added some scrn for 3dsmax and new paragraphs

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Libor Batek 2023-01-26 08:54:29 +01:00
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@ -4,7 +4,9 @@ title: 3dsmax
sidebar_label: 3dsmax
---
### *Still Work In Progress Docs Page*
:::note Work in progress
This part of documentation is still work in progress.
:::
## OpenPype Global Tools
@ -16,14 +18,20 @@ sidebar_label: 3dsmax
- [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.
## First Steps With OpenPype Running
When **OpenPype** (reffered as **OP** ) properly installed and 3dsmax launched via OP Launcher/Ftrack (or similar) there should be **OpenPype Menu** visible in 3dsmax top header after start.
![Menu OpenPype](assets/3dsmax_menu_first_OP.png)
## Working With Scene Files
Most user actions happens in ```Work Files``` menu item. There user can perform Save/Load actions as he would normally do with ```File Save ``` and/or ```File Open``` in the standard 3dsmax File Menu. ```OP Menu > Work Files...``` basically substitutes all file operations user can perform.
Here you have an overview of the **Work Files window** with descriptions what each area is used for.
![Menu OpenPype](assets/3dsmax_menu_OP.png)
## Setting scene data
@ -160,69 +168,6 @@ There you should see your model, named `modelDefault`.
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.

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