Start working on scene usd/en — различия между версиями
Xeash (обсуждение | вклад) |
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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> | <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> | ||
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As a result of Import operation will be created: | 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 Resolver| wref]]. | * A Proxy Shape object [[AL_USDmaya]] will be created with a link to the latest version of the [[USD]] scene via [[Wref Resolver| wref]]. | ||
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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 setup versions explicitly through The Wref Context Manager, <br> | * 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 setup versions explicitly through The Wref Context Manager, <br> | ||
everything else will be loaded at the very end. | everything else will be loaded at the very end. | ||
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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> | {{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> | ||
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== Working with the USD scene == | == Working with the USD scene == | ||
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|[[File:al_usd_outliner_menu.png|400px|обрамить|слева]] | |[[File:al_usd_outliner_menu.png|400px|обрамить|слева]] | ||
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The created panel can be pinned to Maya's UI. | The created panel can be pinned to Maya's UI. | ||
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{| | {| | ||
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|[[File:maya_dock_usd_outliner.gif|обрамить|слева]] | |[[File:maya_dock_usd_outliner.gif|обрамить|слева]] | ||
|} | |} | ||
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In the beginning, you need to decide on which characters or items you need to load rig. <br> | In the beginning, you need to decide on which characters or items you need to load rig. <br> | ||
It may not be all characters, for example, the object in this scene is static, or the supervisor animator has given you the task to animate only certain objects.<br> | It may not be all characters, for example, the object in this scene is static, or the supervisor animator has given you the task to animate only certain objects.<br> | ||
To switch the asset from cache to rig, select the character in USD Outliner, and right-click in the context menu '''Variants=>animDisplayVariant=>rig'''. <br> | To switch the asset from cache to rig, select the character in USD Outliner, and right-click in the context menu '''Variants=>animDisplayVariant=>rig'''. <br> | ||
This will download the maya reference onto the character, and it will have to move to the same location as it was set in the USD scene. | This will download the maya reference onto the character, and it will have to move to the same location as it was set in the USD scene. | ||
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|[[File:usd_outliner_switch_rig_variant.gif|обрамить|слева]] | |[[File:usd_outliner_switch_rig_variant.gif|обрамить|слева]] | ||
|} | |} | ||
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It is important to understand that the references are now managed by the [[AL_USDmaya]] plugin, and the Department that prepares anim_prep. If your scene is missing an asset, contact support. | It is important to understand that the references are now managed by the [[AL_USDmaya]] plugin, and the Department that prepares anim_prep. If your scene is missing an asset, contact support. | ||
| + | </div> | ||
{{warning| Warning| Since this plugin controls the creation and on/off of references, in no case can you use the '''Reference Editor''' and edit references manually. This can lead to crashes.}}<br> | {{warning| Warning| Since this plugin controls the creation and on/off of references, in no case can you use the '''Reference Editor''' and edit references manually. This can lead to crashes.}}<br> | ||
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== Working with Wref Context Manager == | == Working with Wref Context Manager == | ||
All paths in the scene, including [[USD]] Layers, Maya references, texture paths have a [[Wref Resolver| wref]] format. Such paths usually doesn't include reference to a specific version of the asset and normally you do not need to change this in the process. | All paths in the scene, including [[USD]] Layers, Maya references, texture paths have a [[Wref Resolver| wref]] format. Such paths usually doesn't include reference to a specific version of the asset and normally you do not need to change this in the process. | ||
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* For example, when you start working on a scene, you want to freeze the setup versions for a current scene, so that you can take a newer version while working on another scene. | * For example, when you start working on a scene, you want to freeze the setup versions for a current scene, so that you can take a newer version while working on another scene. | ||
* You have found some technical issue in the setup, and want to update version of the setup to a newer one in the scene explicitly and locally not breaking anything else. | * You have found some technical issue in the setup, and want to update version of the setup to a newer one in the scene explicitly and locally not breaking anything else. | ||
| + | </div> | ||
For this purpose we store a special [[Wref Resolver|wref]] context in the Maya scene applied both in Maya and in USD. This [[Wref Resolver|wref]] context update the wref path to a physical path on disk. | For this purpose we store a special [[Wref Resolver|wref]] context in the Maya scene applied both in Maya and in USD. This [[Wref Resolver|wref]] context update the wref path to a physical path on disk. | ||
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To change versions and freeze them easily there is a special UI, '''Wizart Animation => USD => Wref Context Manager'''. | To change versions and freeze them easily there is a special UI, '''Wizart Animation => USD => Wref Context Manager'''. | ||
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|[[File:wref_context_manager_menu.png|800px|обрамить|слева]] | |[[File:wref_context_manager_menu.png|800px|обрамить|слева]] | ||
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In the appearing window you can pin on certain [[Wref Resolver|wref]] paths to freeze the current versions. Also there you can switch to the desired version and pin it, remove pin, or update to the latest. | In the appearing window you can pin on certain [[Wref Resolver|wref]] paths to freeze the current versions. Also there you can switch to the desired version and pin it, remove pin, or update to the latest. | ||
* The '''Version''' column displays the current version of the file used in the scene. | * The '''Version''' column displays the current version of the file used in the scene. | ||
* If this version is pinned, the icon in the '''Pin''' column is set to: [[File:wref_cm_pin.png]] | * If this version is pinned, the icon in the '''Pin''' column is set to: [[File:wref_cm_pin.png]] | ||
* If the path has no pinned version, the icon in the '''Pin''' column is set to: [[File:wref_cm_unpin.png]] | * If the path has no pinned version, the icon in the '''Pin''' column is set to: [[File:wref_cm_unpin.png]] | ||
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If a specific version is specified in the [[Wref Resolver|wref]] path and a pin is assigned, the pin value will take precedence.}} | If a specific version is specified in the [[Wref Resolver|wref]] path and a pin is assigned, the pin value will take precedence.}} | ||
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* You can pin the version by entering the desired value in the '''Version''' column. <br> | * You can pin the version by entering the desired value in the '''Version''' column. <br> | ||
* The second way to replace the version is to select one or more lines, click the right mouse button to cause the context menu and select '''Pin'''.<br> | * The second way to replace the version is to select one or more lines, click the right mouse button to cause the context menu and select '''Pin'''.<br> | ||
* You can pin the latest at the moment version using the context menu item '''Update to latest''' <br> | * You can pin the latest at the moment version using the context menu item '''Update to latest''' <br> | ||
* To remove pinned version (unpin): select one or several lines, click the right mouse button to cause the context menu and select the item '''Unpin'''. | * To remove pinned version (unpin): select one or several lines, click the right mouse button to cause the context menu and select the item '''Unpin'''. | ||
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|[[File:wref_cm_context_menu.png|обрамить|слева]] | |[[File:wref_cm_context_menu.png|обрамить|слева]] | ||
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In the '''Show''' menu, you can filter paths by extension: [[USD]] files (.usd,.usd,.usd), Maya files (.mb,. ma) and others. | In the '''Show''' menu, you can filter paths by extension: [[USD]] files (.usd,.usd,.usd), Maya files (.mb,. ma) and others. | ||
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Версия 13:45, 10 января 2020
So, you need to start working on an animation 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 anim_prep (scene layout prepared for animators), so you won't be able to open the scene as usual.
Also a link to anim_prep scene is live, so when layout team add new assets to the anim_prep scene, they will also appear in your animation scene.
To do this, we use a plugin from Animal Logic, AL_USDmaya, with our inhouse modifications.
How to build scene?
You only need to follow this procedure the first time you open a scene, after building and saving, you will be able to open the scene as usual.
1. Always start opening a new scene with empty scene, then select Wizart Animation => USD => Start From Anim Prep from the menu.
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.
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 number of frames displayed is the same as in 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 setup versions explicitly through The Wref Context Manager,
everything else will be loaded at the very end.
| 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 objects are created in Maya itself.
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.
The created panel can be pinned to Maya's UI.
In the beginning, you need to decide on which characters or items you need to load rig.
It may not be all characters, for example, the object in this scene is static, or the supervisor animator has given you the task to animate only certain objects.
To switch the asset from cache to rig, select the character in USD Outliner, and right-click in the context menu Variants=>animDisplayVariant=>rig.
This will download the maya reference onto the character, and it will have to move to the same location as it was set in the USD scene.
It is important to understand that the references are now managed by the AL_USDmaya plugin, and the Department that prepares anim_prep. If your scene is missing an asset, contact support.
| Since this plugin controls the creation and on/off of references, in no case can you use the Reference Editor and edit references manually. This can lead to crashes. |
Working with Wref Context Manager
All paths in the scene, including USD Layers, Maya references, texture paths have a wref format. Such paths usually doesn't include reference to a specific version of the asset and normally you do not need to change this in the process. However, animator's work may require to define version explicitly:
- For example, when you start working on a scene, you want to freeze the setup versions for a current scene, so that you can take a newer version while working on another scene.
- You have found some technical issue in the setup, and want to update version of the setup to a newer one in the scene explicitly and locally not breaking anything else.
For this purpose we store a special wref context in the Maya scene applied both in Maya and in USD. This wref context update the wref path to a physical path on disk.
To change versions and freeze them easily there is a special UI, Wizart Animation => USD => Wref Context Manager.
In the appearing window you can pin on certain wref paths to freeze the current versions. Also there you can switch to the desired version and pin it, remove pin, or update to the latest.
| If no version is specified in the wref path and no pin is assigned, the current latest version of the file will be used. If a specific version is specified in the wref path and a pin is assigned, the pin value will take precedence. |
- You can pin the version by entering the desired value in the Version column.
- The second way to replace the version is to select one or more lines, click the right mouse button to cause the context menu and select Pin.
- You can pin the latest at the moment version using the context menu item Update to latest
- To remove pinned version (unpin): select one or several lines, click the right mouse button to cause the context menu and select the item Unpin.
In the Show menu, you can filter paths by extension: USD files (.usd,.usd,.usd), Maya files (.mb,. ma) and others.
Using the Refresh button
you can refresh the Wref Context Manager window after the scene is reloaded.
The physical path to the file with the current context settings can be found in the Resolved column.
By default, the column is hidden, you can show it as follows: context menu by table header => Show/Hide Resolved.








