Экспорт переводов
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Язык
aa - Afar
ab - Abkhazian
ace - Achinese
ady - Adyghe
ady-cyrl - адыгабзэ
aeb - Tunisian Arabic
aeb-arab - تونسي
aeb-latn - Tûnsî
af - Afrikaans
ak - Akan
aln - Gheg Albanian
am - Amharic
an - Aragonese
ang - Old English
anp - Angika
ar - Arabic
arc - Aramaic
arn - Mapuche
arq - Algerian Arabic
ary - Moroccan Arabic
arz - Egyptian Arabic
as - Assamese
ase - American Sign Language
ast - Asturian
atj - Atikamekw
av - Avaric
avk - Kotava
awa - Awadhi
ay - Aymara
az - Azerbaijani
azb - South Azerbaijani
ba - Bashkir
ban - Balinese
bar - Bavarian
bbc - Batak Toba
bbc-latn - Batak Toba
bcc - Southern Balochi
bcl - Central Bikol
be - Belarusian
be-tarask - Belarusian (Taraškievica orthography)
bg - Bulgarian
bgn - Western Balochi
bho - Bhojpuri
bi - Bislama
bjn - Banjar
bm - Bambara
bn - Bangla
bo - Tibetan
bpy - Bishnupriya
bqi - Bakhtiari
br - Breton
brh - Brahui
bs - Bosnian
bto - Iriga Bicolano
bug - Buginese
bxr - Russia Buriat
ca - Catalan
cbk-zam - Chavacano
cdo - Min Dong Chinese
ce - Chechen
ceb - Cebuano
ch - Chamorro
cho - Choctaw
chr - Cherokee
chy - Cheyenne
ckb - Central Kurdish
co - Corsican
cps - Capiznon
cr - Cree
crh - Crimean Turkish
crh-cyrl - Crimean Turkish (Cyrillic script)
crh-latn - Crimean Turkish (Latin script)
cs - Czech
csb - Kashubian
cu - Church Slavic
cv - Chuvash
cy - Welsh
da - Danish
de - German
de-at - Austrian German
de-ch - Swiss High German
de-formal - German (formal address)
din - Dinka
diq - Zazaki
dsb - Lower Sorbian
dtp - Central Dusun
dty - Doteli
dv - Divehi
dz - Dzongkha
ee - Ewe
egl - Emilian
el - Greek
eml - Emiliano-Romagnolo
en - English
en-ca - Canadian English
en-gb - British English
eo - Esperanto
es - Spanish
et - Estonian
eu - Basque
ext - Extremaduran
fa - Persian
ff - Fulah
fi - Finnish
fit - Tornedalen Finnish
fj - Fijian
fo - Faroese
fr - French
frc - Cajun French
frp - Arpitan
frr - Northern Frisian
fur - Friulian
fy - Western Frisian
ga - Irish
gag - Gagauz
gan - Gan Chinese
gan-hans - Simplified Gan script
gan-hant - Traditional Gan script
gd - Scottish Gaelic
gl - Galician
glk - Gilaki
gn - Guarani
gom - Goan Konkani
gom-deva - Goan Konkani (Devanagari script)
gom-latn - Goan Konkani (Latin script)
gor - Gorontalo
got - Gothic
grc - Ancient Greek
gsw - Swiss German
gu - Gujarati
gv - Manx
ha - Hausa
hak - Hakka Chinese
haw - Hawaiian
he - Hebrew
hi - Hindi
hif - Fiji Hindi
hif-latn - Fiji Hindi (Latin script)
hil - Hiligaynon
ho - Hiri Motu
hr - Croatian
hrx - Hunsrik
hsb - Upper Sorbian
ht - Haitian Creole
hu - Hungarian
hy - Armenian
hz - Herero
ia - Interlingua
id - Indonesian
ie - Interlingue
ig - Igbo
ii - Sichuan Yi
ik - Inupiaq
ike-cans - Eastern Canadian (Aboriginal syllabics)
ike-latn - Eastern Canadian (Latin script)
ilo - Iloko
inh - Ingush
io - Ido
is - Icelandic
it - Italian
iu - Inuktitut
ja - Japanese
jam - Jamaican Creole English
jbo - Lojban
jut - Jutish
jv - Javanese
ka - Georgian
kaa - Kara-Kalpak
kab - Kabyle
kbd - Kabardian
kbd-cyrl - Адыгэбзэ
kbp - Kabiye
kg - Kongo
khw - Khowar
ki - Kikuyu
kiu - Kirmanjki
kj - Kuanyama
kk - Kazakh
kk-arab - Kazakh (Arabic script)
kk-cn - Kazakh (China)
kk-cyrl - Kazakh (Cyrillic script)
kk-kz - Kazakh (Kazakhstan)
kk-latn - Kazakh (Latin script)
kk-tr - Kazakh (Turkey)
kl - Kalaallisut
km - Khmer
kn - Kannada
ko - Korean
ko-kp - 한국어 (조선)
koi - Komi-Permyak
kr - Kanuri
krc - Karachay-Balkar
kri - Krio
krj - Kinaray-a
krl - Karelian
ks - Kashmiri
ks-arab - Kashmiri (Arabic script)
ks-deva - Kashmiri (Devanagari script)
ksh - Colognian
ku - Kurdish
ku-arab - كوردي (عەرەبی)
ku-latn - Kurdish (Latin script)
kv - Komi
kw - Cornish
ky - Kyrgyz
la - Latin
lad - Ladino
lb - Luxembourgish
lbe - Lak
lez - Lezghian
lfn - Lingua Franca Nova
lg - Ganda
li - Limburgish
lij - Ligurian
liv - Livonian
lki - Laki
lmo - Lombard
ln - Lingala
lo - Lao
loz - Lozi
lrc - Northern Luri
lt - Lithuanian
ltg - Latgalian
lus - Mizo
luz - Southern Luri
lv - Latvian
lzh - Literary Chinese
lzz - Laz
mai - Maithili
map-bms - Basa Banyumasan
mdf - Moksha
mg - Malagasy
mh - Marshallese
mhr - Eastern Mari
mi - Maori
min - Minangkabau
mk - Macedonian
ml - Malayalam
mn - Mongolian
mo - молдовеняскэ
mr - Marathi
mrj - Western Mari
ms - Malay
mt - Maltese
mus - Creek
mwl - Mirandese
my - Burmese
myv - Erzya
mzn - Mazanderani
na - Nauru
nah - Nāhuatl
nan - Min Nan Chinese
nap - Neapolitan
nb - Norwegian Bokmål
nds - Low German
nds-nl - Low Saxon
ne - Nepali
new - Newari
ng - Ndonga
niu - Niuean
nl - Dutch
nl-informal - Nederlands (informeel)
nn - Norwegian Nynorsk
nov - Novial
nrm - Norman
nso - Northern Sotho
nv - Navajo
ny - Nyanja
oc - Occitan
olo - Livvi-Karelian
om - Oromo
or - Odia
os - Ossetic
pa - Punjabi
pag - Pangasinan
pam - Pampanga
pap - Papiamento
pcd - Picard
pdc - Pennsylvania German
pdt - Plautdietsch
pfl - Palatine German
pi - Pali
pih - Norfuk / Pitkern
pl - Polish
pms - Piedmontese
pnb - Western Punjabi
pnt - Pontic
prg - Prussian
ps - Pashto
pt - Portuguese
pt-br - Brazilian Portuguese
qu - Quechua
qug - Chimborazo Highland Quichua
rgn - Romagnol
rif - Riffian
rm - Romansh
rmy - Romani
rn - Rundi
ro - Romanian
roa-tara - Tarantino
ru - Russian
rue - Rusyn
rup - Aromanian
ruq - Megleno-Romanian
ruq-cyrl - Megleno-Romanian (Cyrillic script)
ruq-latn - Megleno-Romanian (Latin script)
rw - Kinyarwanda
sa - Sanskrit
sah - Sakha
sat - Santali
sc - Sardinian
scn - Sicilian
sco - Scots
sd - Sindhi
sdc - Sassarese Sardinian
sdh - Southern Kurdish
se - Northern Sami
sei - Seri
ses - Koyraboro Senni
sg - Sango
sgs - Samogitian
sh - Serbo-Croatian
shi - Tachelhit
shi-latn - Tašlḥiyt
shi-tfng - ⵜⴰⵛⵍⵃⵉⵜ
shn - Shan
si - Sinhala
sk - Slovak
skr - سرائیکی
skr-arab - سرائیکی
sl - Slovenian
sli - Lower Silesian
sm - Samoan
sma - Southern Sami
sn - Shona
so - Somali
sq - Albanian
sr - Serbian
sr-ec - Serbian (Cyrillic script)
sr-el - Serbian (Latin script)
srn - Sranan Tongo
ss - Swati
st - Southern Sotho
stq - Saterland Frisian
su - Sundanese
sv - Swedish
sw - Swahili
szl - Silesian
ta - Tamil
tay - Tayal
tcy - Tulu
te - Telugu
tet - Tetum
tg - Tajik
tg-cyrl - Tajik (Cyrillic script)
tg-latn - Tajik (Latin script)
th - Thai
ti - Tigrinya
tk - Turkmen
tl - Tagalog
tly - Talysh
tn - Tswana
to - Tongan
tpi - Tok Pisin
tr - Turkish
tru - Turoyo
ts - Tsonga
tt - Tatar
tt-cyrl - Tatar (Cyrillic script)
tt-latn - Tatar (Latin script)
tum - Tumbuka
tw - Twi
ty - Tahitian
tyv - Tuvinian
tzm - Central Atlas Tamazight
udm - Udmurt
ug - Uyghur
ug-arab - Uyghur (Arabic script)
ug-latn - Uyghur (Latin script)
uk - Ukrainian
ur - Urdu
uz - Uzbek
uz-cyrl - ўзбекча
uz-latn - oʻzbekcha
ve - Venda
vec - Venetian
vep - Veps
vi - Vietnamese
vls - West Flemish
vmf - Main-Franconian
vo - Volapük
vot - Votic
vro - Võro
wa - Walloon
war - Waray
wo - Wolof
wuu - Wu Chinese
xal - Kalmyk
xh - Xhosa
xmf - Mingrelian
yi - Yiddish
yo - Yoruba
yue - Cantonese
za - Zhuang
zea - Zeelandic
zh - Chinese
zh-cn - Chinese (China)
zh-hans - Simplified Chinese
zh-hant - Traditional Chinese
zh-hk - Chinese (Hong Kong)
zh-mo - 中文(澳門)
zh-my - 中文(马来西亚)
zh-sg - Chinese (Singapore)
zh-tw - Chinese (Taiwan)
zu - Zulu
qqq - Message documentation
Формат:
Экспорт для оффлайнового перевод
Экспорт в родном формате
<languages/> 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. <br> 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. <br> 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. <br> To do this, we use a plugin from Animal Logic, [[AL_USDmaya]], with our inhouse modifications. == How to build scene? == <big>'''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.'''</big><br> '''1.''' '''Always''' start building a new scene with '''empty scene''', then select '''Wizart Animation => USD => Start From Anim Prep''' from the menu. {| |- |[[File:start_from_anim_prep_menu.png|400px|обрамить|слева]] |} '''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. {| |- |[[File:start_from_anim_prep_diag.png|400px|обрамить|слева]] |} '''3.''' Then click '''Import'''. <br> <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> 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]]. * 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 Resolver| 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, <br> 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.}}<br> == Working with the USD scene == The entire scene is loaded as a USD Proxy, and a minimum number of maya nodes are created. <br> <big>Characters have no rig loaded at the start, but they should be displayed in the starting position.</big> <br> To see the real hierarchy of the scene, you need to open USD Outliner. To do this, select '''Wizart Animation => USD => AL USD Outliner'''. {| |- |[[File:al_usd_outliner_menu.png|400px|обрамить|слева]] |} The created panel can be docked to Maya's UI. {| |- |[[File:maya_dock_usd_outliner.gif|обрамить|слева]] |} In the beginning, you need to decide on which characters or items you need to load rig. <br> 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> 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> 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 USD scene. {| |- |[[File:usd_outliner_switch_rig_variant.gif|обрамить|слева]] |} {{warning| Warning | Asset 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.}}<br> {| class="graytable" border="0" style="width:100%;" |- | style="width:50%;vertical-align:top;" | === Activate & Deactivate === <br> 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> 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]] |} == Working with Wref Context Manager == All paths in the scene, including [[USD]] Layers, Maya references, texture paths have a [[Wref Resolver| wref]] format.<br> 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 pin the rig 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 rig, and want to update version of the rig to a newer one in the scene explicitly and locally not breaking anything else. {| |- | style="width:50%;" | 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.<br> To change versions and pin them easily there is a special UI, '''Wizart Animation => USD => Wref Context Manager'''. In the appearing window you can pin on certain [[Wref Resolver|wref]] paths to pin the current versions. Also there you can switch to the desired version and pin it, remove pin, or update to the latest. | style="vertical-align:top;"|<br> [[File:wref_context_manager_menu.png|800px]] |- | === Pin === * 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 the path has no pinned version, the icon in the '''Pin''' column is set to: [[File:wref_cm_unpin.png]] | style="vertical-align:top;"|<br> [[File:Wref_context_manager_window.PNG|800px]] |- |colspan="2" style="vertical-align:top;"| {{warning| Warning| If a specific version is specified in the [[Wref Resolver|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.<br> * The second way to replace the version is to select one or more rows, click the right mouse button to cause the context menu and select '''Pin'''.<br> |style="vertical-align:top;"|<br> [[File:wref_cm_context_menu_pin.png]] |- | === Update to the latest version / Unpin === :To update the version to the latest, unpin the current '''version''': * select one or more lines, * right-click to open the context menu and select '''Unpin'''. |style="vertical-align:top;"|[[File:wref_cm_context_menu_unpin.png]] |- |colspan="2" style="vertical-align:top;"| {{warning| Warning| If no version is specified in the [[Wref Resolver|wref]] path and no '''pin''' is assigned, the file version will be updated automatically to the latest.}} |- | === Update to lates and Pin === :You can pin the latest at the moment version using the context menu item '''Update to latest''' ('''pin''' is set automatically). | style="vertical-align:top;"|[[File:wref_cm_context_menu_update.png]] |- | === Data Output Settings === ==== File Type Filter ==== In the '''Show''' menu, you can filter paths by extension: * [[USD]] files (*.usd, *.usd, *.usd), * Maya files (*.mb, *.ma), * Other Files. | style="vertical-align:top;"|<br> [[File:wref_cm_menu_show.png]] |- | ==== Content Update ==== Using the '''Refresh''' button [[File:wref_cm_refresh.png]] 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. <br> By default, the column is hidden, you can show it as follows: '''context menu by table header => Show/Hide Resolved'''. | style="vertical-align:top;"|<br> [[File:wref_cm_header_context_menu.png]] |} == Working with the camera in USD scene == You can import a camera rig into a scene if you need to attach an object to the camera, freeze the camera movement, or hide the camera from the viewport.<br> '''1.''' Select '''AL USD Outliner''' from the '''Wizart Animation''' menu. {| |- | [[Файл:Camera 0.png|обрамить|слева]] |} '''2.''' Select the camera and activate its rig. Now you can mute its movement, or constraints to it any object. {| |- | [[Файл:Camera rig.gif|обрамить|слева]] |} If you need to hide the camera in a scene, you can find it through the Outliner in Maya and hide it there using the Ctrl + H keys (use Shift + H to display the camera). {| |- | [[Файл:Camera hide.gif|обрамить|слева]] |}
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