diff --git a/website/docs/artist_hosts_3dsmax.md b/website/docs/artist_hosts_3dsmax.md index af90d93106..4379f7e71a 100644 --- a/website/docs/artist_hosts_3dsmax.md +++ b/website/docs/artist_hosts_3dsmax.md @@ -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. diff --git a/website/docs/assets/3dsmax_menu_OP.png b/website/docs/assets/3dsmax_menu_OP.png new file mode 100644 index 0000000000..f707a7fd95 Binary files /dev/null and b/website/docs/assets/3dsmax_menu_OP.png differ diff --git a/website/docs/assets/3dsmax_menu_first_OP.png b/website/docs/assets/3dsmax_menu_first_OP.png new file mode 100644 index 0000000000..c3a7b00cbb Binary files /dev/null and b/website/docs/assets/3dsmax_menu_first_OP.png differ