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added some scrn for 3dsmax and new paragraphs
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@ -4,7 +4,9 @@ title: 3dsmax
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sidebar_label: 3dsmax
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---
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### *Still Work In Progress Docs Page*
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:::note Work in progress
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This part of documentation is still work in progress.
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:::
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## OpenPype Global Tools
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@ -16,14 +18,20 @@ sidebar_label: 3dsmax
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- [Publish](artist_tools_publisher)
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- [Library Loader](artist_tools_library_loader)
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## Working with OpenPype in 3dsmax
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OpenPype is here to ease you the burden of working on project with lots of
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collaborators, worrying about naming, setting stuff, browsing through endless
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directories, loading and exporting and so on. To achieve that, OpenPype is using
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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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## First Steps With OpenPype Running
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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.
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## Working With Scene Files
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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.
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Here you have an overview of the **Work Files window** with descriptions what each area is used for.
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## Setting scene data
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@ -160,69 +168,6 @@ There you should see your model, named `modelDefault`.
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You can load model with [Loader](artist_tools_loader). Go **OpenPype → Load...**,
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select your rig, right click on it and click **Link model (blend)**.
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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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help OpenPype validators and extractors to check it and publish it.
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### Preparing rig for publish
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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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are skinned to the armature, the geometry must be organized in a separate Collection.
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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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Publishing rig is done in same way as publishing everything else. Save your scene
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and go **OpenPype → Publish**. For more detail see [Publisher](artist_tools_publisher).
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### Loading rigs
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You can load rig with [Loader](artist_tools_loader). Go **OpenPype → Load...**,
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select your rig, right click on it and click **Link rig (blend)**.
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## Layouts in Blender
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A layout is a set of elements that populate a scene. OpenPype allows to version
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and manage those sets.
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### Publishing a layout
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Working with Layout is easy. Just load your assets into scene with
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[Loader](artist_tools_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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you need to select only the armature, the geometry will automatically be included.
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This will create set containing your selection and marking it for publishing.
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Now you can publish is with **OpenPype → Publish**.
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### Loading layouts
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You can load a Layout using [Loader](artist_tools_loader)
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(**OpenPype → Load...**). Select your layout, right click on it and
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select **Link Layout (blend)**. This will populate your scene with all those
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models you've put into layout.
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