A basic asset creation pipeline - batteries included.
WARNING: Not ready for use.
Table of contents
Starter takes the form of a Python package with embedded plug-ins.
$ pip install pyblish-starter
Starter is initialised by calling install()
with an interface for your host.
>>> from pyblish_starter import install, maya
>>> install(maya)
From here, you model, rig and animate as per the contract below.
Build your own asset creation pipeline, starting with the basics.
At a glance
- Categorise nodes within your workfile as being part of a single asset.
- Enable an asset library to identify published data on disk.
- Track when, where and from whom each asset come from.
Overview
Asset creation covers all aspects related to building the assets used in the production of film. A film is typically partitioned into sequences and shots, where each shot consists of one or more assets.
This project includes interface and implementation for 3 common types of assets a typical production pipeline.
- Modeling
- Rigging
- Animation
The project illustrates how to (1) devise a contract - known as a family
- for each kind of asset and (2) design their interface towards each other. For example, it is important for rendering and effects that the normals of each geometric surface is unlocked.
Batteries included
In addition to contracts, the project illustrates boundaries between publishing and setup. The definition of "setup" being anything that isn't strictly output, such as creating geometry or assigning attributes.
It includes a series of graphical user interfaces to aid the user in conforming to these contracts. These interfaces represent placeholders for your pipeline to fill in; you are invited to either continue from where they finish, or build your own from scratch.
In addition to Pyblish cooperative plug-ins, a series of template workflow utilities are included.
...
Starter reserves the following words for private and public use. Public members are exposed to the user, private ones are internal to the implementation.
This project separates between data in progress, and data shared with others.
Data in progress is any data in which a shared data is being produced. It is highly mutable and typically private to an individual artist.
- Mutable implies
Shared data on the other hand is immutable, correct and impersonal.
- Immutable implies that the data may be dependent upon by other data.
- Correct implies passing validation of the associated family.
- Impersonal implies following strict organiasational conventions.
...
Name | Description | Example |
---|---|---|
pyblish.starter.container |
Incoming unit of data | ...:model_GRP , ...:rig_GRP |
pyblish.starter.instance |
Outgoing unit of data | Strange_model_default |
The mental and physical model for files and folders look like this.
________________________________ ________________________________
| | | | | | |
| version1 | version2 | version3 | version1 | version2 | version3 |
|__________|__________|__________|__________|__________|__________|
| | |
| asset1 | asset2 |
|________________________________|________________________________|
Starter defines these families.
Family | Definition | Link |
---|---|---|
starter.model |
Geometry with deformable topology | Spec |
starter.rig |
An articulated starter.model for animators |
Spec |
starter.animation |
Pointcached starter.rig for tech-anim and lighting |
Spec |
A generic representation of geometry.
- Texturing
- Rigging
- Final render
- All DAG nodes must be parented to a single top-level transform
- Static geometry (no deformers, generators)
*
- One shape per transform
*
- Zero transforms and pivots
*
- No intermediate shapes
*
- UVs within 0-1 with full coverage, no overlap
*
- Unlocked normals
*
- Manifold geometry
*
- No edges with zero length
*
- No faces with zero area
*
- No self-intersections
*
label (str, optional)
: Pretty printed name in graphical user interfaces
geometry_SEL (geometry)
: Meshes suitable for riggingaux_SEL (any, optional)
: Auxilliary meshes for e.g. fast preview, collision geometry
The starter.rig
contains the necessary implementation and interface for animators to produce
- Animation
- All DAG nodes must be parented to a single top-level transform
- Must contain an
objectSet
for controls and cachable geometry - Channels in
controls_SEL
at default values*
- No input connection to animatable channel in
controls_SEL
*
- No self-intersections on workout
*
label (str, optional)
: Pretty printed name in graphical user interfaces
cache_SEL (geometry)
: Meshes suitable for pointcaching from animationcontrols_SEL (transforms)
: All animatable controlsresources_SEL (any, optional)
: Nodes that reference an external file
Point positions and normals represented as one Alembic file.
- Lighting
- FX
- Cloth
- Hair
- No infinite velocity
*
- No immediate acceleration
*
- No self-intersections
*
- No sub-frame keys
*
- Edge angles > 30 degrees on elastic surfaces
*
- Edge lengths within 50-150% for elastic surfaces
*
- Edge lengths within 90-110% for rigid surfaces
*
label (str, optional)
: Pretty printed name in graphical user interfaces
- None
Legend
The following is an example of the minimal effort required to produce film with Starter and Autodesk Maya.
Table of contents
Before any work can be done, you must initialise Starter.
# Prerequisite
import pyblish_maya
pyblish_maya.setup()
# Starter
import pyblish_starter
pyblish_starter.setup()
Create a new model from scratch and publish it.
from maya import cmds
cmds.file(new=True, force=True)
cmds.polyCube(name="Paul")
cmds.group(name="model")
instance = cmds.sets(name="Paul_model")
data = {
"id": "pyblish.starter.instance",
"family": "starter.model"
}
for key, value in data.items():
cmds.addAttr(instance, longName=key, dataType="string")
cmds.setAttr(instance + "." + key, value, type="string")
from pyblish import util
util.publish()
Build upon the model from the previous example to produce a rig.
import os
from maya import cmds
from pyblish_starter.maya import (
hierarchy_from_string,
outmesh,
load
)
cmds.file(new=True, force=True)
# Load external asset
reference = load("Paul_model", namespace="Paul_")
nodes = cmds.referenceQuery(reference, nodes=True)
model_assembly = cmds.listRelatives(nodes[0], children=True)[0]
model_geometry = outmesh(cmds.listRelatives(
model_assembly, shapes=True)[0], name="Model")
assembly = hierarchy_from_string("""\
rig
implementation
input
geometry
skeleton
interface
controls
preview
""")
# Rig
control = cmds.circle(name="Control")[0]
skeleton = cmds.joint(name="Skeleton")
preview = outmesh(model, name="Preview")
cmds.skinCluster(model, skeleton)
cmds.parentConstraint(control, skeleton)
# Sets
sets = list()
sets.append(cmds.sets(control, name="all_controls"))
sets.append(cmds.sets(model, name="all_cachable"))
sets.append(cmds.sets(reference, name="all_resources"))
# Organise
cmds.parent(input_, "input")
cmds.parent(control, "controls")
cmds.parent(skeleton, "skeleton")
cmds.parent(model, "geometry")
cmds.parent(preview, "interface|preview")
cmds.setAttr(control + ".overrideEnabled", True)
cmds.setAttr(control + ".overrideColor", 18)
cmds.hide("implementation")
cmds.select(deselect=True)
# Create instance
instance = cmds.sets([assembly] + sets, name="Paul_rig")
data = {
"id": "pyblish.starter.instance",
"family": "starter.rig"
}
for key, value in data.items():
cmds.addAttr(instance, longName=key, dataType="string")
cmds.setAttr(instance + "." + key, value, type="string")
from pyblish import util
util.publish()
Build upon the previous example by referencing and producing an animation from the rig.
from maya import cmds
from pyblish_starter.maya import (
load,
create
)
cmds.file(new=True, force=True)
cmds.playbackOptions(animationStartTime=1001, maxTime=1050)
# Load external asset
reference = load("Paul_rig", namespace="Paul01_")
nodes = cmds.referenceQuery(reference, nodes=True)
# Animate
all_controls = next(ctrl for ctrl in nodes if "all_controls" in ctrl)
control = cmds.sets(all_controls, query=True)[0]
keys = [
(1001, 0),
(1025, 10),
(1050, 0)
]
for time, value in keys:
cmds.setKeyframe(control,
attribute="translateY",
value=value,
time=time,
inTangentType="flat",
outTangentType="flat")
# Create instance
all_cachable = next(ctrl for ctrl in nodes if "all_cachable" in ctrl)
cmds.select(cmds.sets(all_cachable, query=True))
instance = cmds.sets(name="Paul_animation")
data = {
"id": "pyblish.starter.instance",
"family": "starter.animation"
}
for key, value in data.items():
cmds.addAttr(instance, longName=key, dataType="string")
cmds.setAttr(instance + "." + key, value, type="string")
from pyblish import util
util.publish()
The following is a details description of each requirement along with motivation and technical reasoning for their existence.
A workout is an animation clip associated with one or more character rigs. It contains both subtle and extreme poses along with corresponding transitions between them to thoroughly exercise the capabilities of a rig.
The workout is useful to both the character setup artist, the simulation artist and automated testing to visualise overall performance and behavior and to discover problems in unforeseen corner cases.
Three dimensional geometric surfaces inherently share no concept of volume or mass, but both realism and subsequent physical simulations, such as clothing or hair, depend on it.
Implementation tip: A toon shader provides an option to produce a nurbs curve or mesh from self-intersecting geometry. A plug-in could take advantage of this to test the existence of such a mesh either at standstill or in motion.
In reality, nothing is immediate. Even light takes time to travel from one point to another. For realism and post-processing of character animation, such as clothing and hair, care must be taken not to exceed realistic boundaries that may complicate the physical simulation of these materials.
In photo-realistic character animation, when the angle between two edges exceeds 120 degrees, an infinitely sharp angle appears that complicates life for artists relying on this surface for collisions.
To work around situations where the overall shape must exceed 120 degrees - such as in the elbow or back of a knee - use two or more edges. The sum of each edges contribute to well beyond 360 degrees and may be as short as is necessary.
Surface stretch and compression on elastic surfaces may negatively affect textures and overall realism.