Merge pull request #2974 from BigRoy/documentation_cleanup

Website Docs: Remove unused pages
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---
id: api
title: Pype API
sidebar_label: API
---
Work in progress

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---
id: artist_hosts
title: Hosts
sidebar_label: Hosts
---
## Maya
## Houdini
## Nuke
## Fusion
## Unreal
## System

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---
id: artist_hosts_nuke
title: Nuke
sidebar_label: Nuke
---
:::important
After Nuke starts it will automatically **Apply All Settings** for you. If you are sure the settings are wrong just contact your supervisor and he will set them correctly for you in project database.
:::
:::note
The workflows are identical for both. We are supporting versions **`11.0`** and above.
:::
## OpenPype global tools
- [Set Context](artist_tools.md#set-context)
- [Work Files](artist_tools.md#workfiles)
- [Create](artist_tools.md#creator)
- [Load](artist_tools.md#loader)
- [Manage (Inventory)](artist_tools.md#inventory)
- [Publish](artist_tools.md#publisher)
- [Library Loader](artist_tools.md#library-loader)
## Nuke specific tools
<div class="row markdown">
<div class="col col--6 markdown">
### Set Frame Ranges
Use this feature in case you are not sure the frame range is correct.
##### Result
- setting Frame Range in script settings
- setting Frame Range in viewers (timeline)
</div>
<div class="col col--6 markdown">
![Set Frame Ranges](assets/nuke_setFrameRanges.png) <!-- picture needs to be changed -->
</div>
</div>
<figure>
![Set Frame Ranges Timeline](assets/nuke_setFrameRanges_timeline.png)
<figcaption>
1. limiting to Frame Range without handles
2. **Input** handle on start
3. **Output** handle on end
</figcaption>
</figure>
### Set Resolution
<div class="row markdown">
<div class="col col--6 markdown">
This menu item will set correct resolution format for you defined by your production.
##### Result
- creates new item in formats with project name
- sets the new format as used
</div>
<div class="col col--6 markdown">
![Set Resolution](assets/nuke_setResolution.png) <!-- picture needs to be changed -->
</div>
</div>
### Set Colorspace
<div class="row markdown">
<div class="col col--6 markdown">
This menu item will set correct Colorspace definitions for you. All has to be configured by your production (Project coordinator).
##### Result
- set Colorspace in your script settings
- set preview LUT to your viewers
- set correct colorspace to all discovered Read nodes (following expression set in settings)
</div>
<div class="col col--6 markdown">
![Set Colorspace](assets/nuke_setColorspace.png) <!-- picture needs to be changed -->
</div>
</div>
### Apply All Settings
<div class="row markdown">
<div class="col col--6 markdown">
It is usually enough if you once per while use this option just to make yourself sure the workfile is having set correct properties.
##### Result
- set Frame Ranges
- set Colorspace
- set Resolution
</div>
<div class="col col--6 markdown">
![Apply All Settings](assets/nuke_applyAllSettings.png) <!-- picture needs to be changed -->
</div>
</div>
### Build Workfile
<div class="row markdown">
<div class="col col--6 markdown">
This tool will append all available subsets into an actual node graph. It will look into database and get all last [versions](artist_concepts.md#version) of available [subsets](artist_concepts.md#subset).
##### Result
- adds all last versions of subsets (rendered image sequences) as read nodes
- adds publishable write node as `renderMain` subset
</div>
<div class="col col--6 markdown">
![Build First Work File](assets/nuke_buildFirstWorkfile.png)
</div>
</div>

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@ -161,7 +161,7 @@ Nuke OpenPype menu shows the current context
Launching Nuke with context stops your timer, and starts the clock on the shot and task you picked.
Openpype makes initial setup for your Nuke script. It is the same as running [Apply All Settings](artist_hosts_nuke.md#apply-all-settings) from the OpenPype menu.
Openpype makes initial setup for your Nuke script. It is the same as running [Apply All Settings](artist_hosts_nuke_tut.md#apply-all-settings) from the OpenPype menu.
- Reads frame range and resolution from Avalon database, sets it in Nuke Project Settings,
Creates Viewer node, sets its range and indicates handles by In and Out points.

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### Tools
Creator
Publisher
Loader
Scene Inventory
Look assigner
Workfiles
### Plugins
Deadline
Muster
Yeti
Arnold
Vray
Redshift
### Families
Model
Look
Rig
Animation
Cache
Camera
Assembly
MayaAscii (generic scene)
Setdress
RenderSetup
Review
arnoldStandin
vrayProxy
vrayScene
yetiCache
yetiRig

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---
id: manager_naming
title: Naming Conventions
sidebar_label: Naming Conventions
---
:::note
This naming convention holds true for most of our pipeline. Please match it as close as possible even for projects and files that might be outside of pipeline scope at this point. Small errors count! The reason for given formatting is to allow people to understand the file at glance and that a script or a program can easily get meaningful information from your files without errors.
:::
## General rules
For more detailed rules and different file types, have a look at naming conventions for scenes and assets
- Every file starts with file code based on a project it belongs to e.g. tst_, drm_
- Optional subversion and comment always comes after the major version. v##.subversion_comment.
- File names can only be composed of letters, numbers, underscores `_` and dots “.”
- You can use snakeCase or CamelCase if you need more words in a section.  thisIsLongerSentenceInComment
- No spaces in filenames. Ever!
- Frame numbers are always separated by a period ”.”
- If you're not sure use this template:
## Work files
**`{code}_{shot}_{task}_v001.ext`**
**`{code}_{asset}_{task}_v001.ext`**
**Examples:**
prj_sh010_enviro_v001.ma
prj_sh010_animation_v001.ma
prj_sh010_comp_v001.nk
prj_bob_modelling_v001.ma
prj_bob_rigging_v001.ma
prj_bob_lookdev_v001.ma
:::info
In all of the examples anything enclosed in curly brackets  { } is compulsory in the name.
Anything in square brackets [ ] is optional.
:::
## Published Assets
**`{code}_{asset}_{family}_{subset}_{version}_[comment].ext`**
**Examples:**
prj_bob_model_main_v01.ma
prj_bob_model_hires_v01.ma
prj_bob_model_main_v01_clothes.ma
prj_bob_model_main_v01_body.ma
prj_bob_rig_main_v01.ma
Prj_bob_look_main_v01.ma
Prj_bob_look_wet_v01.ma