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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

Project

The project is the highest level overview. A project is also depicted as the "root" since it will hold all it encompasses, any content whatsoever. Such content is described below.

Types of Items

Each Type of Item has a predefined levels of hierarchy for its contained Items. By default we differentiate between two different item types: "Shots" and "Assets". For example Assets have one level whereas Shots have two:

assets/ben
assets/table
assets/chair

film/seq01/1000
film/seq01/2000
film/seq01/3000

It's the leaf item that is considered to be the Item. eg. asset ben or shot 1000.

A project can have any amount of Item types defined. By default we use the two described above.

Item

Anything that can be worked within is considered and item, so in practice you say "I'm working on item X". It's the leaf element in the hierarchy.

For example it's name of the asset or shot, like our asset 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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