tag:blogger.com,1999:blog-100995272938801731.post3082856515489600535..comments2022-04-03T19:16:37.408-04:00Comments on WillieWork: Pipeline BasicsAnonymoushttp://www.blogger.com/profile/05102473278182318901noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-100995272938801731.post-78656669004644029792014-11-20T07:15:24.343-05:002014-11-20T07:15:24.343-05:00Same comment as Animaitor and BMDela. Are you stil...Same comment as Animaitor and BMDela. Are you still around ? :)lemoncatnoreply@blogger.comtag:blogger.com,1999:blog-100995272938801731.post-68992976170418047292013-12-30T10:28:16.856-05:002013-12-30T10:28:16.856-05:00Little late to the party but I would love to know ...Little late to the party but I would love to know what BMDela asked as well :D<br /><br />Thanks Zeth for all your helpful info!Animaitorhttps://www.blogger.com/profile/02205943711264768657noreply@blogger.comtag:blogger.com,1999:blog-100995272938801731.post-88900029312236398012012-09-30T23:50:55.729-04:002012-09-30T23:50:55.729-04:00@BM-
That's actually a really good question. ...@BM-<br /><br />That's actually a really good question. Give me a day or so and i'll do a little post on it. Probably a bit too long to answer properly as a reply. . . <br /><br />ZAnonymoushttps://www.blogger.com/profile/05102473278182318901noreply@blogger.comtag:blogger.com,1999:blog-100995272938801731.post-6723020875558610302012-09-29T23:36:18.967-04:002012-09-29T23:36:18.967-04:00So, I've been looking for an answer to this qu...So, I've been looking for an answer to this question everywhere, and can't seem to find it.<br /><br />At what point do materials/shaders enter the equation?<br /><br />Do you put the materials on the master character/props/set, then reference the shaded character into the animation scene?<br /><br />What's a good workflow for implementing a shading network?BMDelahttps://www.blogger.com/profile/01910227081319437098noreply@blogger.comtag:blogger.com,1999:blog-100995272938801731.post-86464178973288458692011-08-09T15:37:08.710-04:002011-08-09T15:37:08.710-04:00Interesting stuff. I've been reading a few thi...Interesting stuff. I've been reading a few things lately about information theory (about which I am pretty completely and stunningly ignorant). But it's interesting to think of things like this in abstracted ways. And TD/pipeline stuff is sooo broad a topic, that I feel like there are loads of approaches to take to examining a pipeline, from super technical to information parsing/distribution to pretty mundane stuff like I talk about here. <br />But I'm feeling what you're putting down Charles :) thanks.<br />Good blog, btw, I'll keep checking in on it . . .Anonymoushttps://www.blogger.com/profile/05102473278182318901noreply@blogger.comtag:blogger.com,1999:blog-100995272938801731.post-28708347518730936892011-08-07T15:56:31.353-04:002011-08-07T15:56:31.353-04:00This is pretty interesting - to me everything come...This is pretty interesting - to me everything comes down to priority == the known / the certainty of a pipeline, process or workflow.<br /><br />For workflow you tend to set priorties of tasks. e.g. i'll do task a first, then task b second etc.. These priorities tend to be based on knowledge of how long it takes. What happens at a td level is that firstly you can get unknown tasks added and with these there priority changes. <br /><br />Priorities change on a managerial level and at a personal level - your producer can tell you that this new task has to get done so now you have an unknown task add with its priority set to 1! <br /><br />Now this is different to uncertainty - you can still have an unknown task added with it priority set to 1 -but you know that you've done this task before so its certainty is easy and you can keep it at 1.<br /><br />Secondly what can happen is something that you know, and was certain before now becomes uncertain as its taking 3 days instead of 1 to do.<br /><br />So you basically have the 'knownness' of the task and the 'certainly' of it which dictates it priority.<br /><br />Priority is also driven by flow and everything has flow and priority.<br /><br />You have pipelines going to pipelines with priorities. You have processes (modelling, rigging) etc which have priorities. And you have those workflows (modelling) which has priorities and flow.<br /><br />So priority is essentially order, which is dictated by certainty and knowing.<br /><br />Flow, in my mind is like a car production. E.g. Stage A goes to stage B crucially A needs to be set to work with stage B. And likewise stage B needs to query the result of stage A to validate that its right for stage B.<br /><br />So you tend to have set, validate and query. So a process needs to validate and set it self correctly so that its result can be queried and validated to work with the next process.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-100995272938801731.post-6052932793935006762011-06-29T11:07:19.814-04:002011-06-29T11:07:19.814-04:00Oh, I missed a step. So for each intermediary pha...Oh, I missed a step. So for each intermediary phase (in this case 'rigging') I must open the latest working version, which updates its immediate child references and then save over its published version. Once each intermediary phase is updated and published then the model's update trickles downs to the anim scene. <br /><br />This workflow is appose to everything getting updating automatically if everything was referenced traditionally. Which we are frowning on. <br /><br />Thanks for the super fast reply! Cheers!Paulnoreply@blogger.comtag:blogger.com,1999:blog-100995272938801731.post-2669179243276121202011-06-29T00:02:04.954-04:002011-06-29T00:02:04.954-04:00I should also mention for the sake of correctness ...I should also mention for the sake of correctness that in the master file, you are always importing references and cleaning up the scene, which avoids "nested" references ugliness. So the master files are just clean copies of the very latest working files, broken out only for the sake of referencing from the same place for artists downstream from you. It breaks the referencing chain from people upstream, while allowing changes to be made (again with the extra step of saving an extra file)<br /><br />ZAnonymoushttps://www.blogger.com/profile/05102473278182318901noreply@blogger.comtag:blogger.com,1999:blog-100995272938801731.post-18675468586518684192011-06-28T23:56:49.890-04:002011-06-28T23:56:49.890-04:00No, no. Actually the opposite is true, it gives yo...No, no. Actually the opposite is true, it gives you more freedom to go back and forth (albeit with an extra step or two). Sorry if I didn't explain clearly. . . <br />Under ordinary circumstances, once you import a rig and begin to animate, you're kinda stuck with the model (unless you've got some system built/scripted to read and replace things from under your anim data, or you want to go make changes to the rig file, in which case you might as well throw out your model files, because they're not up to date anymore). <br />But if you publish stuff, you have 2 copies of the latest version of EVERYTHING. One with references, etc that can be updated from the reference files and one to use for downstream referencing (the "master" file). So in the example you mention, you would go back to the last working model file, change that model and save over the "model master". Then you would open the rig working file, which would be referencing the "model master" and hence be updated correctly with the new model. You'd save that over the "rig master" and then you could open your working anim file and viola! Without touching your anim scene, you've updated your model (and the model in every other scene in which the rig appears.) Does that make sense?<br /><br />zAnonymoushttps://www.blogger.com/profile/05102473278182318901noreply@blogger.comtag:blogger.com,1999:blog-100995272938801731.post-21247933491471618592011-06-28T22:07:22.927-04:002011-06-28T22:07:22.927-04:00At roughly 40mins into your video you begin discus...At roughly 40mins into your video you begin discussing cleaning up published versions by importing references and deleting history. How then would an Anim scene with a referenced published-rig (which contains an imported model) get updated if the model is changed? It seems like cleaning up the published file limits file updates to one level deep.Paulnoreply@blogger.com