we used Subversion but since we would like
to avoid using a central repository server
we're taking a close look at Git.
> My github account is here:
> http://github.com/hoolymama
> Lotsa stuff, not much is documented yet - just these:
>
Loads of interesting stuff, thanks! Even taking a look will take a
week... :)
By the way, just our of interest, is it the fruit of your own
development or were the guys in suits at DNeg or MPC generous enough to
release them publicly?
Cheers,
Szabolcs
> Do anyone know what happened?
Yep, nothing. Or to be precise I created a similar google group called
Render_he3d but did not have the time to send the address to the
rendering list.
I'll probably send an invitation to the posters but since its we pretty
much dead lately (don't know why, it was super-cool in the beginning,
with Larry Gritz posting alongside
Thomas Driemeyer) I don't know if it will work.
> Alternatively does anyone know any Renderman or mentral ray related
> lists?
For renderman you have the comp.graphics.rendering.renderman group but I
don't know if that has any traffic these days. And you get the Pixar
Renderman support forums
if you're a customer. For mental ray you can subscribe to the `mental
ray` and the `mental ray shader` mailing lists from the mental images
site or use their forum that
used to be the LAMRUG.org site's forum. (The mental images mailing lists
are really good with ancient users subscribed but there are quite few
new posts these days.)
Cheers,
Szabolcs
For building we were checking our Scons but it was not really used just tested. For version control we used Subversion but since we would like to avoid using a central repository server
we're taking a close look at Git.
Loads of interesting stuff, thanks! Even taking a look will take a week... :)
By the way, just our of interest, is it the fruit of your own development or were the guys in suits...
> There's a cool, and characteristically arrogant talk about git by
> Linus here: http://www.youtube.com/watch?v=4XpnKHJAok8
Yes, I saw that one, its quite funny actually. It was a big plus for
choosing source control software, I alway preferred software developers
with a decent sense humor. ;)
> If you are at the stage of testing build systems, I'd recommend taking
> a look at Rake too. http://martinfowler.com/articles/rake.html
Rake is Ruby and most of our scripts and moving towards Python, so if it
has to be a script language based system than I'd prefer Python.
Cheers,
Szabolcs
Seems to me GIT has great potential to go beyond source code control. It has good compression and delta handling. Branching and merging is easy. The repo is local. So why not start a maya project, make a scene, call it final and commit the project. As you progress, commit your changes -. When you want to experiment, make a new branch. You have to annotate your commits: e.g. "testing with particles half the size - rendered as tube type". When you do git diff, you would get
--- a/scenes/final.ma
+++ b/scenes/final.ma
- setAttr "particleRenderType" 7
+ setAttr "particleRenderType" 9
It would be cool to wrap all the git commands in a submenu of the FileMenu maybe.
I haven't thought this through, so flame me if you like ;)
No flame really, just some tiny sparks... :)
The question for me about using source control for Maya files is: what extra do you get doing this? If you use ascii files you can already do a diff on two files and get the same difference data.
File sizes would be much smaller using Git but you'd get extra load / save delays (checking in and out of the repository, the most annoying when you're looking for a setup that you remember
using in one of the earlier scenes) and most of the time user time worths more than disk space.
Doing annotations is a nice addition too but adding source control into the maya GUI is way more work than implementing a simple log window that pops up when you do a `save as` and lets you log your changes.
So whats that extra stuff that does worth using this method in you opinion? The elegance of the solution is tempting (Its very cool and TDish) but I suppose it raises more issues than it solves.
But I'm all ears for some extra pros and cons!