Getting started on a shot/en — различия между версиями

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== Build the scene ==  
 
== Build the scene ==  
  
Итак, вам необходимо начать работу над анимационной сценой. Процесс открытия сцены происходит немного не так, как вы могли видеть на других проектах. <br>
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So, you need to start working on an animated scene. The process of opening the scene is a little different from what you might have seen on other projects. <br>
Мы используем Pixar's [[USD]] формат, чтобы хранить layout сцены, подготовленный для аниматоров, поэтому у вас не получится открыть сцену, как обычно. <br>
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We use Pixar's [[USD]] format to store the scene layout prepared for animators, so you won't be able to open the scene as usual. <br>
{{warning| Важно| Необходимо следовать данной процедуре только при первом открытии сцены, после сборки и сохранения, вы сможете открывать сцену, как обычно.}}
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{{warning| Important| You must follow this procedure only when you first open the scene, after building and saving, you will be able to open the scene as usual.}}
  
'''1.''' '''Всегда''' начинайте открытие новой сцены с '''пустой сцены''', далее выберите в меню '''Wizart Animation => USD => Start From Anim Prep'''.
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'''1.''' '''Always''' start building a new scene with '''empty scene''', then select '''Wizart Animation => USD => Start From Anim Prep''' from the menu.
 
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'''2.''' Появится диалоговое окно, в котором вам необходимо выбрать номер эпизода и номер сцены, над которыми вы хотите начать работу.
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'''2.''' A dialog box will appear where you need to select the name of the Episode and the name of the Scene you want to start working on.
 
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'''3.''' Далее нажмите '''Import'''. <br>
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'''3.''' Then click '''Import'''. <br>
<big> После успешного '''Import'а''' можно сохранить сцену в свою рабочую папку, и далее открывать и сохранять сцену, как обычно. </big>
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<big> After a successful '''Import''', you can save the scene to your working folder, and then you can open and save the scene as usual. </big>
  
<small>В результате операции Import будут созданы:
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<small>
* Будет создан [[AL_USDmaya]] ProxyShape - обьект с ссылкой на последнюю версию [[USD]] сцены через  [[Wref Resolver| wref]].
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As a result of Import operation will be created:
* Будет выставленно количество кадров такое же, как и в [[USD]] сцене.
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* A Proxy Shape object [[AL_USDmaya]] will be created with a link to the latest version of the [[USD]] scene via [[Wref Resolver| wref]].
* Будет создана ссылка на последную версию звука, как майский референс через [[Wref Resolver| wref]].
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* The Frame Range from the [[USD]] scene.
* Автоматически будет проставлено в сцену pin на Wref Context всех майских ригов. Это означает, что переключать версии сетапа нужно будет явно через Wref Context Manager, если это будет необходимо. <br>  
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* A link to the latest version of the sound will be created as a may reference via [[Wref Resolver| wref]].
Все остальные файлы подгружаемые в сцену, не закрепляются (pin) автоматически, поэтому для них грузится всегда последняя версия.</small>
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* Will automatically be put down in the scene pin on the Wref Context of all Maya's rigs. This means that you will need to switch the rig versions explicitly through The Wref Context Manager, <br> if needed. All other files referenced in scene we don't pin, so latest available versions will be loaded.
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</small>
  
{{warning| Важно| Ни в коем случае не исправляйте вручную пути на файлы, это может поломать весь пайплайн. Если у вас есть проблема со сценой, пожалуйста, напишите в поддержку.}}<br>
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{{warning| Warning| In any case, do not manually correct the path to the files, it can break the entire pipeline. If you have a problem with the scene, please email support.}}<br>
  
== Работа с USD сценой ==
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== Working with the USD scene ==
Вся сцена загружается в Maya как USD Proxy, и создаётся минимальное количество реальных обьектов. <br>
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The entire scene is loaded as a USD Proxy, and a minimum number of maya nodes are created. <br>
У персонажей сразу после сборки сцены '''не подгружен риг''', однако они должны отображаться в T-позе. <br>
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<big>Characters have no rig loaded at the start, but they should be displayed in the starting position.</big> <br>
Чтобы увидеть иерархию сцены, вам нужно загрузить '''USD Outliner'''.
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To see the real hierarchy of the scene, you need to open USD Outliner.
Для этого выберите '''Wizart Animation => USD => AL USD Outliner'''.  
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To do this, select '''Wizart Animation => USD => AL USD Outliner'''.
 
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Созданную панель можно "придокать"(от ''dock'', т.е. "прикрепить") к UI Maya.
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The created panel can be docked to Maya's UI.
  
 
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В начале вам нужно решить, на каких персонажей или предметы вам необходимо включить риг. <br>
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In the beginning, you need to decide on which characters or items you need to load rig. <br>
Это могут быть не все ассеты, например, может быть, что какой-то объект в этой сцене статичен, или супервайзинг аниматор дал вам задание анимировать только определенные ассеты.<br>
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It may not be all assets, for example, the assetin this scene is static, or the supervisor animator has given you the task to animate only certain assets.<br>
Чтобы переключить ассет с кэша на риг, выберите в '''USD Outliner''' ассет, и правой кнопкой нажмите в контекстном меню '''Variants=>animDisplayVariant=>rig'''. <br>
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To switch the asset from cache to rig, select the asset in '''USD Outliner''', and right-click in the context menu '''Variants=>animDisplayVariant=>rig'''. <br>
Это подгрузит майский референс на ассет, и он должен будет переместиться в то же самое место, где он должен находится по лейауту.
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This will download the maya reference onto the asset, and it will have to move to the same location as it was set in the Layout.
 
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{{warning| Важно| Так как USD плагин, управляет созданием и включением/выключением референсов, ни в коем случае нельзя пользоваться '''Reference Editor''' и править референсы вручную. Это может привести к крашам.}}<br>
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{{warning| Important| Since the USD plugin controls the creation and switching on/off of references, you should never use the '''Reference Editor''' and edit references manually. This can lead to crashes.}}<br>
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=== Активация и Деактивация ===
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=== Activate & Deactivate ===  
 
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Зачастую, при создании анимации манипуляции производятся всего с несколькими объектами, и большая часть сцены может быть незадействована на данном этапе. <br>
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When creating animations, manipulations are made with just a few objects. Most of the scene may be idle at this stage. Processing all scene objects may slow performance.<br>
Обработка всех объектов сцены может приводить к снижению производительность.<br>
 
  
Для решения этой проблемы в [[USD|'''USD''']] у <abbr title='Prim (от англ. primary - «основной, первичный») - в USD это основной объект-контейнер, который может содержать в себе другие примы, тем самым создавая «иерархию» сцены, а также примы могут содержать свои свойства (атрибуты)'>'''примов'''</abbr> предусмотрен атрибут '''Active'''. Если '''прим''' активен то, он участвует в построении сцены. По умолчанию все примы активны. Неактивные компоненты не участвуют в композиции и не влияют на вычислительный процесс. <br>
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To solve this problem, [[USD|'''USD''']] <abbr title='A Prim is the primary container object in USD: prims can contain (and order) other prims, creating a "namespace hierarchy" on a Stage, and prims can also contain (and order) properties that hold meaningful data'>'''prims'''</abbr> have an attribute '''Active'''. '''Prims''' are active by default, which means they and their active children will be composed and visited by stage traversals. By making a prim inactive, we prevent the '''prim''' itself from being visited by default traversals, and we also prevent the prim's descendant prims from even being composed on the stage.<br>
  
Для работы  с атрибутом '''Active''' в '''USD Outliner''' предусмотрены две команды: '''Activate''' и '''Deactivate'''.<br>
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'''USD Outliner''' has two commands for working with the Active attribute: '''Activate''' and '''Deactivate'''.<br>
  
Команда '''Deactivate''' меняет значение атрибута '''Active''', делая '''прим''' неактивным. Таким образом '''прим''', а также потомки, которые могут в нём содержаться, будут отфильтрованы при обработке. <br>
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The '''Deactivate''' command changes the value of the '''Active''' attribute, making the '''prim''' inactive. Thus, the '''prim''', as well as their children that may be contained in it, will be filtered out during processing.<br>
  
В иерархическом списке '''USD Outliner''' имя неактивного '''прима''' будет <s>зачёркнуто</s>. Все потомки такого '''прима''' тоже станут неактивными и будут исключены из списка.<br>
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The name of the inactive '''prim''' will be <s>strike out</s>. All children of this '''prim''' will also be inactive and will be excluded from the list.<br>
  
Команда '''Activate''' сделает '''прим''' и потомков вновь активным, если это понадобится.
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The '''Activate''' command makes '''prim''' and his children active again, if necessary.<br>
  
 
|[[Файл:ActivateDeactivate.gif|centre]]
 
|[[Файл:ActivateDeactivate.gif|centre]]
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[[Project_RL|&#128281; назад]]
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[[Project_RL/en|&#128281; back]]

Текущая версия на 15:01, 29 апреля 2021

Другие языки:
English • ‎русский

Selecting a project and running the program

Along with the project resources, you should download the software configuration files. Usually they are on the way:

{your_folder}/projects/<project_code>/.config

1. If you have downloaded the files and no available projects appear on the Apps tab, select the Rescan Projects Config option.

Rescan project config.png
Projects tab.png

2. When you have icons with project names, you can double-click on the icon to go to the project.
Wizart Desktop will remember the project you selected for the next launch. Next, you will see a list of programs available to you.

Select project.gif

3. In the Apps tab that appears, there will be an icon Maya, initially it is gray and inactive.

Wizart desktop first start.png

You need to tell Wizart Desktop where is Maya installed on your PC.
There are two ways of doing that:

  • Click Right Mouse Button on Maya icon and in context menu select Scan for Software, and Wizart Desktop will try to find Maya at default installation path. It could fail on your configuration. In that case, use the way below.
Wizart desktop scan for software.png
  • Click Right Mouse Button on Maya icon and in context menu select Scan Software Executable Path, and use the showed dialog windows to specify location for maya.exe file.
Wizart desktop set executable path.png

4. When you find Maya location in any of ways above, icon will be colored and you can now start Maya using double click.

Wizart desktop found maya.png


5. Now you can start working in Maya.

Warning Important Note that it is ALWAYS necessary to run Maya through Wizart Desktop in order for it to set up the correct environment for loading resources.


Wizart desktop start maya.gif

Quick Launch Setup

You can launch the application with the necessary plug-ins in the usual way from a convenient place without opening Wizart Desktop every time:

  • Right-click on the application icon and select Create Desktop Shortcut.
    An application launch file will be created on the desktop.
Rkm.gif
  • Another way to create a launcher is to drag the icon of the desired program onto the desktop by holding down the Shift key.
Shift.gif

Build the scene

So, you need to start working on an animated scene. The process of opening the scene is a little different from what you might have seen on other projects.
We use Pixar's USD format to store the scene layout prepared for animators, so you won't be able to open the scene as usual.

Warning Important You must follow this procedure only when you first open the scene, after building and saving, you will be able to open the scene as usual.


1. Always start building a new scene with empty scene, then select Wizart Animation => USD => Start From Anim Prep from the menu.

Start from anim prep menu.png

2. A dialog box will appear where you need to select the name of the Episode and the name of the Scene you want to start working on.

Start from anim prep diag.png

3. Then click Import.
After a successful Import, you can save the scene to your working folder, and then you can open and save the scene as usual.

As a result of Import operation will be created:

  • A Proxy Shape object AL_USDmaya will be created with a link to the latest version of the USD scene via wref.
  • The Frame Range from the USD scene.
  • A link to the latest version of the sound will be created as a may reference via wref.
  • Will automatically be put down in the scene pin on the Wref Context of all Maya's rigs. This means that you will need to switch the rig versions explicitly through The Wref Context Manager,
    if needed. All other files referenced in scene we don't pin, so latest available versions will be loaded.

Warning Warning In any case, do not manually correct the path to the files, it can break the entire pipeline. If you have a problem with the scene, please email support.


Working with the USD scene

The entire scene is loaded as a USD Proxy, and a minimum number of maya nodes are created.
Characters have no rig loaded at the start, but they should be displayed in the starting position.
To see the real hierarchy of the scene, you need to open USD Outliner. To do this, select Wizart Animation => USD => AL USD Outliner.

Al usd outliner menu.png

The created panel can be docked to Maya's UI.

Maya dock usd outliner.gif

In the beginning, you need to decide on which characters or items you need to load rig.
It may not be all assets, for example, the assetin this scene is static, or the supervisor animator has given you the task to animate only certain assets.
To switch the asset from cache to rig, select the asset in USD Outliner, and right-click in the context menu Variants=>animDisplayVariant=>rig.
This will download the maya reference onto the asset, and it will have to move to the same location as it was set in the Layout.

Usd outliner switch rig variant.gif
Warning Important Since the USD plugin controls the creation and switching on/off of references, you should never use the Reference Editor and edit references manually. This can lead to crashes.



Activate & Deactivate


When creating animations, manipulations are made with just a few objects. Most of the scene may be idle at this stage. Processing all scene objects may slow performance.

To solve this problem, USD prims have an attribute Active. Prims are active by default, which means they and their active children will be composed and visited by stage traversals. By making a prim inactive, we prevent the prim itself from being visited by default traversals, and we also prevent the prim's descendant prims from even being composed on the stage.

USD Outliner has two commands for working with the Active attribute: Activate and Deactivate.

The Deactivate command changes the value of the Active attribute, making the prim inactive. Thus, the prim, as well as their children that may be contained in it, will be filtered out during processing.

The name of the inactive prim will be strike out. All children of this prim will also be inactive and will be excluded from the list.

The Activate command makes prim and his children active again, if necessary.

ActivateDeactivate.gif


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