mirror of
https://github.com/ynput/ayon-core.git
synced 2025-12-25 05:14:40 +01:00
removed commented parts
This commit is contained in:
parent
311944edb6
commit
062259fae2
1 changed files with 0 additions and 131 deletions
|
|
@ -122,135 +122,4 @@ This part of documentation is still work in progress.
|
|||
|
||||
|
||||
|
||||
<!--
|
||||
Publishing models in 3dsmax is pretty straightforward. Create your model as you
|
||||
need. You might need to adhere to specifications of your studio that can be different
|
||||
between studios and projects but by default your geometry does not need any
|
||||
other convention.
|
||||
|
||||

|
||||
|
||||
### Creating instance
|
||||
|
||||
Now create **Model instance** from it to let OpenPype know what in the scene you want to
|
||||
publish. Go **OpenPype → Create... → Model**.
|
||||
|
||||

|
||||
|
||||
`Asset` field is a name of asset you are working on - it should be already filled
|
||||
with correct name as you've started Blender or switched context to specific asset. You
|
||||
can edit that field to change it to different asset (but that one must already exists).
|
||||
|
||||
`Subset` field is a name you can decide on. It should describe what kind of data you
|
||||
have in the model. For example, you can name it `Proxy` to indicate that this is
|
||||
low resolution stuff. See [Subset](artist_concepts.md#subset).
|
||||
|
||||
<!-- :::note LOD support
|
||||
By changing subset name you can take advantage of _LOD support_ in OpenPype. Your
|
||||
asset can contain various resolution defined by different subsets. You can then
|
||||
switch between them very easy using [Inventory (Manage)](artist_tools_inventory).
|
||||
There LODs are conveniently grouped so they don't clutter Inventory view.
|
||||
|
||||
Name your subset like `main_LOD1`. Important part is that `_LOD1`. You can have as many LODs as you need.
|
||||
::: -->
|
||||
|
||||
<!--
|
||||
Read-only field just under it show final subset name, adding subset field to
|
||||
name of the group you have selected.
|
||||
|
||||
`Use selection` checkbox will use whatever you have selected in Outliner to be
|
||||
wrapped in Model instance. This is usually what you want. Click on **Create** button.
|
||||
|
||||
You'll notice then after you've created new Model instance, there is a new
|
||||
collection in Outliner called after your asset and subset, in our case it is
|
||||
`character1_modelDefault`. The assets selected when creating the Model instance
|
||||
are linked in the new collection.
|
||||
|
||||
And that's it, you have your first model ready to publish.
|
||||
|
||||
Now save your scene (if you didn't do it already). You will notice that path
|
||||
in Save dialog is already set to place where scenes related to modeling task on
|
||||
your asset should reside. As in our case we are working on asset called
|
||||
**character1** and on task **modeling**, path relative to your project directory will be
|
||||
`project_XY/assets/character1/work/modeling`. The default name for the file will
|
||||
be `project_XY_asset_task_version`, so in our case
|
||||
`simonetest_character1_modeling_v001.blend`. Let's save it.
|
||||
|
||||

|
||||
|
||||
### ~~Publishing models~~
|
||||
|
||||
Now let's publish it. Go **OpenPype → Publish...**. You will be presented with following window:
|
||||
|
||||

|
||||
|
||||
Note that content of this window can differs by your pipeline configuration.
|
||||
For more detail see [Publisher](artist_tools_publisher).
|
||||
|
||||
Items in left column are instances you will be publishing. You can disable them
|
||||
by clicking on square next to them. White filled square indicate they are ready for
|
||||
publishing, red means something went wrong either during collection phase
|
||||
or publishing phase. Empty one with gray text is disabled.
|
||||
|
||||
See that in this case we are publishing from the scene file
|
||||
`simonetest_character1_modeling_v001.blend` the Blender model named
|
||||
`character1_modelDefault`.
|
||||
|
||||
Right column lists all tasks that are run during collection, validation,
|
||||
extraction and integration phase. White items are optional and you can disable
|
||||
them by clicking on them.
|
||||
|
||||
Lets do dry-run on publishing to see if we pass all validators. Click on flask
|
||||
icon at the bottom. Validators are run. Ideally you will end up with everything
|
||||
green in validator section.
|
||||
|
||||
---
|
||||
|
||||
### ~~Fixing problems~~
|
||||
|
||||
For the sake of demonstration, I intentionally kept the model in Edit Mode, to
|
||||
trigger the validator designed to check just this.
|
||||
|
||||

|
||||
|
||||
You can see our model is now marked red in left column and in right we have
|
||||
red box next to `Mesh is in Object Mode` validator.
|
||||
|
||||
You can click on arrow next to it to see more details:
|
||||
|
||||

|
||||
|
||||
From there you can see in **Records** entry that there is problem with the
|
||||
object `Suzanne`. Some validators have option to fix problem for you or just
|
||||
select objects that cause trouble. This is the case with our failed validator.
|
||||
|
||||
In main overview you can notice little A in a circle next to validator
|
||||
name. Right click on it and you can see menu item `select invalid`. This
|
||||
will select offending object in Blender.
|
||||
|
||||
Fix is easy. Without closing Publisher window we just turn back the Object Mode.
|
||||
Then we need to reset it to make it notice changes we've made. Click on arrow
|
||||
circle button at the bottom and it will reset the Publisher to initial state. Run
|
||||
validators again (flask icon) to see if everything is ok.
|
||||
|
||||
It should OK be now. Write some comment if you want and click play icon button
|
||||
when ready.
|
||||
|
||||
Publish process will now take its course. Depending on data you are publishing
|
||||
it can take a while. You should end up with everything green and message
|
||||
**Finished successfully ...** You can now close publisher window.
|
||||
|
||||
To check for yourself that model is published, open
|
||||
[Asset Loader](artist_tools_loader) - **OpenPype → Load...**.
|
||||
There you should see your model, named `modelDefault`.
|
||||
|
||||
### ~~Loading models~~
|
||||
|
||||
You can load model with [Loader](artist_tools_loader). Go **OpenPype → Load...**,
|
||||
select your rig, right click on it and click **Link model (blend)**.
|
||||
|
||||
-->
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue