Jumpstart your publishing pipeline with a basic configuration.
WARNING: This is in development (see latest commit date) and is NOT YET ready for an audience
- Maya
- Doesn't illustrate cross-application features of Pyblish
- Sandboxed publishing
- Asset definition template
- Versioning
Starter takes the form of a Python package with embedded plug-ins.
$ pip install pyblish-starter
Plug-ins are registered by calling setup()
.
>>> import pyblish_starter
>>> pyblish_starter.setup()
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.
Target Audience
- Texturing
- Rigging
- Final render
Requirements
- 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
*
Data
label (str, optional)
: Pretty printed name in graphical user interfaces
Sets
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
Requirements
- Channels in
controls_SEL
at default values*
- No input connection to animatable channel in
controls_SEL
*
- No self-intersections on workout
*
Data
label (str, optional)
: Pretty printed name in graphical user interfaces
Sets
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.
Requirements
- No infinite velocity
*
- No immediate acceleration
*
- No self-intersections
*
- No sub-frame keys
*
- Edge angles within -120 to 120 degrees on elastic surfaces
*
- Edge lengths within 50-150% for elastic surfaces
*
- Edge lengths within 90-110% for rigid surfaces
*
Data
label (str, optional)
: Pretty printed name in graphical user interfaces
Sets
- None
Legend
Title | Description |
---|---|
Target Audience | Who is the end result of this family intended for? |
Requirements | What is expected of this asset before it passes the tests? |
Data | End-user configurable options |
Sets | Collection of specific items for publishing or use further down the pipeline. |
* |
Todo |
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
import pyblish_starter.maya
import pyblish_starter.maya.lib
reload(pyblish_starter.maya.lib)
reload(pyblish_starter.maya)
from pyblish_starter.maya import (
hierarchy_from_string,
outmesh,
load
)
cmds.file(new=True, force=True)
# Load external asset
input_ = load("Paul_model", version=1, namespace="Paul_")
model_assembly = cmds.listRelatives(input_[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
)
cmds.file(new=True, force=True)
# Load external asset
rig = load("Paul_rig", version=1, namespace="Paul01_")[0]
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.
Instances, in particular the Animation instance, requires some setup before being cachable. We don't want the user to perform this setup, but rather a tool. The tool could be in the form of a GUI that guides a user through selecting the appropriate nodes. Ideally the tools would be implicit in the loading of an asset through an asset library of sorts.
- Tool to create model, rig and animation instance.