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16 changes: 8 additions & 8 deletions website/docs/artist_hosts_aftereffects.md
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Expand Up @@ -6,12 +6,12 @@ sidebar_label: AfterEffects
<!-- based on PS implementation, same principle and menu -->
## Available Tools

- [Work Files](artist_tools.md#workfiles)
- [Create](artist_tools.md#creator)
- [Load](artist_tools.md#loader)
- [Publish](artist_tools.md#publisher)
- [Manage](artist_tools.md#inventory)
- [Subset Manager](artist_tools.md#subset-manager)
- [Work Files](artist_tools_workfiles)
- [Create](artist_tools_creator)
- [Load](artist_tools_loader)
- [Publish](artist_tools_publisher)
- [Manage](artist_tools_inventory)
- [Subset Manager](artist_tools_subset_manager)

## Setup

Expand Down Expand Up @@ -65,7 +65,7 @@ When you are ready to share your work, you will need to publish it. This is done

This tool will run through checks to make sure the contents you are publishing is correct. Hit the "Play" button to start publishing.

You may encounter issues with publishing which will be indicated with red squares. If these issues are within the validation section, then you can fix the issue. If there are issues outside of validation section, please let the OpenPype team know. For More details have a look at the general [Publish](artist_tools.md#publisher) documentation.
You may encounter issues with publishing which will be indicated with red squares. If these issues are within the validation section, then you can fix the issue. If there are issues outside of validation section, please let the OpenPype team know. For More details have a look at the general [Publish](artist_tools_publisher) documentation.

### Load

Expand Down Expand Up @@ -110,4 +110,4 @@ All created compositions will be shown in a simple list. If user decides, that t
published after all, right click on that item in the list and select 'Remove instance'

Removing composition directly in the AE would result to worfile contain phantom metadata which could result in
errors during publishing!
errors during publishing!
32 changes: 16 additions & 16 deletions website/docs/artist_hosts_blender.md
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Expand Up @@ -6,13 +6,13 @@ sidebar_label: Blender

## OpenPype global tools

- [Set Context](artist_tools.md#set-context)
- [Work Files](artist_tools.md#workfiles)
- [Create](artist_tools.md#creator)
- [Load](artist_tools.md#loader)
- [Manage (Inventory)](artist_tools.md#inventory)
- [Publish](artist_tools.md#publisher)
- [Library Loader](artist_tools.md#library-loader)
- [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 Blender

Expand Down Expand Up @@ -60,7 +60,7 @@ low resolution stuff. See [Subset](artist_concepts.md#subset).
<!-- :::note LOD support
By changing subset name you can take advantage of _LOD support_ in OpenPype. Your
asset can contain various resolution defined by different subsets. You can then
switch between them very easy using [Inventory (Manage)](artist_tools.md#inventory).
switch between them very easy using [Inventory (Manage)](artist_tools_inventory).
There LODs are conveniently grouped so they don't clutter Inventory view.
Name your subset like `main_LOD1`. Important part is that `_LOD1`. You can have as many LODs as you need.
Expand Down Expand Up @@ -96,7 +96,7 @@ Now let's publish it. Go **OpenPype → Publish...**. You will be presented with
![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.md#publisher).
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
Expand Down Expand Up @@ -150,12 +150,12 @@ 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.md#loader) - **OpenPype → Load...**.
[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.md#loader). Go **OpenPype → Load...**,
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
Expand Down Expand Up @@ -195,11 +195,11 @@ this:
### 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.md#publisher).
and go **OpenPype → Publish**. For more detail see [Publisher](artist_tools_publisher).

### Loading rigs

You can load rig with [Loader](artist_tools.md#loader). Go **OpenPype → Load...**,
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
Expand All @@ -210,7 +210,7 @@ and manage those sets.
### Publishing a layout

Working with Layout is easy. Just load your assets into scene with
[Loader](artist_tools.md#loader) (**OpenPype → Load...**). Populate your scene as
[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.
Expand All @@ -220,7 +220,7 @@ Now you can publish is with **OpenPype → Publish**.

### Loading layouts

You can load a Layout using [Loader](artist_tools.md#loader)
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.
models you've put into layout.
10 changes: 5 additions & 5 deletions website/docs/artist_hosts_harmony.md
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Expand Up @@ -6,11 +6,11 @@ sidebar_label: Harmony

## Available Tools

- [Work Files](artist_tools.md#workfiles)
- [Create](artist_tools.md#creator)
- [Load](artist_tools.md#loader)
- [Publish](artist_tools.md#publisher)
- [Manage](artist_tools.md#inventory)
- [Work Files](artist_tools_workfiles)
- [Create](artist_tools_creator)
- [Load](artist_tools_loader)
- [Publish](artist_tools_publisher)
- [Manage](artist_tools_inventory)

:::note
Only one tool can be open at a time. If you open a tool while another tool is open, it will wait in queue for the existing tool to be closed. Once the existing tool is closed, the new tool will open.
Expand Down
12 changes: 6 additions & 6 deletions website/docs/artist_hosts_hiero.md
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Expand Up @@ -15,11 +15,11 @@ All the information also applies to **_Nuke Studio_**(NKS), but for simplicity w

## OpenPype global tools

- [Work Files](artist_tools.md#workfiles)
- [Create](artist_tools.md#creator)
- [Load](artist_tools.md#loader)
- [Manage (Inventory)](artist_tools.md#inventory)
- [Publish](artist_tools.md#publisher)
- [Work Files](artist_tools_workfiles)
- [Create](artist_tools_creator)
- [Load](artist_tools_loader)
- [Manage (Inventory)](artist_tools_inventory)
- [Publish](artist_tools_publisher)


## Hiero specific tools
Expand Down Expand Up @@ -265,4 +265,4 @@ This tool can be used to check if some instances were published after the last b

:::note
Imported instances must not be deleted because they contain extra attributes that will be used to update the workfile since the place holder is been deleted.
:::
:::
14 changes: 7 additions & 7 deletions website/docs/artist_hosts_houdini.md
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Expand Up @@ -6,12 +6,12 @@ sidebar_label: Houdini

## OpenPype global tools

- [Work Files](artist_tools.md#workfiles)
- [Create](artist_tools.md#creator)
- [Load](artist_tools.md#loader)
- [Manage (Inventory)](artist_tools.md#inventory)
- [Publish](artist_tools.md#publisher)
- [Library Loader](artist_tools.md#library-loader)
- [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)

## Publishing Alembic Cameras
You can publish baked camera in Alembic format. Select your camera and go **OpenPype -> Create** and select **Camera (abc)**.
Expand Down Expand Up @@ -100,4 +100,4 @@ switch versions between different hda types.
## Loading HDA

When you load hda, it will install its type in your hip file and add published version as its definition file. When
you switch version via Scene Manager, it will add its definition and set it as preferred.
you switch version via Scene Manager, it will add its definition and set it as preferred.
30 changes: 15 additions & 15 deletions website/docs/artist_hosts_maya.md
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Expand Up @@ -6,13 +6,13 @@ sidebar_label: Maya

## OpenPype global tools

- [Set Context](artist_tools.md#set-context)
- [Work Files](artist_tools.md#workfiles)
- [Create](artist_tools.md#creator)
- [Load](artist_tools.md#loader)
- [Manage (Inventory)](artist_tools.md#inventory)
- [Publish](artist_tools.md#publisher)
- [Library Loader](artist_tools.md#library-loader)
- [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 Maya

Expand Down Expand Up @@ -55,7 +55,7 @@ low resolution stuff. See [Subset](artist_concepts.md#subset).
:::note LOD support
By changing subset name you can take advantage of _LOD support_ in OpenPype. Your
asset can contain various resolution defined by different subsets. You can then
switch between them very easy using [Inventory (Manage)](artist_tools.md#inventory).
switch between them very easy using [Inventory (Manage)](artist_tools_inventory).
There LODs are conveniently grouped so they don't clutter Inventory view.

Name your subset like `main_LOD1`. Important part is that `_LOD1`. You can have as many LODs as you need.
Expand Down Expand Up @@ -85,7 +85,7 @@ Now let's publish it. Go **OpenPype → Publish...**. You will be presented with
![Model publish](assets/maya-model_pre_publish.jpg)

Note that content of this window can differs by your pipeline configuration.
For more detail see [Publisher](artist_tools.md#publisher).
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. Green square indicate they are ready for
Expand Down Expand Up @@ -139,7 +139,7 @@ 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.md#loader) - **OpenPype → Load...**.
[Asset Loader](artist_tools_loader) - **OpenPype → Load...**.
There you should see your model, named `modelMain`.

## Look development
Expand Down Expand Up @@ -200,8 +200,8 @@ there are few yellow icons in left shelf:

![Maya - shortcut icons](assets/maya-shortcut_buttons.jpg)

Those are shortcuts for **Look Manager**, [Work Files](artist_tools.md#workfiles),
[Load](artist_tools.md#loader), and [Manage (Inventory)](artist_tools.md#inventory).
Those are shortcuts for **Look Manager**, [Work Files](artist_tools_workfiles),
[Load](artist_tools_loader), and [Manage (Inventory)](artist_tools_inventory).

Those can be found even in top menu, but that depends on your studio setup.

Expand Down Expand Up @@ -294,7 +294,7 @@ have any missing dependencies.

### Loading rigs

You can load rig with [Loader](artist_tools.md#loader). Go **OpenPype → Load...**,
You can load rig with [Loader](artist_tools_loader). Go **OpenPype → Load...**,
select your rig, right click on it and **Reference** it.

## Point caches
Expand Down Expand Up @@ -332,7 +332,7 @@ OpenPype allows to version and manage those sets.
### Publishing Set dress / Layout

Working with Set dresses is very easy. Just load your assets into scene with
[Loader](artist_tools.md#loader) (**OpenPype → Load...**). Populate your scene as
[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 **Set Dress** or **Layout**.
This will create set containing your selection and marking it for publishing.
Expand All @@ -345,7 +345,7 @@ Now you can publish is with **OpenPype → Publish**.

### Loading Set dress / Layout

You can load Set dress / Layout using [Loader](artist_tools.md#loader)
You can load Set dress / Layout using [Loader](artist_tools_loader)
(**OpenPype → Load...**). Select you layout or set dress, right click on it and
select **Reference Maya Ascii (ma)**. This will populate your scene with all those
models you've put into layout.
Expand Down
20 changes: 10 additions & 10 deletions website/docs/artist_hosts_nuke_tut.md
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Expand Up @@ -10,13 +10,13 @@ OpenPype supports Nuke version **`11.0`** and above.

## OpenPype global tools

- [Set Context](artist_tools.md#set-context)
- [Work Files](artist_tools.md#workfiles)
- [Create](artist_tools.md#creator)
- [Load](artist_tools.md#loader)
- [Manage (Inventory)](artist_tools.md#inventory)
- [Publish](artist_tools.md#publisher)
- [Library Loader](artist_tools.md#library-loader)
- [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)

## Nuke specific tools

Expand Down Expand Up @@ -186,7 +186,7 @@ The Next Available Version checks the work folder for already used versions and

Subversion can be used to distinguish or name versions. For example used to add shortened artist name.

More about [workfiles](artist_tools.md#workfiles).
More about [workfiles](artist_tools_workfiles).


:::tip Admin Tips
Expand Down Expand Up @@ -214,7 +214,7 @@ Note that the Read node created by OpenPype is green. Green color indicates the

![Asset Load](assets/nuke_tut/nuke_AssetLoadOutOfDate.png)

More about [Asset loader](artist_tools.md#loader).
More about [Asset loader](artist_tools_loader).

### Create Write Node
To create OpenPype managed Write node, select the Read node you just created, from OpenPype menu, pick Create.
Expand Down Expand Up @@ -273,7 +273,7 @@ Pyblish Dialog tries to pack a lot of info in a small area. One of the more tric

If you run the publish and decide to not publish the Nuke script, you can turn it off right in the Pyblish dialog by clicking on the checkbox. If you decide to render and publish the shot in lower resolution to speed up the turnaround, you have to turn off the Write Resolution validator. If you want to use an older version of the asset (older version of the plate...), you have to turn off the Validate containers, and so on.

More info about [Using Pyblish](artist_tools.md#publisher)
More info about [Using Pyblish](artist_tools_publisher)

:::tip Admin Tip - Configuring validators
You can configure Nuke validators like Output Resolution in **Studio Settings → Project → Nuke → Publish plugins**
Expand Down
10 changes: 5 additions & 5 deletions website/docs/artist_hosts_photoshop.md
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Expand Up @@ -6,11 +6,11 @@ sidebar_label: Photoshop

## Available Tools

- [Work Files](artist_tools.md#workfiles)
- [Create](artist_tools.md#creator)
- [Load](artist_tools.md#loader)
- [Publish](artist_tools.md#publisher)
- [Manage](artist_tools.md#inventory)
- [Work Files](artist_tools_workfiles)
- [Create](artist_tools_creator)
- [Load](artist_tools_loader)
- [Publish](artist_tools_publisher)
- [Manage](artist_tools_inventory)

## Setup

Expand Down
12 changes: 6 additions & 6 deletions website/docs/artist_hosts_resolve.md
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Expand Up @@ -16,18 +16,18 @@ Before you are able to start with OpenPype tools in DaVinci Resolve, installatio

## OpenPype global tools

- [Work Files](artist_tools.md#workfiles)
- [Create](artist_tools.md#creator)
- [Load](artist_tools.md#loader)
- [Manage (Inventory)](artist_tools.md#inventory)
- [Publish](artist_tools.md#publisher)
- [Work Files](artist_tools_workfiles)
- [Create](artist_tools_creator)
- [Load](artist_tools_loader)
- [Manage (Inventory)](artist_tools_inventory)
- [Publish](artist_tools_publisher)


<div class="row markdown">

## Creating Shots from timeline items

Before a clip can be published with [Publisher](artist_tools.md#publisher) timeline item has to be marked with OpenPype metadata markers. This way it is converted to a publishable subset.
Before a clip can be published with [Publisher](artist_tools_publisher) timeline item has to be marked with OpenPype metadata markers. This way it is converted to a publishable subset.

Lets do it step by step.

Expand Down
14 changes: 7 additions & 7 deletions website/docs/artist_hosts_tvpaint.md
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Expand Up @@ -4,13 +4,13 @@ title: TVPaint
sidebar_label: TVPaint
---

- [Work Files](artist_tools.md#workfiles)
- [Load](artist_tools.md#loader)
- [Create](artist_tools.md#creator)
- [Subset Manager](artist_tools.md#subset-manager)
- [Scene Inventory](artist_tools.md#scene-inventory)
- [Publish](artist_tools.md#publisher)
- [Library](artist_tools.md#library)
- [Work Files](artist_tools_workfiles)
- [Load](artist_tools_loader)
- [Create](artist_tools_creator)
- [Subset Manager](artist_tools_subset_manager)
- [Scene Inventory](artist_tools_inventory)
- [Publish](artist_tools_publisher)
- [Library](artist_tools_library)


## Setup
Expand Down
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