What is your tool/workflow for checking sets discrepency?

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Panupat Chongstitwattana

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May 30, 2015, 1:08:36 AM5/30/15
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Hi.

In my studio we often have problem with incorrect details being sent to render farm. For example, a big set may be using the wrong building, a character may be wearing the wrong cloth, the animation data may not be the most recent version, etc, and we have to render that sequence all over again.

I'm wondering how you deal with this? I usually make a check list, then open Maya file in Sublime and look through all the references and do comparison.

I've seen some studios that have a team dedicated for checking such error but in my studio unfortunately I'm the only sole person doing this on top of many other tasks. Our lighters can submit render queue directly, too.

Justin Israel

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May 30, 2015, 1:36:14 AM5/30/15
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I haven't had to deal with this task directly, since I haven't worked as a TD within the specific artist domains, but from what I understand, people will have validation steps before things are published or rendered. That would depend upon the type of asset management you have. Tools could check your scene and the version of assets against official data sources. Opening up scenes in a text editor doesn't sound like a fun task. Do you have any kind of asset management that would allow you to programmatically inspect a scene? 

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Panupat Chongstitwattana

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May 30, 2015, 2:02:14 AM5/30/15
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Thanks for chiming in Justin.

I'm curious, when you publish your asset, do you save them into a separate file or do you store links to the most recent version?  I've thought about using the latter approach but that would mean the referencing in Maya wouldn't get updated automatically.

Justin Israel

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May 30, 2015, 2:10:44 AM5/30/15
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On Sat, May 30, 2015 at 6:02 PM Panupat Chongstitwattana <panu...@gmail.com> wrote:
Thanks for chiming in Justin.

I'm curious, when you publish your asset, do you save them into a separate file or do you store links to the most recent version?  I've thought about using the latter approach but that would mean the referencing in Maya wouldn't get updated automatically.

Publishing assets should probably result in read only versions of elements being saved. We store all of our publish information (non-binary) within a Version and Publishing system, so that we can reference them by ids. I'm pretty sure the actual elements within a scene have their nodes tagged with metadata as well. Our scene description can also deal with being able to swap things in and out, and between different versions. 

So ya, at a very basic level, my guess is that nodes could at least be tagged with information that can link to your version tracking approach. 

I will let others with direct experience in this area do a much better job of contributing an answer than I can, since I can only talk about a version and publishing system as opposed to what goes on specifically within Maya for validation. 
 




On Saturday, May 30, 2015 at 12:36:14 PM UTC+7, Justin Israel wrote:
I haven't had to deal with this task directly, since I haven't worked as a TD within the specific artist domains, but from what I understand, people will have validation steps before things are published or rendered. That would depend upon the type of asset management you have. Tools could check your scene and the version of assets against official data sources. Opening up scenes in a text editor doesn't sound like a fun task. Do you have any kind of asset management that would allow you to programmatically inspect a scene? 

On Sat, May 30, 2015 at 5:08 PM Panupat Chongstitwattana <panu...@gmail.com> wrote:
Hi.

In my studio we often have problem with incorrect details being sent to render farm. For example, a big set may be using the wrong building, a character may be wearing the wrong cloth, the animation data may not be the most recent version, etc, and we have to render that sequence all over again.

I'm wondering how you deal with this? I usually make a check list, then open Maya file in Sublime and look through all the references and do comparison.

I've seen some studios that have a team dedicated for checking such error but in my studio unfortunately I'm the only sole person doing this on top of many other tasks. Our lighters can submit render queue directly, too.

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Panupat Chongstitwattana

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May 30, 2015, 2:15:53 AM5/30/15
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Thank you Justin.

Scene builder and asset validator are the 2 things I need to develop I suppose.

Studio with pipeline is really rare in my country and unfortunately I haven't had a chance to see how things are laid down in a well established studio. If any one can point me to the right direction I would really appreciate.
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Justin Israel

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May 30, 2015, 3:27:54 AM5/30/15
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I think the validation part is what Marcus's pyblish product is about. 

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Panupat Chongstitwattana

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May 30, 2015, 7:55:23 PM5/30/15
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API looks real interesting. I'll see if I can make a good use out of it.

Marcus Ottosson

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May 31, 2015, 7:00:36 AM5/31/15
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If you post this question in the forums, I'll see if I can give you an example of how you can implement it.. I'd do it here, but I'm working on steering Pyblish-related information into a single spot for better discoverability.


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Panupat Chongstitwattana

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May 31, 2015, 9:18:49 PM5/31/15
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Thank you Marcus. Will do :)
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