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Roy Nieterau edited this page Aug 31, 2015 · 16 revisions

Work

Per asset, per task. E.g. shot1/animation or HeroCharacter/rigging

Synonyms: development.

Published

Shared or otherwise finalised content.

Synonyms: public, shared, final

Item

The name of the item you're working on. It's the name of the asset or shot. For example our character "ben" or the shot "1000".

Task

A single step/stage in the production of the item. For example "modeling" or "rigging".

  • Note: Since any Task can output any type of data it's all up to the "workflow" of the project to make assumptions about what data is created where. For example it's recommended (since it makes sense) that a "modeling" task is done to create the final model for a character.

More complex tasks can be broken down into multiple task chunks to ease multiple artists working on their own Task. For example "animationBackground" and "animationForeground".

The naming convention to use "animation" (or "anim"?) for simpler default Items is purely cosmetic and social to recommend a standardized flow for an Item.

Family

The type of output data coming from the artist working in the task. These can range from model, rig, lookdev to pointcache or even review. This is the Family used to define the content within the Pyblish plug-ins. A single Task can have any type of Family as output.

Component

The component is the output data the artist is generating, in most scenarios there would be a "default" expected output so we recommend outputting as such: ben_default. Other instances then could be: ben_hires or ben_proxy. Similarly the separate pointcaches from an animation scene would all be there own instance (within the family of pointcache).

Version

This would the be automatically incrementing version number of the output data. Each family/instance combination would have its own versioning since it is its own version of the output data that it represents. It's the output components that are versioned.

A Maya-centric kit for Pyblish.

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