From 8ca483adaf2135ad66f2a126228fc1b71164c16e Mon Sep 17 00:00:00 2001 From: Libor Batek Date: Wed, 25 Jan 2023 11:36:07 +0100 Subject: [PATCH] first rough concept for 3dsmax user doc --- website/docs/artist_hosts_3dsmax.md | 226 ++++++++++++++++++++++++++++ website/sidebars.js | 1 + 2 files changed, 227 insertions(+) create mode 100644 website/docs/artist_hosts_3dsmax.md diff --git a/website/docs/artist_hosts_3dsmax.md b/website/docs/artist_hosts_3dsmax.md new file mode 100644 index 0000000000..f959f48533 --- /dev/null +++ b/website/docs/artist_hosts_3dsmax.md @@ -0,0 +1,226 @@ +--- +id: artist_hosts_3dsmax +title: 3dsmax +sidebar_label: 3dsmax +--- + +## Still Work In Progress Doc + +- [Set Context](artist_tools_context_manager) +- [Work Files](artist_tools_workfiles) +- [Create](artist_tools_creator) +- [Load](artist_tools_loader) +- [Manage (Inventory)](artist_tools_inventory) +- [Publish](artist_tools_publisher) +- [Library Loader](artist_tools_library_loader) + +## Working with OpenPype in 3dsmax + +OpenPype is here to ease you the burden of working on project with lots of +collaborators, worrying about naming, setting stuff, browsing through endless +directories, loading and exporting and so on. To achieve that, OpenPype is using +concept of being _"data driven"_. This means that what happens when publishing +is influenced by data in scene. This can by slightly confusing so let's get to +it with few examples. + + +## Setting scene data + +Blender settings concerning framerate, resolution and frame range are handled +by OpenPype. If set correctly in Ftrack, Blender will automatically set the +values for you. + + +## Publishing models + +### Intro + +Publishing models in Blender 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. + +![Model example](assets/blender-model_example.jpg) + +### Creating instance + +Now create **Model instance** from it to let OpenPype know what in the scene you want to +publish. Go **OpenPype → Create... → Model**. + +![Model create instance](assets/blender-model_create_instance.jpg) + +`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). + + + +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. + +![Model create instance](assets/blender-save_modelling_file.jpg) + +### Publishing models + +Now let's publish it. Go **OpenPype → Publish...**. You will be presented with following window: + +![Model publish](assets/blender-model_pre_publish.jpg) + +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. + +![Failed Model Validator](assets/blender-model_publish_error.jpg) + +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: + +![Failed Model Validator details](assets/blender-model_error_details.jpg) + +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)**. + +## Creating Rigs + +Creating and publishing rigs with OpenPype follows similar workflow as with +other data types. Create your rig and mark parts of your hierarchy in sets to +help OpenPype validators and extractors to check it and publish it. + +### Preparing rig for publish + +When creating rigs in Blender, it is important to keep a specific structure for +the bones and the geometry. Let's first create a model and its rig. For +demonstration, I'll create a simple model for a robotic arm made of simple boxes. + +![Blender - Simple model for rigging](assets/blender-rig_model_setup.jpg) + +I have now created the armature `RIG_RobotArm`. While the naming is not important, +you can just adhere to your naming conventions, the hierarchy is. Once the models +are skinned to the armature, the geometry must be organized in a separate Collection. +In this case, I have the armature in the main Collection, and the geometry in +the `Geometry` Collection. + +![Blender - Rig Hierarchy Example](assets/blender-rig_hierarchy_example.jpg) + +When you've prepared your hierarchy, it's time to create *Rig instance* in OpenPype. +Select your whole rig hierarchy and go **OpenPype → Create...**. Select **Rig**. + +![Blender - Rig Hierarchy Example](assets/blender-rig_create.jpg) + +A new collection named after the selected Asset and Subset should have been created. +In our case, it is `character1_rigDefault`. All the selected armature and models +have been linked in this new collection. You should end up with something like +this: + +![Blender - Rig Hierarchy Example](assets/blender-rig_hierarchy_before_publish.jpg) + +### Publishing rigs + +Publishing rig is done in same way as publishing everything else. Save your scene +and go **OpenPype → Publish**. For more detail see [Publisher](artist_tools_publisher). + +### Loading rigs + +You can load rig with [Loader](artist_tools_loader). Go **OpenPype → Load...**, +select your rig, right click on it and click **Link rig (blend)**. + +## Layouts in Blender + +A layout is a set of elements that populate a scene. OpenPype allows to version +and manage those sets. + +### Publishing a layout + +Working with Layout is easy. Just load your assets into scene with +[Loader](artist_tools_loader) (**OpenPype → Load...**). Populate your scene as +you wish, translate each piece to fit your need. When ready, select all imported +stuff and go **OpenPype → Create...** and select **Layout**. When selecting rigs, +you need to select only the armature, the geometry will automatically be included. +This will create set containing your selection and marking it for publishing. + +Now you can publish is with **OpenPype → Publish**. + +### Loading layouts + +You can load a Layout using [Loader](artist_tools_loader) +(**OpenPype → Load...**). Select your layout, right click on it and +select **Link Layout (blend)**. This will populate your scene with all those +models you've put into layout. diff --git a/website/sidebars.js b/website/sidebars.js index a19aade712..6802dd6918 100644 --- a/website/sidebars.js +++ b/website/sidebars.js @@ -49,6 +49,7 @@ module.exports = { ], }, "artist_hosts_blender", + "artist_hosts_3dsmax", "artist_hosts_harmony", "artist_hosts_houdini", "artist_hosts_aftereffects",