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templates.yml
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# Copyright (c) 2015 Shotgun Software Inc.
#
# CONFIDENTIAL AND PROPRIETARY
#
# This work is provided "AS IS" and subject to the Shotgun Pipeline Toolkit
# Source Code License included in this distribution package. See LICENSE.
# By accessing, using, copying or modifying this work you indicate your
# agreement to the Shotgun Pipeline Toolkit Source Code License. All rights
# not expressly granted therein are reserved by Shotgun Software Inc.
#
# This file is one of the central points in the Shotgun Pipeline Toolkit configuration and
# a counterpart to the folder configuration structure.
#
# The folder structure underneath the project folder is used to create folders on disk -
# templates.yml (this file) refers to those folders. Therefore, the two files need to be
# in sync. This file contains an overview of all locations that are used by Sgtk.
#
# Whenever an app or an engine refers to a location on disk, it is using an entry defined in
# this file. For more information, see the Shotgun Pipeline Toolkit Documentation.
#
# The keys section contains the definitions for all the different keys that are being
# used by Sgtk. A key is a magic token that is replaced by a value at runtime, for example
# {Shot}. The section below tells Sgtk which data types and formats to expect for each key.
#
keys:
Sequence:
type: str
Shot:
type: str
Step:
type: str
sg_asset_type:
type: str
Asset:
type: str
name:
type: str
filter_by: alphanumeric
iteration:
type: int
version:
type: int
format_spec: "03"
version_four:
type: int
format_spec: "04"
alias: version
timestamp:
type: str
width:
type: int
height:
type: int
segment_name:
type: str
# Represents the optional output name for frames written by the Shotgun Write Node
nuke.output:
alias: output
type: str
filter_by: alphanumeric
SEQ:
type: sequence
format_spec: "04"
eye:
type: str
houdini.node:
alias: node
type: str
aov_name:
type: str
# these are used by the Hiero exporter and pipeline
YYYY:
type: int
format_spec: "04"
MM:
type: int
format_spec: "02"
DD:
type: int
format_spec: "02"
alias: DD
project:
type: str
# These are used for the Mari UDIM pipeline:
UDIM:
type: sequence
default: "<UDIM>"
mari.channel:
type: str
alias: channel
mari.layer:
type: str
alias: layer
mari.project_name:
type: str
alias: name
asset_name:
type: str
shotgun_entity_type: Asset
shotgun_field_name: code
task_name:
type: str
shotgun_entity_type: Task
shotgun_field_name: content
# Maya supports two extension types.
maya_extension:
type: str
choices:
ma: Maya Ascii (.ma)
mb: Maya Binary (.mb)
default: ma
alias: extension
#
# The paths section contains all the the key locations where files are to be stored
# by Sgtk Apps. Each path is made up of several keys (like {version} or {shot}) and
# these are defined in the keys section above.
#
# Apps use these paths as part of their configuration to define where on disk
# different files should go.
#
# In this default configuration, all of the root_name keys will be set to 'primary'.
# This is because the default configuration stores all its production data in a single
# tree and hence uses a single root folder on disk. If you wanted to extend the
# configuration to span multiple root points, for example because you want to store
# renders on a different server, you could define an additional root in Shotgun, and
# then switch any relevant templates to point to that one instead.
#
paths:
# Common path definitions to use as shorthand in order to avoid repetitive and verbose
# templates. This also makes it easy to change any of the common root paths and have the
# changes apply to all templates that use them.
#
# These don't require the standard formatting (with definition and root_name) because they
# will be set within each template that uses the alias.
shot_root: sequences/{Sequence}/{Shot}/{Step}
asset_root: assets/{sg_asset_type}/{Asset}/{Step}
sequence_root: sequences/{Sequence}
##########################################################################################
# Project level paths
#
#
# Hiero
#
# The location of WIP files
hiero_project_work:
definition: 'editorial/work/{name}_v{version}.hrox'
root_name: 'primary'
hiero_project_work_area:
definition: 'editorial/work'
root_name: 'primary'
# The location of backups of WIP files
hiero_project_snapshot:
definition: 'editorial/work/snapshots/{name}_v{version}_{timestamp}.hrox'
root_name: 'primary'
# The location of published maya files
hiero_project_publish:
definition: 'editorial/publish/{name}_v{version}.hrox'
root_name: 'primary'
hiero_project_publish_area:
definition: 'editorial/publish'
root_name: 'primary'
##########################################################################################
# Sequence level paths
#
##########################################################################################
# Shot level paths
#
#
# Flame
#
flame_segment_clip:
definition: 'sequences/{Sequence}/{Shot}/finishing/clip/sources/{segment_name}.clip'
root_name: 'primary'
flame_shot_clip:
definition: 'sequences/{Sequence}/{Shot}/finishing/clip/{Shot}.clip'
root_name: 'primary'
flame_shot_batch:
definition: 'sequences/{Sequence}/{Shot}/finishing/batch/{Shot}.v{version}.batch'
root_name: 'primary'
flame_shot_render_dpx:
definition: 'sequences/{Sequence}/{Shot}/finishing/renders/{segment_name}_v{version}/{Shot}_{segment_name}_v{version}.{SEQ}.dpx'
root_name: 'primary'
flame_shot_render_exr:
definition: 'sequences/{Sequence}/{Shot}/finishing/renders/{segment_name}_v{version}/{Shot}_{segment_name}_v{version}.{SEQ}.exr'
root_name: 'primary'
flame_shot_comp_dpx:
definition: 'sequences/{Sequence}/{Shot}/finishing/comp/{segment_name}_v{version}/{Shot}_{segment_name}_v{version}.{SEQ}.dpx'
root_name: 'primary'
flame_shot_comp_exr:
definition: 'sequences/{Sequence}/{Shot}/finishing/comp/{segment_name}_v{version}/{Shot}_{segment_name}_v{version}.{SEQ}.exr'
root_name: 'primary'
#
# Photoshop
#
# The location of WIP files
photoshop_shot_work:
definition: '@shot_root/work/photoshop/{name}.v{version}.psd'
root_name: 'primary'
shot_work_area_photoshop:
definition: '@shot_root/work/photoshop'
root_name: 'primary'
# The location of backups of WIP files
photoshop_shot_snapshot:
definition: '@shot_root/work/photoshop/snapshots/{name}.v{version}.{timestamp}.psd'
root_name: 'primary'
# The location of published files
shot_publish_area_photoshop:
definition: '@shot_root/publish/photoshop'
root_name: 'primary'
photoshop_shot_publish:
definition: '@shot_root/publish/photoshop/{name}.v{version}.psd'
root_name: 'primary'
#
# Maya
#
# define the location of a work area
shot_work_area_maya:
definition: '@shot_root/work/maya'
root_name: 'primary'
# define the location of a publish area
shot_publish_area_maya:
definition: '@shot_root/publish/maya'
root_name: 'primary'
# The location of WIP files
maya_shot_work:
definition: '@shot_root/work/maya/{name}.v{version}.{maya_extension}'
root_name: 'primary'
# The location of backups of WIP files
maya_shot_snapshot:
definition: '@shot_root/work/maya/snapshots/{name}.v{version}.{timestamp}.{maya_extension}'
root_name: 'primary'
# The location of published maya files
maya_shot_publish:
definition: '@shot_root/publish/maya/{name}.v{version}.{maya_extension}'
root_name: 'primary'
#
# Houdini
#
# define the location of a work area
shot_work_area_houdini:
definition: '@shot_root/work/houdini'
root_name: 'primary'
# define the location of a publish area
shot_publish_area_houdini:
definition: '@shot_root/publish/houdini'
root_name: 'primary'
# The location of WIP files
houdini_shot_work:
definition: '@shot_root/work/houdini/{name}.v{version}.hip'
root_name: 'primary'
# The location of backups of WIP files
houdini_shot_snapshot:
definition: '@shot_root/work/houdini/snapshots/{name}.v{version}.{timestamp}.hip'
root_name: 'primary'
# The location of published houdini files
houdini_shot_publish:
definition: '@shot_root/publish/houdini/{name}.v{version}.hip'
root_name: 'primary'
# Alembic caches
houdini_shot_work_alembic_cache:
definition: '@shot_root/work/houdini/cache/alembic/{name}/{houdini.node}/v{version}/{Shot}_{name}_v{version}.abc'
root_name: 'primary'
# Rendered images
houdini_shot_render:
definition: '@shot_root/work/images/{name}/{houdini.node}/v{version}/{width}x{height}/{Shot}_{name}_v{version}.{SEQ}.exr'
root_name: 'primary'
# Additional mantra outputs
houdini_shot_ifd:
definition: '@shot_root/work/ifds/{name}/{houdini.node}/v{version}/{width}x{height}/{Shot}_{name}_v{version}.{SEQ}.ifd'
root_name: 'primary'
houdini_shot_dcm:
definition: '@shot_root/work/dcms/{name}/{houdini.node}/v{version}/{width}x{height}/{Shot}_{name}_v{version}.{SEQ}.dcm'
root_name: 'primary'
houdini_shot_extra_plane:
definition: '@shot_root/work/images/{name}/{houdini.node}/{aov_name}/v{version}/{width}x{height}/{Shot}_{name}_v{version}.{SEQ}.exr'
root_name: 'primary'
#
# 3dsmax
#
# define the location of a work area
shot_work_area_max:
definition: '@shot_root/work/3dsmax'
root_name: 'primary'
# define the location of a publish area
shot_publish_area_max:
definition: '@shot_root/publish/3dsmax'
root_name: 'primary'
# The location of WIP files
max_shot_work:
definition: '@shot_root/work/3dsmax/{name}.v{version}.max'
root_name: 'primary'
# The location of backups of WIP files
max_shot_snapshot:
definition: '@shot_root/work/3dsmax/snapshots/{name}.v{version}.{timestamp}.max'
root_name: 'primary'
# The location of published maya files
max_shot_publish:
definition: '@shot_root/publish/3dsmax/{name}.v{version}.max'
root_name: 'primary'
#
# Motionbuilder
#
# define the location of a work area
shot_work_area_mobu:
definition: '@shot_root/work/mobu'
root_name: 'primary'
# define the location of a publish area
shot_publish_area_mobu:
definition: '@shot_root/publish/mobu'
root_name: 'primary'
# The location of WIP files
mobu_shot_work:
definition: '@shot_root/work/mobu/{name}.v{version}.fbx'
root_name: 'primary'
# The location of backups of WIP files
mobu_shot_snapshot:
definition: '@shot_root/work/mobu/snapshots/{name}.v{version}.{timestamp}.fbx'
root_name: 'primary'
# The location of published maya files
mobu_shot_publish:
definition: '@shot_root/publish/mobu/{name}.v{version}.fbx'
root_name: 'primary'
#
# Nuke
#
# define the location of a work area
shot_work_area_nuke:
definition: '@shot_root/work/nuke'
root_name: 'primary'
# define the location of a publish area
shot_publish_area_nuke:
definition: '@shot_root/publish/nuke'
root_name: 'primary'
# The location of WIP script files
nuke_shot_work:
definition: '@shot_root/work/nuke/{name}.v{version}.nk'
root_name: 'primary'
# The location of backups of WIP files
nuke_shot_snapshot:
definition: '@shot_root/work/nuke/snapshots/{name}.v{version}.{timestamp}.nk'
root_name: 'primary'
# The location of published nuke script files
nuke_shot_publish:
definition: '@shot_root/publish/nuke/{name}.v{version}.nk'
root_name: 'primary'
# write node outputs
nuke_shot_render_mono_dpx:
definition: '@shot_root/work/images/{name}/v{version}/{width}x{height}/{Shot}_{name}_{nuke.output}_v{version}.{SEQ}.dpx'
root_name: 'primary'
nuke_shot_render_pub_mono_dpx:
definition: '@shot_root/publish/elements/{name}/v{version}/{width}x{height}/{Shot}_{name}_{nuke.output}_v{version}.{SEQ}.dpx'
root_name: 'primary'
nuke_shot_render_stereo:
definition: '@shot_root/work/images/{name}/v{version}/{width}x{height}/{Shot}_{name}_{nuke.output}_{eye}_v{version}.{SEQ}.exr'
root_name: 'primary'
nuke_shot_render_pub_stereo:
definition: '@shot_root/publish/elements/{name}/v{version}/{width}x{height}/{Shot}_{name}_{nuke.output}_{eye}_v{version}.{SEQ}.exr'
root_name: 'primary'
# review output
shot_quicktime_quick:
definition: '@shot_root/review/quickdaily/{Shot}_{name}_{iteration}.mov'
root_name: 'primary'
nuke_shot_render_movie:
definition: '@shot_root/review/{Shot}_{name}_{nuke.output}_v{version}.mov'
root_name: 'primary'
#
# Hiero
#
# export of shot asset data from hiero
hiero_plate_path:
definition: 'sequences/{Sequence}/{Shot}/editorial/{YYYY}_{MM}_{DD}/plates/{project}_{Shot}.mov'
root_name: 'primary'
hiero_render_path:
definition: 'sequences/{Sequence}/{Shot}/editorial/{YYYY}_{MM}_{DD}/renders/{project}_{Shot}.{SEQ}.dpx'
root_name: 'primary'
#
# Softimage
#
# define the location of a work area
shot_work_area_softimage:
definition: '@shot_root/work/softimage'
root_name: 'primary'
# define the location of a publish area
shot_publish_area_softimage:
definition: '@shot_root/publish/softimage'
root_name: 'primary'
# The location of WIP files
softimage_shot_work:
definition: '@shot_root/work/softimage/{name}.v{version}.scn'
root_name: 'primary'
# The location of backups of WIP files
softimage_shot_snapshot:
definition: '@shot_root/work/softimage/snapshots/{name}.v{version}.{timestamp}.scn'
root_name: 'primary'
# The location of published softimage files
softimage_shot_publish:
definition: '@shot_root/publish/softimage/{name}.v{version}.scn'
root_name: 'primary'
##########################################################################################
# Asset pipeline
#
# Alembic caches
#
asset_alembic_cache:
definition: '@asset_root/publish/caches/{name}.v{version}.abc'
root_name: 'primary'
#
# Photoshop
#
# The location of WIP files
photoshop_asset_work:
definition: '@asset_root/work/photoshop/{name}.v{version}.psd'
root_name: 'primary'
asset_work_area_photoshop:
definition: '@asset_root/work/photoshop'
root_name: 'primary'
# The location of backups of WIP files
photoshop_asset_snapshot:
definition: '@asset_root/work/photoshop/snapshots/{name}.v{version}.{timestamp}.psd'
root_name: 'primary'
# The location of published files
asset_publish_area_photoshop:
definition: '@asset_root/publish/photoshop'
root_name: 'primary'
photoshop_asset_publish:
definition: '@asset_root/publish/photoshop/{name}.v{version}.psd'
root_name: 'primary'
#
# Mari
#
asset_mari_texture_tif:
definition: '@asset_root/publish/mari/{name}_{mari.channel}[_{mari.layer}].v{version}.{UDIM}.tif'
root_name: 'primary'
#
# Maya
#
# define the location of a work area
asset_work_area_maya:
definition: '@asset_root/work/maya'
root_name: 'primary'
# define the location of a publish area
asset_publish_area_maya:
definition: '@asset_root/publish/maya'
root_name: 'primary'
# The location of WIP files
maya_asset_work:
definition: '@asset_root/work/maya/{name}.v{version}.{maya_extension}'
root_name: 'primary'
# The location of backups of WIP files
maya_asset_snapshot:
definition: '@asset_root/work/maya/snapshots/{name}.v{version}.{timestamp}.{maya_extension}'
root_name: 'primary'
# The location of published maya files
maya_asset_publish:
definition: '@asset_root/publish/maya/{name}.v{version}.{maya_extension}'
root_name: 'primary'
#
# Houdini
#
# define the location of a work area
asset_work_area_houdini:
definition: '@asset_root/work/houdini'
root_name: 'primary'
# define the location of a publish area
asset_publish_area_houdini:
definition: '@asset_root/publish/houdini'
root_name: 'primary'
# The location of WIP files
houdini_asset_work:
definition: '@asset_root/work/houdini/{name}.v{version}.hip'
root_name: 'primary'
# The location of backups of WIP files
houdini_asset_snapshot:
definition: '@asset_root/work/houdini/snapshots/{name}.v{version}.{timestamp}.hip'
root_name: 'primary'
# The location of published houdini files
houdini_asset_publish:
definition: '@asset_root/publish/houdini/{name}.v{version}.hip'
root_name: 'primary'
# Alembic caches
houdini_asset_work_alembic_cache:
definition: '@asset_root/work/houdini/cache/alembic/{name}/{houdini.node}/v{version}/{Asset}_{name}_v{version}.abc'
root_name: 'primary'
# Rendered images
houdini_asset_render:
definition: '@asset_root/work/images/{name}/{houdini.node}/v{version}/{width}x{height}/{Asset}_{name}_v{version}.{SEQ}.exr'
root_name: 'primary'
# Additional mantra outputs
houdini_asset_ifd:
definition: '@asset_root/work/ifds/{name}/{houdini.node}/v{version}/{width}x{height}/{Asset}_{name}_v{version}.{SEQ}.ifd'
root_name: 'primary'
houdini_asset_dcm:
definition: '@asset_root/work/dcms/{name}/{houdini.node}/v{version}/{width}x{height}/{Asset}_{name}_v{version}.{SEQ}.dcm'
root_name: 'primary'
houdini_asset_extra_plane:
definition: '@asset_root/work/images/{name}/{houdini.node}/{aov_name}/v{version}/{width}x{height}/{Asset}_{name}_v{version}.{SEQ}.exr'
root_name: 'primary'
#
# 3dsmax
#
# define the location of a work area
asset_work_area_max:
definition: '@asset_root/work/3dsmax'
root_name: 'primary'
# define the location of a publish area
asset_publish_area_max:
definition: '@asset_root/publish/3dsmax'
root_name: 'primary'
# The location of WIP files
max_asset_work:
definition: '@asset_root/work/3dsmax/{name}.v{version}.max'
root_name: 'primary'
# The location of backups of WIP files
max_asset_snapshot:
definition: '@asset_root/work/3dsmax/snapshots/{name}.v{version}.{timestamp}.max'
root_name: 'primary'
# The location of published maya files
max_asset_publish:
definition: '@asset_root/publish/3dsmax/{name}.v{version}.max'
root_name: 'primary'
#
# Motionbuilder
#
# define the location of a work area
asset_work_area_mobu:
definition: '@asset_root/work/mobu'
root_name: 'primary'
# define the location of a publish area
asset_publish_area_mobu:
definition: '@asset_root/publish/mobu'
root_name: 'primary'
# The location of WIP files
mobu_asset_work:
definition: '@asset_root/work/mobu/{name}.v{version}.fbx'
root_name: 'primary'
# The location of backups of WIP files
mobu_asset_snapshot:
definition: '@asset_root/work/mobu/snapshots/{name}.v{version}.{timestamp}.fbx'
root_name: 'primary'
# The location of published Motionbuilder files
mobu_asset_publish:
definition: '@asset_root/publish/mobu/{name}.v{version}.fbx'
root_name: 'primary'
#
# Nuke
#
# define the location of a work area
asset_work_area_nuke:
definition: '@asset_root/work/nuke'
root_name: 'primary'
# define the location of a publish area
asset_publish_area_nuke:
definition: '@asset_root/publish'
root_name: 'primary'
# outputs from the Shotgun Write Node for assets
nuke_asset_render:
definition: '@asset_root/work/images/{name}/v{version}/{width}x{height}/{Asset}_{name}_{nuke.output}_v{version}.{SEQ}.exr'
root_name: 'primary'
nuke_asset_render_pub:
definition: '@asset_root/publish/elements/{name}/v{version}/{width}x{height}/{Asset}_{name}_{nuke.output}_v{version}.{SEQ}.exr'
root_name: 'primary'
# review output
nuke_asset_render_movie:
definition: '@asset_root/review/{Asset}_{name}_{nuke.output}_v{version}.mov'
root_name: 'primary'
asset_quicktime_quick:
definition: '@asset_root/review/quickdaily/{Asset}_{name}_{iteration}.mov'
root_name: 'primary'
# The location of WIP script files
nuke_asset_work:
definition: '@asset_root/work/nuke/{name}.v{version}.nk'
root_name: 'primary'
# The location of backups of WIP files
nuke_asset_snapshot:
definition: '@asset_root/work/nuke/snapshots/{name}.v{version}.{timestamp}.nk'
root_name: 'primary'
# The location of published nuke script files
nuke_asset_publish:
definition: '@asset_root/publish/nuke/{name}.v{version}.nk'
root_name: 'primary'
#
# Softimage
#
# define the location of a work area
asset_work_area_softimage:
definition: '@asset_root/work/softimage'
root_name: 'primary'
# define the location of a publish area
asset_publish_area_softimage:
definition: '@asset_root/publish/softimage'
root_name: 'primary'
# The location of WIP files
softimage_asset_work:
definition: '@asset_root/work/softimage/{name}.v{version}.scn'
root_name: 'primary'
# The location of backups of WIP files
softimage_asset_snapshot:
definition: '@asset_root/work/softimage/snapshots/{name}.v{version}.{timestamp}.scn'
root_name: 'primary'
# The location of published softimage files
softimage_asset_publish:
definition: '@asset_root/publish/softimage/{name}.v{version}.scn'
root_name: 'primary'
#
# The strings section is similar to the paths section - but rather than defining paths
# on disk, it contains a list of strings. Strings are typically used when you want to be
# able to configure the way data is written to shotgun - it may be the name field for a
# review version or the formatting of a publish.
#
strings:
# when a review Version in Shotgun is created inside of Nuke, this is the
# name that is being given to it (the code field)
nuke_shot_version_name: "{Shot}_{name}_{nuke.output}_v{version}.{iteration}"
nuke_quick_shot_version_name: "{Shot}_{name}_quick_{iteration}"
nuke_asset_version_name: "{Asset}_{name}_{nuke.output}_v{version}.{iteration}"
nuke_quick_asset_version_name: "{Asset}_{name}_quick_{iteration}"
# defines how the {tk_version} token in Hiero gets formatted back to tk.
hiero_version: "{version}"
# define how new Mari projects should be named
mari_asset_project_name: "{mari.project_name} - Asset {asset_name}, {task_name}"