Start working on scene usd/en — различия между версиями

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In the window that appears, you can pin on certain [[Wref Resolver|wref]] paths to load the current versions. There you can also switch to the desired pinned version, remove pinned version, or update to the latest.
 
In the window that appears, you can pin on certain [[Wref Resolver|wref]] paths to load the current versions. There you can also switch to the desired pinned version, remove pinned version, 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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Версия 15:32, 24 декабря 2019

Другие языки:
English • ‎русский

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, as if alive, when you 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 modifications for inner processes in Wizart.

How to assemble a 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.

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 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.

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 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.

Al usd outliner menu.png

The created panel can be pinned 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 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.

Usd outliner switch rig variant.gif

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.

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.


Working with Wref Context Manager

All paths in the scene, including USD Layers, Maya references, texture paths have a wref path. In such paths, there is usually no reference to a specific version of the asset, and you do not need to change this in the process. However, in the work of the animator, it may be necessary:

  • 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 problem in the setup, and want to update version of the setup to a newer one in the scene, explicitly and locally. Not to break anything else.

To do this, we store a special context wref in the Maya scene, which reads both Maya and USD when updating the path wref to a physical path on disk.
To avoid doing this manually there is a special UI, Wizart Animation => USD => Wref Context Manager.

Wref context manager menu.png

In the window that appears, you can pin on certain wref paths to load the current versions. There you can also switch to the desired pinned version, remove pinned version, or update to the latest.

  • 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: Wref cm pin.png
  • If the path has no pinned version, the icon in the Pin column is set to: Wref cm unpin.png
Wref context manager window.PNG
Warning Важно Если в wref пути не указано версии и не назначен pin, то использоваться будет текущая последняя версия файла. Если в wref пути указана конкретная версия и при этом назначен pin, то приоритет будет за значением pin'а.


  • Зафиксировать версию можно введя нужное значение в колонке Version.
  • Второй способ запинить версию - выделить одну или несколько строк, правой кнопкой мыши вызвать контекстное меню и выбрать пункт Pin.
  • Зафиксировать последнюю на данный момент версию можно с помощью пункта контестного меню Update to latest.
  • Убрать фиксацию версии (распинить) можно так: выделить одну или несколько строк, правой кнопкой мыши вызвать контекстное меню и выбрать пункт Unpin.
Wref cm context menu.png

В меню Show можно отфильтровать пути по расширению: USD файлы (.usd, .usda, .usdc), Maya файлы (.mb, .ma) и остальные.

Wref cm menu show.png

Кнопкой Refresh Wref cm refresh.png можно обновить окно Wref Context Manager после перезагрузки сцены. Физический путь на файл с текущими настройками контекста можно посмотреть в столбце Resolved.
По-умолчанию столбец скрыт, показать его можно следующим образом: контекстное меню по заголовку таблицы => Show/Hide Resolved.

Wref cm header context menu.png