Integrating the #blender asset library directly into our Asset Manager. Dragging & dropping assets for set dressing purposes from the asset library trumps #maya a million times over. Then export to USD, now we're cooking on gas!!!

#pipeline #openusd #animation #pipelinejournal

Due to work needing me to do set dressing in #Maya 2020 🤮 I decided to at least use it as an opportunity to learn #bifrost which has been a pleasure. Writing a bunch of tools around it to make it pipeline friendly, regarding asset use & linking.
Starting to see some great results!

#pipeline #pipelinejournal #python

Yes! That may have taken longer than it should have, but got it working! 💪 Cull Points based on Camera Frustum in vanilla Maya 2020, Bifrost 2.2.0.1!
Its much easier in Maya 2023 and Bifrost 2.6+ but here we are!

#maya #bifrost #camerafrustum #pipelinetd #pipelinejournal

Just added a feature to our USD asset turntable. It now has a helix camera move that gives a closeup render of the asset from bottom to top.

#houdini #solaris #techart #pipelinejournal #openusd #animation

Really enjoying the fact that a #matx file can be sublayered right into a #USD file. This is really making me rethink some of our processes.

#pipeline #pipelinejournal #animation

So with the release of #QuiltiX I have renewed my interest in #MatX. Actually just really keen to do a deep dive into material libraries, storing, reusing and accessing materials across DCCs.

#pipeline #mtlx #pipelinejournal

I do love that just when i think i cant do something with a QT interface it surprises me and lets me do exactly what I need. Its been a productive day 💪

#python #pyside2 #pyqt #pipeline #pipelinejournal #shotgrid

I'm probably the only person fully testing the user experience of our pipeline. (between projects, so no artists on pipe). It saddens me when I find new obvious bugs coz the dev didnt test. I get it one change can introduce a multitude of issues... but some devs are very good at checking thier work vs others who code and forget.

#pipeline #pipelinejournal #dev #animation

Been writing a new tool to help artists log thier time based on assigned assets/shots. Hoping to gain more insight into how long specific tasks and shot work takes.

#python #pyside #pipeline #pipelinejournal #qt #dev

So this weeks focus was user testing the edit pipeline/tools. We've been using pymiere - https://github.com/qmasingarbe/pymiere which has been pretty successful tbh. Edit is starting to feel nicely like a first class citizen in our supported DCCs using #OTIO

When not testing edit, I have been hard at work writing code to export our #OpenUSD models so that they perfectly layer in with lookdev. This means I have successfully decoupled LD & MDL usd version files.

#Pipeline #PipelineJournal #Houdini #USD #python

GitHub - qmasingarbe/pymiere: Python for Premiere pro

Python for Premiere pro. Contribute to qmasingarbe/pymiere development by creating an account on GitHub.

GitHub