#pipelinejournal — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #pipelinejournal, aggregated by home.social.
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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! -
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! -
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! -
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! -
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! -
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
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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
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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
-
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
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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
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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 💪
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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 💪
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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 💪
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - https://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.
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So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - https://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.
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So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - https://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.
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So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - https://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.
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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 -
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 -
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 -
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 -
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 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!
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#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!
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#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!
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#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!
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#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!
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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.
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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.
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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.