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[Sidefx-houdini-list] advice on a "set shot" workflow inwindows!??!! (WTF)
Sunday, 23 May 2010 Sun, 23 May '10
hmm... It seems like a rather awkward way of coping with artificial problems beyond your control. Like having to work with a labyrinthine directiory structure, having to put version numbers in all your filenames, dealing with departments or having to log everything with an accounting system. Is this correct? If you have the luxury of complete control over your work (which I'll concede many do not) then this kind of pedantic systemization is showing-off at best, work-avoidance at worst. Directory structures can be simple to avoid variables & asset trackers, versioning discarded (as backups and time/date stamping come for free), departmentalization of files discarded and script dependence kept to a minimum. If you work simply like this then file management is totally a non-issue, sharing work is a matter of communication (as it should be), restored work won't be broken and you can concentrate on making pretty pictures however you see fit. Its also much cheaper and efficient as you can wholly staff your team with income-generating artists instead of having to hire support staff, have artists devote time to data-entry or having to waste time (and possibly talent) on a diciplinary procedure for artists who take shortcuts. Exercising your own brains in optimizing work, per shot, is far less robotic than conforming to a system. -cpb Subject: Re: [Sidefx-houdini-list] advice on a "set shot" workflow inwindows!??!! (WTF) From: Robert Kelly <isstuff at gmail.com> Date: Sun, 23 May 2010 15:20:07 -0700 To: sidefx-houdini-list at sidefx.com what i ended up with is... one node called shot master that.... # sets hip vars for the shot dir, geo dir etc. # holds scripts and information to name renders ifd's create directories for them as they are needed # saves parts of my scene in "shot assets" that are otls that are just parts of the scene saved into a hda so it can be loaded and visioned independently. # manages the saving and loading of the "shot assets" so more than one person can share parts of the scene. # manages the cloning of the shot assets, so you can be working in shot 0450 and need the asset SH_0300_FIRE and the set from shot 0200 that is saved in the asset SH_0200_SET. this tool will duplicate the assets but with the correct naming and types to belong to the shot 0450. # colouring shot asset nodes to show if they are up to date, the system wont force you to update your shot assets so you can go back to an old file and it will still render the same. then you could update to the latest animation and have the old look on the new animation. Inside the shot assets there will be some HDA tool that is used on many shots so the smart asset stuff is still being used inside the frailly simple shot assets which you can think of as externally saved, version able subnets. I cooked this up between shots and it has really saved our ass more times than we know because we know when we are using the correct version of an animation asset or a camera asset. Our renders get saved now using information about the shot mixed in with the mantra rops name, preventing render naming errors. I look forward to adding the features that i think it needs for the next version, once this project is over. Any time you are behaving like a robot that is probably a good place for automation, a script will do it predictably each time you may not. Then you can get back to making cool stuff in staid of being a robot. Robert.