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#pipelinejournal — Public Fediverse posts

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  1. Integrating the #blender asset library directly into our Asset Manager. Dragging & dropping assets for set dressing purposes from the asset library trumps #maya a million times over. Then export to USD, now we're cooking on gas!!!

    #pipeline #openusd #animation #pipelinejournal

  2. Integrating the asset library directly into our Asset Manager. Dragging & dropping assets for set dressing purposes from the asset library trumps a million times over. Then export to USD, now we're cooking on gas!!!

  3. Integrating the #blender asset library directly into our Asset Manager. Dragging & dropping assets for set dressing purposes from the asset library trumps #maya a million times over. Then export to USD, now we're cooking on gas!!!

    #pipeline #openusd #animation #pipelinejournal

  4. Integrating the #blender asset library directly into our Asset Manager. Dragging & dropping assets for set dressing purposes from the asset library trumps #maya a million times over. Then export to USD, now we're cooking on gas!!!

    #pipeline #openusd #animation #pipelinejournal

  5. Integrating the #blender asset library directly into our Asset Manager. Dragging & dropping assets for set dressing purposes from the asset library trumps #maya a million times over. Then export to USD, now we're cooking on gas!!!

    #pipeline #openusd #animation #pipelinejournal

  6. Due to work needing me to do set dressing in #Maya 2020 🤮 I decided to at least use it as an opportunity to learn #bifrost which has been a pleasure. Writing a bunch of tools around it to make it pipeline friendly, regarding asset use & linking.
    Starting to see some great results!

    #pipeline #pipelinejournal #python

  7. Due to work needing me to do set dressing in 2020 🤮 I decided to at least use it as an opportunity to learn which has been a pleasure. Writing a bunch of tools around it to make it pipeline friendly, regarding asset use & linking.
    Starting to see some great results!

  8. Due to work needing me to do set dressing in #Maya 2020 🤮 I decided to at least use it as an opportunity to learn #bifrost which has been a pleasure. Writing a bunch of tools around it to make it pipeline friendly, regarding asset use & linking.
    Starting to see some great results!

    #pipeline #pipelinejournal #python

  9. Due to work needing me to do set dressing in #Maya 2020 🤮 I decided to at least use it as an opportunity to learn #bifrost which has been a pleasure. Writing a bunch of tools around it to make it pipeline friendly, regarding asset use & linking.
    Starting to see some great results!

    #pipeline #pipelinejournal #python

  10. Due to work needing me to do set dressing in #Maya 2020 🤮 I decided to at least use it as an opportunity to learn #bifrost which has been a pleasure. Writing a bunch of tools around it to make it pipeline friendly, regarding asset use & linking.
    Starting to see some great results!

    #pipeline #pipelinejournal #python

  11. Yes! That may have taken longer than it should have, but got it working! 💪 Cull Points based on Camera Frustum in vanilla Maya 2020, Bifrost 2.2.0.1!
    Its much easier in Maya 2023 and Bifrost 2.6+ but here we are!

    #maya #bifrost #camerafrustum #pipelinetd #pipelinejournal

  12. Yes! That may have taken longer than it should have, but got it working! 💪 Cull Points based on Camera Frustum in vanilla Maya 2020, Bifrost 2.2.0.1!
    Its much easier in Maya 2023 and Bifrost 2.6+ but here we are!

  13. Yes! That may have taken longer than it should have, but got it working! 💪 Cull Points based on Camera Frustum in vanilla Maya 2020, Bifrost 2.2.0.1!
    Its much easier in Maya 2023 and Bifrost 2.6+ but here we are!

    #maya #bifrost #camerafrustum #pipelinetd #pipelinejournal

  14. Yes! That may have taken longer than it should have, but got it working! 💪 Cull Points based on Camera Frustum in vanilla Maya 2020, Bifrost 2.2.0.1!
    Its much easier in Maya 2023 and Bifrost 2.6+ but here we are!

    #maya #bifrost #camerafrustum #pipelinetd #pipelinejournal

  15. Yes! That may have taken longer than it should have, but got it working! 💪 Cull Points based on Camera Frustum in vanilla Maya 2020, Bifrost 2.2.0.1!
    Its much easier in Maya 2023 and Bifrost 2.6+ but here we are!

    #maya #bifrost #camerafrustum #pipelinetd #pipelinejournal

  16. Just added a feature to our USD asset turntable. It now has a helix camera move that gives a closeup render of the asset from bottom to top.

    #houdini #solaris #techart #pipelinejournal #openusd #animation

  17. Just added a feature to our USD asset turntable. It now has a helix camera move that gives a closeup render of the asset from bottom to top.

  18. Just added a feature to our USD asset turntable. It now has a helix camera move that gives a closeup render of the asset from bottom to top.

    #houdini #solaris #techart #pipelinejournal #openusd #animation

  19. Just added a feature to our USD asset turntable. It now has a helix camera move that gives a closeup render of the asset from bottom to top.

    #houdini #solaris #techart #pipelinejournal #openusd #animation

  20. Just added a feature to our USD asset turntable. It now has a helix camera move that gives a closeup render of the asset from bottom to top.

    #houdini #solaris #techart #pipelinejournal #openusd #animation

  21. Really enjoying the fact that a #matx file can be sublayered right into a #USD file. This is really making me rethink some of our processes.

    #pipeline #pipelinejournal #animation

  22. Really enjoying the fact that a file can be sublayered right into a file. This is really making me rethink some of our processes.

  23. Really enjoying the fact that a #matx file can be sublayered right into a #USD file. This is really making me rethink some of our processes.

    #pipeline #pipelinejournal #animation

  24. Really enjoying the fact that a #matx file can be sublayered right into a #USD file. This is really making me rethink some of our processes.

    #pipeline #pipelinejournal #animation

  25. Really enjoying the fact that a #matx file can be sublayered right into a #USD file. This is really making me rethink some of our processes.

    #pipeline #pipelinejournal #animation

  26. So with the release of #QuiltiX I have renewed my interest in #MatX. Actually just really keen to do a deep dive into material libraries, storing, reusing and accessing materials across DCCs.

    #pipeline #mtlx #pipelinejournal

  27. So with the release of I have renewed my interest in . Actually just really keen to do a deep dive into material libraries, storing, reusing and accessing materials across DCCs.

  28. So with the release of #QuiltiX I have renewed my interest in #MatX. Actually just really keen to do a deep dive into material libraries, storing, reusing and accessing materials across DCCs.

    #pipeline #mtlx #pipelinejournal

  29. So with the release of #QuiltiX I have renewed my interest in #MatX. Actually just really keen to do a deep dive into material libraries, storing, reusing and accessing materials across DCCs.

    #pipeline #mtlx #pipelinejournal

  30. So with the release of #QuiltiX I have renewed my interest in #MatX. Actually just really keen to do a deep dive into material libraries, storing, reusing and accessing materials across DCCs.

    #pipeline #mtlx #pipelinejournal

  31. I do love that just when i think i cant do something with a QT interface it surprises me and lets me do exactly what I need. Its been a productive day 💪

  32. I do love that just when i think i cant do something with a QT interface it surprises me and lets me do exactly what I need. Its been a productive day 💪

    #python #pyside2 #pyqt #pipeline #pipelinejournal #shotgrid

  33. I do love that just when i think i cant do something with a QT interface it surprises me and lets me do exactly what I need. Its been a productive day 💪

    #python #pyside2 #pyqt #pipeline #pipelinejournal #shotgrid

  34. I do love that just when i think i cant do something with a QT interface it surprises me and lets me do exactly what I need. Its been a productive day 💪

    #python #pyside2 #pyqt #pipeline #pipelinejournal #shotgrid

  35. I'm probably the only person fully testing the user experience of our pipeline. (between projects, so no artists on pipe). It saddens me when I find new obvious bugs coz the dev didnt test. I get it one change can introduce a multitude of issues... but some devs are very good at checking thier work vs others who code and forget.

    #pipeline #pipelinejournal #dev #animation

  36. I'm probably the only person fully testing the user experience of our pipeline. (between projects, so no artists on pipe). It saddens me when I find new obvious bugs coz the dev didnt test. I get it one change can introduce a multitude of issues... but some devs are very good at checking thier work vs others who code and forget.

  37. I'm probably the only person fully testing the user experience of our pipeline. (between projects, so no artists on pipe). It saddens me when I find new obvious bugs coz the dev didnt test. I get it one change can introduce a multitude of issues... but some devs are very good at checking thier work vs others who code and forget.

    #pipeline #pipelinejournal #dev #animation

  38. I'm probably the only person fully testing the user experience of our pipeline. (between projects, so no artists on pipe). It saddens me when I find new obvious bugs coz the dev didnt test. I get it one change can introduce a multitude of issues... but some devs are very good at checking thier work vs others who code and forget.

    #pipeline #pipelinejournal #dev #animation

  39. I'm probably the only person fully testing the user experience of our pipeline. (between projects, so no artists on pipe). It saddens me when I find new obvious bugs coz the dev didnt test. I get it one change can introduce a multitude of issues... but some devs are very good at checking thier work vs others who code and forget.

    #pipeline #pipelinejournal #dev #animation

  40. Been writing a new tool to help artists log thier time based on assigned assets/shots. Hoping to gain more insight into how long specific tasks and shot work takes.

  41. Been writing a new tool to help artists log thier time based on assigned assets/shots. Hoping to gain more insight into how long specific tasks and shot work takes.

    #python #pyside #pipeline #pipelinejournal #qt #dev

  42. Been writing a new tool to help artists log thier time based on assigned assets/shots. Hoping to gain more insight into how long specific tasks and shot work takes.

    #python #pyside #pipeline #pipelinejournal #qt #dev

  43. Been writing a new tool to help artists log thier time based on assigned assets/shots. Hoping to gain more insight into how long specific tasks and shot work takes.

    #python #pyside #pipeline #pipelinejournal #qt #dev

  44. So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - github.com/qmasingarbe/pymiere which has been pretty successful tbh. Edit is starting to feel nicely like a first class citizen in our supported DCCs using

    When not testing edit, I have been hard at work writing code to export our models so that they perfectly layer in with lookdev. This means I have successfully decoupled LD & MDL usd version files.

  45. So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - github.com/qmasingarbe/pymiere which has been pretty successful tbh. Edit is starting to feel nicely like a first class citizen in our supported DCCs using #OTIO

    When not testing edit, I have been hard at work writing code to export our #OpenUSD models so that they perfectly layer in with lookdev. This means I have successfully decoupled LD & MDL usd version files.

    #Pipeline #PipelineJournal #Houdini #USD #python

  46. So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - github.com/qmasingarbe/pymiere which has been pretty successful tbh. Edit is starting to feel nicely like a first class citizen in our supported DCCs using #OTIO

    When not testing edit, I have been hard at work writing code to export our #OpenUSD models so that they perfectly layer in with lookdev. This means I have successfully decoupled LD & MDL usd version files.

    #Pipeline #PipelineJournal #Houdini #USD #python

  47. So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - github.com/qmasingarbe/pymiere which has been pretty successful tbh. Edit is starting to feel nicely like a first class citizen in our supported DCCs using #OTIO

    When not testing edit, I have been hard at work writing code to export our #OpenUSD models so that they perfectly layer in with lookdev. This means I have successfully decoupled LD & MDL usd version files.

    #Pipeline #PipelineJournal #Houdini #USD #python

  48. Okay I have found a way to rename prims and the primpath as required... Its a brute force technique but thankfully having this working opens up so many options for our workflow.
    Sadly this due to #Blender not allowing objects at different locations in the scene graph tree to have identical names, like #maya and #houdini

    #OpenUSD #Python #PipelineTD #PipelineJournal #dag

  49. Okay I have found a way to rename prims and the primpath as required... Its a brute force technique but thankfully having this working opens up so many options for our workflow.
    Sadly this due to not allowing objects at different locations in the scene graph tree to have identical names, like and

  50. Okay I have found a way to rename prims and the primpath as required... Its a brute force technique but thankfully having this working opens up so many options for our workflow.
    Sadly this due to #Blender not allowing objects at different locations in the scene graph tree to have identical names, like #maya and #houdini

    #OpenUSD #Python #PipelineTD #PipelineJournal #dag

  51. Okay I have found a way to rename prims and the primpath as required... Its a brute force technique but thankfully having this working opens up so many options for our workflow.
    Sadly this due to #Blender not allowing objects at different locations in the scene graph tree to have identical names, like #maya and #houdini

    #OpenUSD #Python #PipelineTD #PipelineJournal #dag

  52. Okay I have found a way to rename prims and the primpath as required... Its a brute force technique but thankfully having this working opens up so many options for our workflow.
    Sadly this due to #Blender not allowing objects at different locations in the scene graph tree to have identical names, like #maya and #houdini

    #OpenUSD #Python #PipelineTD #PipelineJournal #dag

  53. #OpenUSD has a prim.GetName() but no prim.SetName()! I know how to edit primpaths via an sdf.layer but having a .SetName() would have meant i could be solving another problem right now instead of bashing my head against moving stage data to a sdf.layer and back!

    #Pipeline #PipelineJournal #Houdini

  54. has a prim.GetName() but no prim.SetName()! I know how to edit primpaths via an sdf.layer but having a .SetName() would have meant i could be solving another problem right now instead of bashing my head against moving stage data to a sdf.layer and back!

  55. #OpenUSD has a prim.GetName() but no prim.SetName()! I know how to edit primpaths via an sdf.layer but having a .SetName() would have meant i could be solving another problem right now instead of bashing my head against moving stage data to a sdf.layer and back!

    #Pipeline #PipelineJournal #Houdini

  56. #OpenUSD has a prim.GetName() but no prim.SetName()! I know how to edit primpaths via an sdf.layer but having a .SetName() would have meant i could be solving another problem right now instead of bashing my head against moving stage data to a sdf.layer and back!

    #Pipeline #PipelineJournal #Houdini

  57. #OpenUSD has a prim.GetName() but no prim.SetName()! I know how to edit primpaths via an sdf.layer but having a .SetName() would have meant i could be solving another problem right now instead of bashing my head against moving stage data to a sdf.layer and back!

    #Pipeline #PipelineJournal #Houdini

  58. Super happy to find that #Blender has an equivalent to a UUID.

    # Assuming 'obj' is your object
    uuid = obj.as_pointer()

    Busy working on our Pipeline Asset Validator and need to make sure all names are unique yet conform to our naming standards.

    #Pipeline #PipelineJournal

  59. Super happy to find that has an equivalent to a UUID.

    # Assuming 'obj' is your object
    uuid = obj.as_pointer()

    Busy working on our Pipeline Asset Validator and need to make sure all names are unique yet conform to our naming standards.

  60. Super happy to find that #Blender has an equivalent to a UUID.

    # Assuming 'obj' is your object
    uuid = obj.as_pointer()

    Busy working on our Pipeline Asset Validator and need to make sure all names are unique yet conform to our naming standards.

    #Pipeline #PipelineJournal