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small grammar tweaks
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1 changed files with 19 additions and 18 deletions
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@ -23,6 +23,14 @@ concept of being _"data driven"_. This means that what happens when publishing
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is influenced by data in scene. This can by slightly confusing so let's get to
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it with few examples.
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## Setting scene data
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Blender settings concerning framerate, resolution and frame range are handled
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by OpenPype. If set correctly in Ftrack, Blender will automatically set the
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values for you.
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## Publishing models
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### Intro
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@ -125,16 +133,16 @@ From there you can see in **Records** entry that there is problem with the
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object `Suzanne`. Some validators have option to fix problem for you or just
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select objects that cause trouble. This is the case with our failed validator.
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In main overview you can notice little up arrow in a circle next to validator
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In main overview you can notice little A in a circle next to validator
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name. Right click on it and you can see menu item `select invalid`. This
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will select offending object in Maya.
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will select offending object in Blender.
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Fix is easy. Without closing Publisher window we just turn back the Object Mode.
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Then we need to reset it to make it notice changes we've made. Click on arrow
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circle button at the bottom and it will reset Publisher to initial state. Run
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circle button at the bottom and it will reset the Publisher to initial state. Run
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validators again (flask icon) to see if everything is ok.
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It should be now. Write some comment if you want and click play icon button
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It should OK be now. Write some comment if you want and click play icon button
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when ready.
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Publish process will now take its course. Depending on data you are publishing
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@ -147,17 +155,10 @@ There you should see your model, named `modelDefault`.
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### Loading models
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You can load rig with [Loader](artist_tools.md#loader). Go **OpenPype → Load...**,
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You can load model with [Loader](artist_tools.md#loader). Go **OpenPype → Load...**,
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select your rig, right click on it and click **Link model (blend)**.
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## Setting scene data
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Blender settings concerning framerate, resolution and frame range are handled
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by OpenPype. If set correctly in Ftrack, Blender will automatically set the
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values for you.
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## Creating rigs with OpenPype
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## Creating Rigs
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Creating and publishing rigs with OpenPype follows similar workflow as with
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other data types. Create your rig and mark parts of your hierarchy in sets to
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@ -169,7 +170,7 @@ When creating rigs in Blender, it is important to keep a specific structure for
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the bones and the geometry. Let's first create a model and its rig. For
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demonstration, I'll create a simple model for a robotic arm made of simple boxes.
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I have now created the armature `RIG_RobotArm`. While the naming is not important,
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you can just adhere to your naming conventions, the hierarchy is. Once the models
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@ -177,19 +178,19 @@ are skinned to the armature, the geometry must be organized in a separate Collec
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In this case, I have the armature in the main Collection, and the geometry in
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the `Geometry` Collection.
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When you've prepared your hierarchy, it's time to create *Rig instance* in OpenPype.
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Select your whole rig hierarchy and go **OpenPype → Create...**. Select **Rig**.
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A new collection named after the selected Asset and Subset should have been created.
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In our case, it is `character1_rigDefault`. All the selected armature and models
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have been linked in this new collection. You should end up with something like
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this:
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### Publishing rigs
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@ -208,7 +209,7 @@ and manage those sets.
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### Publishing a layout
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Working with Set dresses is very easy. Just load your assets into scene with
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Working with Layout is easy. Just load your assets into scene with
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[Loader](artist_tools.md#loader) (**OpenPype → Load...**). Populate your scene as
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you wish, translate each piece to fit your need. When ready, select all imported
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stuff and go **OpenPype → Create...** and select **Layout**. When selecting rigs,
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