Getting started on a shot/en — различия между версиями
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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> | 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> | ||
| − | + | '''USD Outliner''' has two commands for working with the Active attribute: '''Activate''' and '''Deactivate'''.<br> | |
| − | + | 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> | |
| − | + | 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> | |
| − | + | 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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Текущая версия на 15:01, 29 апреля 2021
Содержание
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.
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.
3. In the Apps tab that appears, there will be an icon Maya, initially it is gray and inactive.
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.
- 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.
4. When you find Maya location in any of ways above, icon will be colored and you can now start Maya using double click.
5. Now you can start working in Maya.
| 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. |
Build the sceneSo, 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.
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. 3. Then click Import. As a result of Import operation will be created:
Working with the USD sceneThe entire scene is loaded as a USD Proxy, and a minimum number of maya nodes are created. The created panel can be docked to Maya's UI. In the beginning, you need to decide on which characters or items you need to load rig.
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