From 17d31793a95cf78fc6f27f4ad3abc23c12d98a75 Mon Sep 17 00:00:00 2001 From: Oscar Domingo Date: Wed, 18 Jan 2023 11:43:46 +0000 Subject: [PATCH] documentation: Split tools into separate entries Having the different tools displayed in the sidebar will allow the reader to form a overall picture of these faster as well as allowing to reference these easier. Any reference (link) to the tools has been updated to reflect the changes above. --- website/docs/artist_hosts_aftereffects.md | 16 +- website/docs/artist_hosts_blender.md | 32 +- website/docs/artist_hosts_harmony.md | 10 +- website/docs/artist_hosts_hiero.md | 12 +- website/docs/artist_hosts_houdini.md | 14 +- website/docs/artist_hosts_maya.md | 30 +- website/docs/artist_hosts_nuke_tut.md | 20 +- website/docs/artist_hosts_photoshop.md | 10 +- website/docs/artist_hosts_resolve.md | 12 +- website/docs/artist_hosts_tvpaint.md | 14 +- website/docs/artist_hosts_unreal.md | 10 +- website/docs/artist_tools.md | 489 +----------------- website/docs/artist_tools_context_manager.md | 17 + website/docs/artist_tools_creator.md | 25 + website/docs/artist_tools_inventory.md | 129 +++++ website/docs/artist_tools_library_loader.md | 42 ++ website/docs/artist_tools_loader.md | 121 +++++ website/docs/artist_tools_look_assigner.md | 26 + website/docs/artist_tools_publisher.md | 38 ++ website/docs/artist_tools_subset_manager.md | 38 ++ website/docs/artist_tools_sync_queu.md | 46 ++ website/docs/artist_tools_workfiles.md | 49 ++ .../settings_project_global.md | 6 +- website/sidebars.js | 19 +- website/src/pages/features.js | 12 +- 25 files changed, 660 insertions(+), 577 deletions(-) create mode 100644 website/docs/artist_tools_context_manager.md create mode 100644 website/docs/artist_tools_creator.md create mode 100644 website/docs/artist_tools_inventory.md create mode 100644 website/docs/artist_tools_library_loader.md create mode 100644 website/docs/artist_tools_loader.md create mode 100644 website/docs/artist_tools_look_assigner.md create mode 100644 website/docs/artist_tools_publisher.md create mode 100644 website/docs/artist_tools_subset_manager.md create mode 100644 website/docs/artist_tools_sync_queu.md create mode 100644 website/docs/artist_tools_workfiles.md diff --git a/website/docs/artist_hosts_aftereffects.md b/website/docs/artist_hosts_aftereffects.md index a9660bd13cd..dfc61c4dbbb 100644 --- a/website/docs/artist_hosts_aftereffects.md +++ b/website/docs/artist_hosts_aftereffects.md @@ -6,12 +6,12 @@ sidebar_label: AfterEffects ## 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 @@ -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 @@ -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! \ No newline at end of file +errors during publishing! diff --git a/website/docs/artist_hosts_blender.md b/website/docs/artist_hosts_blender.md index cfbcced22f8..b2d4c001b4e 100644 --- a/website/docs/artist_hosts_blender.md +++ b/website/docs/artist_hosts_blender.md @@ -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 @@ -60,7 +60,7 @@ low resolution stuff. See [Subset](artist_concepts.md#subset). - -
-
- -### Refresh data -Data are not auto-refreshed to avoid database issues. To refresh assets or subsets press refresh button. - -
-
- -![tools_loader_50](assets/tools/tools_loader_50.png) - -
-
- -### Load another version -Loader by default load last version, but you can of course load another versions. Double-click on the subset in the version column to expose the drop down, choose version you want to load and continue from point 4 of the [Usage](#usage-1). - -
-
- - ![tools_loader_21](assets/tools/tools_loader_21.png) -
-
- - ![tools_loader_22](assets/tools/tools_loader_22.png) -
-
- - -### Filtering - -#### Filter Assets and Subsets by name -To filter assets/subsets by name just type name or part of name to filter text input. Only assets/subsets containing the entered string remain. - -- **Assets filtering example** *(it works the same for subsets)*: - -
-
- -![tools_loader_4](assets/tools/tools_loader_4-small.png) - -
-
- -![tools_loader_5](assets/tools/tools_loader_5-small.png) - -
-
- - -#### Filter Subsets by Family - -
-
- -To filter [subsets](artist_concepts.md#subset) by their [families](artist_publish.md#families) you can use families list where you can check families you want to see or uncheck families you are not interested in. - -
-
- -![tools_loader_30](assets/tools/tools_loader_30-small.png) - -
-
- - - -### Subset groups -Subsets may be grouped which can help to make the subset list more transparent. You can toggle visibility of groups with `Enable Grouping` checkbox. - -![tools_loader_40](assets/tools/tools_loader_40-small.png) - - -#### Add to group or change current group -You can set group of selected subsets with shortcut `Ctrl + G`. - -![tools_loader_41](assets/tools/tools_loader_41-small.png) - - -:::warning -You'll set the group in Avalon database so your changes will take effect for all users. -::: - -### Site Sync support - -If **Site Sync** is enabled additional widget is shown in right bottom corner. -It contains list of all representations of selected version(s). It also shows availability of representation files -on particular site (*active* - mine, *remote* - theirs). - -![site_sync_support](assets/site_sync_loader.png) - -On this picture you see that representation files are available only on remote site (could be GDrive or other). -If artist wants to work with the file(s) they need to be downloaded first. That could be done by right mouse click on -particular representation (or multiselect all) and select *Download*. - -This will mark representation to be download which will happen in the background if OpenPype Tray is running. - -For more details of progress, state or possible error details artist should open **[Sync Queue](#Sync-Queue)** item in Tray app. - -Work in progress... - -## Library Loader - -Library loader is extended [loader](#loader) which allows to load published subsets from Library projects. Controls are same but library loader has extra Combo Box which allows you to choose project you want to load from. - -
-
- -![tools_library_1](assets/tools/tools_library_1-small.png) - -
-
- -![tools_library_2](assets/tools/tools_library_2-small.png) - -
-
- -### Delivery Action ### - -Library Loader contains functionality to export any selected asset, subsets and their version to configurable folder. -Delivery follows structure based on defined template, this template must be configured first by Admin in the Settings. - -![delivery_action](assets/tools/tools_delivery_loader.png) - -* Usage -- Select all required subsets for export (you can change theirs versions by double clicking on 'Version' value) -- Right click and select **Deliver Versions** from context menu -- Select predefined Delivery template (must be configured by Admin system or project wide) -- Fill value for root folder (folder will be created if it doesn't exist) -- Filter out type of representation you are not interested in -- Push **Deliver** button -- Dialog must be kept open until export is finished -- In a case of problems with any of the representation, that one will be skipped, description of error will be provided in the dialog -* * * - -## Publisher - -> Use publish to share your work with others. It collects, validates and exports the data in standardized way. - -### Details - -When you run pyblish, the UI is made of 2 main parts. On the left, you see all the items pyblish will be working with (called instances), and on the right a list of actions that are going to process these items. -Even though every task type has some pre-defined settings of what should be collected from the scene and what items will be published by default. You can technically publish any output type from any task type. -Each item is passed through multiple plugins, each doing a small piece of work. These are organized into 4 areas and run in sequence. - -### Using Pyblish - -In the best case scenario, you open pyblish from the Avalon menu, press play, wait for it to finish, and you’re done. -These are the steps in detail, for cases, where the default settings don’t work for you or you know that the task you’re working on, requires a different treatment. - -#### Collect - -Finds all the important data in the scene and makes it ready for publishing - -#### Validate - -Each validator makes sure your output complies to one particular condition. This could be anything from naming conventions, scene setting, to plugin usage. An item can only be published if all validators pass. - -#### Extract - -Extractor takes the item and saves it to the disk. Usually to temporary location. Each extractor represents one file format and there can be multiple file formats exported for each item. - -#### Integrate - -Integrator takes the extracted files, categorizes and moves them to a correct location on the disk or on the server. - -* * * - -## Inventory - -With Scene Inventory, you can browse, update and change subsets loaded with [Loader](#loader) into your scene or script. - -:::note -You should first understand [Key concepts](artist_concepts) to understand how you can use this tool. -::: - -### Details - - -Once a subset is loaded, it turns into a container within a scene. This containerization allows us to have a good overview of everything in the scene, but also makes it possible to change versions, notify user if something is outdated, replace one asset for another, etc. - - -The scene manager has a simple GUI focused on efficiency. You can see everything that has been previously loaded into the scene, how many time it's been loaded, what version and a lot of other information. Loaded assets are grouped by their asset name, subset name and representation. This grouping gives ability to apply changes for all instances of the loaded asset *(e.g. when __tree__ is loaded 20 times you can easily update version for all of them)*. - -![tools_scene_inventory_10](assets/tools/tools_scene_inventory_10-small.png) - -To interact with any container, you need to right click it and you'll see a drop down with possible actions. The key actions for production are already implemented, but more will be added over time. - -![tools_scene_inventory_20](assets/tools/tools_scene_inventory_20.png) - -### Usage - -#### Change version -You can change versions of loaded subsets with scene inventory tool. Version of loaded assets is colored to red when newer version is available. - - -![tools_scene_inventory_40](assets/tools/tools_scene_inventory_40.png) - -##### Update to the latest version -Select containers or subsets you want to update, right-click selection and press `Update to latest`. - -##### Change to specific version -Select containers or subsets you want to change, right-click selection, press `Set version`, select from dropdown version you want change to and press `OK` button to confirm. - - -![tools_scene_inventory_30](assets/tools/tools_scene_inventory_30.png) - - -#### Switch Asset -It's tool in Scene inventory tool that gives ability to switch asset, subset and representation of loaded assets. - - -![tools_scene_inventory_50](assets/tools/tools_scene_inventory_50.png) - - -Because loaded asset is in fact representation of version published in asset's subset it is possible to switch each of this part *(representation, version, subset and asset)*, but with limitations. Limitations are obvious as you can imagine when you have loaded `.ma` representation of `modelMain` subset from `car` asset it is not possible to switch subset to `modelHD` and keep same representation if `modelHD` does not have published `.ma` representation. It is possible to switch multiple loaded assets at once that makes this tool very powerful helper if all published assets contain same subsets and representations. - -Switch tool won't let you cross the border of limitations and inform you when you have to specify more if impossible combination occurs *(It is also possible that there will be no possible combination for selected assets)*. Border is colored to red and confirm button is not enabled when specification is required. - - -![tools_scene_inventory_55](assets/tools/tools_scene_inventory_55.png) - - -Possible switches: -- switch **representation** (`.ma` to `.abc`, `.exr` to `.dpx`, etc.) -- switch **subset** (`modelMain` to `modelHD`, etc.) - - `AND` keep same **representation** *(with limitations)* - - `AND` switch **representation** *(with limitations)* -- switch **asset** (`oak` to `elm`, etc.) - - `AND` keep same **subset** and **representation** *(with limitations)* - - `AND` keep same **subset** and switch **representation** *(with limitations)* - - `AND` switch **subset** and keep same **representation** *(with limitations)* - - `AND` switch **subset** and **representation** *(with limitations)* - -We added one more switch layer above subset for LOD (Level Of Depth). That requires to have published subsets with name ending with **"_LOD{number}"** where number represents level (e.g. modelMain_LOD1). Has the same limitations as mentioned above. This is handy when you want to change only subset but keep same LOD or keep same subset but change LOD for multiple assets. This option is hidden if you didn't select subset that have published subset with LODs. - -![tools_scene_inventory_54](assets/tools/tools_scene_inventory_54.png) -### Filtering - -#### Filter by name - -There is a search bar on the top for cases when you have a complex scene with many assets and need to find a specific one. - -
-
- -![tools_scene_inventory_60](assets/tools/tools_scene_inventory_60-small.png) - -
-
- -![tools_scene_inventory_61](assets/tools/tools_scene_inventory_61-small.png) - -
-
- - -#### Filter with Cherry-pick selection - -
-
- -To keep only selected subsets right-click selection and press `Cherry-Pick (Hierarchy)` *(Border of subset list change to **orange** color when Cherry-pick filtering is set so you know filter is applied).* - -
-
- -![tools_scene_inventory_62-small](assets/tools/tools_scene_inventory_62-small.png) - -
-
- -
-
- -To return to original state right-click anywhere in subsets list and press `Back to Full-View`. - -
-
- -![tools_scene_inventory_63-small](assets/tools/tools_scene_inventory_63-small.png) - -
-
- - -:::tip -You can Cherry-pick from Cherry-picked subsets. -::: - -* * * - -## Workfiles - -Save new working scenes or scripts, or open the ones you previously worked on. - -### Details - -Instead of digging through your software native file browser, you can simply open the workfiles app and see all the files for the asset or shot you're currently working with. The app takes care of all the naming and the location of your work files. - -When saving a scene you can also add a comment. It is completely up to you how you use this, however we recommend using it for subversion within your current working version. - -Let's say that the last version of the comp you published was v003 and now you're working on the file prj_sh010_compositing_v004.nk if you want to keep snapshots of your work, but not iterate on the main version because the supervisor is expecting next publish to be v004, you can use the comment to do this, so you can save the file under the name prj_sh010_compositing_v004_001 , prj_sh010_compositing_v004_002. the main version is automatically iterated every time you publish something. - -### Usage - -
-
- -#### To open existing file: - -1. Open Workfiles tool from OpenPype menu -2. Select file from list - the latest version is the highest *(descendent ordering)* -3. Press `Open` button - -
-
- -![workfiles_1](assets/workfiles_1.png) - -
-
- - -#### To save new workfile -1. Open Workfiles tool from OpenPype menu -2. Press `Save As` button -3. You can add optional comment to the filename, that will be appended at the end -4. Press `OK` - -:::note -You can manually override the workfile version by unticking next available version and using the version menu to choose your own. -::: - -## Look Assigner - -> The Look Manager takes care of assigning published looks to the correct model in the scene. - -### Details - -When a look is published it also stores the information about what shading networks need to be assigned to which models, but it also stores all the render attributes on the mesh necessary for a successful render. - -### Usage - -Look Assigner has GUI is made of two parts. On the left you will see the list of all the available models in the scene and on the right side, all the looks that can be associate with them. To assign a look to a model you just need to: - -1. Click on "load all subsets" -2. Choose a subset from the menu on the left -3. Right click on a look from the list on the right -4. Choose "Assign" - -At this point you should have a model with all it's shaders applied correctly. The tool automatically loads the latest look available. - - -## Subset Manager - -> Subset Manager lists all items which are meant for publishig and will be published if Publish is triggered - -### Details - -One or more items (instances) could be published any time Publish process is started. Each this publishable -item must be created by Creator tool previously. Subset Manager provides easy way how to check which items, -and how many, will be published. - -It also provides clean and preferable way how to remove unwanted item from publishing. - -### Usage - -Subset Manager has GUI is made of two parts. On the left you will see the list of all the available publishable items in the scene and on the right side, details about these items. - -
- -![subset_manager](assets/tools_subset_manager.png) -
- -Any time new item is Created, it will show up here. - -Currently there is only single action, 'Remove instance' which cleans workfile file from publishable item metadata. -This might not remove underlying host item, it depends on host and implementation! - -It might also happen that user deletes underlying host item(for example layer in Photoshop) directly in the host, but metadata will stay. -This could result in phantom issues during publishing. Use Subset Manager to purge workfile from abandoned items. - -Please check behaviour in host of your choice. - -## Sync Queue - -### Details - -If **Site Sync** is configured for a project, each asset is marked to be synchronized to a remote site during publishing. -Each artist's OpenPype Tray application handles synchronization in background, it looks for all representation which -are marked with the site of the user (unique site name per artist) and remote site. - -Artists then can see progress of synchronization via **Sync Queue** link in the Tray application. - -Artists can see all synced representation in this dialog with helpful information such as when representation was created, when it was synched, -status of synchronization (OK or Fail) etc. - -### Usage - -With this app artists can modify synchronized representation, for example mark failed representation for re-sync etc. - -![Sync Queue](assets/site_sync_sync_queue.png) - -Actions accessible by context menu on single (or multiple representations): -- *Open in Explorer* - if site is locally accessible, open folder with it with OS based explorer -- *Re-sync Active Site* - mark artist own side for re-download (repre must be accessible on remote side) -- *Re-sync Remote Site* - mark representation for re-upload -- *Completely remove from local* - removes tag of synchronization to artist's local site, removes files from disk (available only for personal sites) -- *Change priority* - mark representations with higher priority for faster synchronization run - -Double click on any of the representation open Detail dialog with information about all files for particular representation. -In this dialog error details could be accessed in the context menu. - -#### Context menu on project name -Artists can also Pause whole server or specific project for synchronization. In that state no download/upload is being run. -This might be helpful if the artist is not interested in a particular project for a while or wants to save bandwidth data limit for a bit. - -Another option is `Validate files on active site`. This option triggers process where all representation of the selected project are looped through, file paths are resolved for active site and -if paths point to local system, paths are physically checked if files are existing. If file exists and representation is not marked to be present on 'active_site' in DB, DB is updated -to follow that. - -This might be useful if artist has representation files that Site Sync doesn't know about (newly attached external drive with representations from studio). -This project might take a while! \ No newline at end of file diff --git a/website/docs/artist_tools_context_manager.md b/website/docs/artist_tools_context_manager.md new file mode 100644 index 00000000000..254401e9de7 --- /dev/null +++ b/website/docs/artist_tools_context_manager.md @@ -0,0 +1,17 @@ +--- +id: artist_tools_context_manager +title: Context Manager +sidebar_label: Context Manager +description: A tool to manage the context within a host app. +--- + +# Context Manager + +Any time your host app is open in a defined context it can be changed to different hierarchy, asset or task within a project. This will allow you to change your opened session to any other asset, shot and tasks within the same project. This is useful particularly in cases where your host takes long time to start. + +![workfiles_1](assets/tools_context_manager.png) + + +:::note +Notice that the window doesn't close after hitting `Accept` and confirming the change of context. This behaviour let's you keep the window open and change the context multiple times in a row. +::: diff --git a/website/docs/artist_tools_creator.md b/website/docs/artist_tools_creator.md new file mode 100644 index 00000000000..e2f3f3b4824 --- /dev/null +++ b/website/docs/artist_tools_creator.md @@ -0,0 +1,25 @@ +--- +id: artist_tools_creator +title: Creator +sidebar_label: Creator +description: A tool to generate metadata for asset publishing. +--- + +# Creator + +## Details + +Despite the name, Creator isn't for making new content in your scene, but rather taking what's already in it and creating all the metadata your content needs to be published. + +In Maya this means creating a set with everything you want to publish and assigning custom attributes to it so it gets picked up during publishing stage. + +In Nuke it's either converting an existing write node to a publishable one, or simply creating a write node with all the correct settings and outputs already set. + +## Usage + +1. Select what you want to publish from your scenes. +2. Open *Creator* from OpenPype menu. +3. Choose what family (data type) you need to export. +4. Type the name for you export. This name is how others are going to be able to refer to this particular subset when loading it into their scenes. Every assets should have a Main subset, but can have any number of other variants. +5. Click on *Create*. + diff --git a/website/docs/artist_tools_inventory.md b/website/docs/artist_tools_inventory.md new file mode 100644 index 00000000000..95207e2b473 --- /dev/null +++ b/website/docs/artist_tools_inventory.md @@ -0,0 +1,129 @@ +--- +id: artist_tools_inventory +title: Inventory +sidebar_label: Inventory +description: Manage already loaded subsets. +--- + +# Inventory + +With Scene Inventory, you can browse, update and change subsets loaded with [Loader](artist_tools_loader) into your scene or script. + +:::note +You should first understand [Key concepts](artist_concepts) to understand how you can use this tool. +::: + +## Details + + +Once a subset is loaded, it turns into a container within a scene. This containerization allows us to have a good overview of everything in the scene, but also makes it possible to change versions, notify user if something is outdated, replace one asset for another, etc. + + +The scene manager has a simple GUI focused on efficiency. You can see everything that has been previously loaded into the scene, how many time it's been loaded, what version and a lot of other information. Loaded assets are grouped by their asset name, subset name and representation. This grouping gives ability to apply changes for all instances of the loaded asset *(e.g. when __tree__ is loaded 20 times you can easily update version for all of them)*. + +![tools_scene_inventory_10](assets/tools/tools_scene_inventory_10-small.png) + +To interact with any container, you need to right click it and you'll see a drop down with possible actions. The key actions for production are already implemented, but more will be added over time. + +![tools_scene_inventory_20](assets/tools/tools_scene_inventory_20.png) + +## Usage + +### Change version +You can change versions of loaded subsets with scene inventory tool. Version of loaded assets is colored to red when newer version is available. + + +![tools_scene_inventory_40](assets/tools/tools_scene_inventory_40.png) + +#### Update to the latest version +Select containers or subsets you want to update, right-click selection and press `Update to latest`. + +#### Change to specific version +Select containers or subsets you want to change, right-click selection, press `Set version`, select from dropdown version you want change to and press `OK` button to confirm. + + +![tools_scene_inventory_30](assets/tools/tools_scene_inventory_30.png) + + +### Switch Asset +It's tool in Scene inventory tool that gives ability to switch asset, subset and representation of loaded assets. + + +![tools_scene_inventory_50](assets/tools/tools_scene_inventory_50.png) + + +Because loaded asset is in fact representation of version published in asset's subset it is possible to switch each of this part *(representation, version, subset and asset)*, but with limitations. Limitations are obvious as you can imagine when you have loaded `.ma` representation of `modelMain` subset from `car` asset it is not possible to switch subset to `modelHD` and keep same representation if `modelHD` does not have published `.ma` representation. It is possible to switch multiple loaded assets at once that makes this tool very powerful helper if all published assets contain same subsets and representations. + +Switch tool won't let you cross the border of limitations and inform you when you have to specify more if impossible combination occurs *(It is also possible that there will be no possible combination for selected assets)*. Border is colored to red and confirm button is not enabled when specification is required. + + +![tools_scene_inventory_55](assets/tools/tools_scene_inventory_55.png) + + +Possible switches: +- switch **representation** (`.ma` to `.abc`, `.exr` to `.dpx`, etc.) +- switch **subset** (`modelMain` to `modelHD`, etc.) + - `AND` keep same **representation** *(with limitations)* + - `AND` switch **representation** *(with limitations)* +- switch **asset** (`oak` to `elm`, etc.) + - `AND` keep same **subset** and **representation** *(with limitations)* + - `AND` keep same **subset** and switch **representation** *(with limitations)* + - `AND` switch **subset** and keep same **representation** *(with limitations)* + - `AND` switch **subset** and **representation** *(with limitations)* + +We added one more switch layer above subset for LOD (Level Of Depth). That requires to have published subsets with name ending with **"_LOD{number}"** where number represents level (e.g. modelMain_LOD1). Has the same limitations as mentioned above. This is handy when you want to change only subset but keep same LOD or keep same subset but change LOD for multiple assets. This option is hidden if you didn't select subset that have published subset with LODs. + +![tools_scene_inventory_54](assets/tools/tools_scene_inventory_54.png) + +## Filtering + +### Filter by name + +There is a search bar on the top for cases when you have a complex scene with many assets and need to find a specific one. + +
+
+ +![tools_scene_inventory_60](assets/tools/tools_scene_inventory_60-small.png) + +
+
+ +![tools_scene_inventory_61](assets/tools/tools_scene_inventory_61-small.png) + +
+
+ + +### Filter with Cherry-pick selection + +
+
+ +To keep only selected subsets right-click selection and press `Cherry-Pick (Hierarchy)` *(Border of subset list change to **orange** color when Cherry-pick filtering is set so you know filter is applied).* + +
+
+ +![tools_scene_inventory_62-small](assets/tools/tools_scene_inventory_62-small.png) + +
+
+ +
+
+ +To return to original state right-click anywhere in subsets list and press `Back to Full-View`. + +
+
+ +![tools_scene_inventory_63-small](assets/tools/tools_scene_inventory_63-small.png) + +
+
+ + +:::tip +You can Cherry-pick from Cherry-picked subsets. +::: diff --git a/website/docs/artist_tools_library_loader.md b/website/docs/artist_tools_library_loader.md new file mode 100644 index 00000000000..f85d4e61175 --- /dev/null +++ b/website/docs/artist_tools_library_loader.md @@ -0,0 +1,42 @@ +--- +id: artist_tools_library_loader +title: Library Loader +sidebar_label: Library Loader +description: Allows loading published subsets from projects of type "Library". +--- + +# Library Loader + +Library loader is extended [loader](artist_tools_loader) which allows to load published subsets from Library projects. Controls are same but library loader has extra Combo Box which allows you to choose project you want to load from. + +
+
+ +![tools_library_1](assets/tools/tools_library_1-small.png) + +
+
+ +![tools_library_2](assets/tools/tools_library_2-small.png) + +
+
+ +## Delivery Action + +Library Loader contains functionality to export any selected asset, subsets and their version to configurable folder. +Delivery follows structure based on defined template, this template must be configured first by Admin in the Settings. + +![delivery_action](assets/tools/tools_delivery_loader.png) + +* Usage +- Select all required subsets for export (you can change theirs versions by double clicking on 'Version' value) +- Right click and select **Deliver Versions** from context menu +- Select predefined Delivery template (must be configured by Admin system or project wide) +- Fill value for root folder (folder will be created if it doesn't exist) +- Filter out type of representation you are not interested in +- Push **Deliver** button +- Dialog must be kept open until export is finished +- In a case of problems with any of the representation, that one will be skipped, description of error will be provided in the dialog + + diff --git a/website/docs/artist_tools_loader.md b/website/docs/artist_tools_loader.md new file mode 100644 index 00000000000..3ae69b1cf6f --- /dev/null +++ b/website/docs/artist_tools_loader.md @@ -0,0 +1,121 @@ +--- +id: artist_tools_loader +title: Loader +sidebar_label: Loader +description: Allows loading published subsets from the same project. +--- + +# Loader +Loader loads published subsets into your current scene or script. + +## Usage +1. Open *Loader* from OpenPype menu. +2. Select the asset where the subset you want to load is published. +3. From subset list select the subset you want. +4. Right-click the subset. +5. From action menu select what you want to do *(load, reference, ...)*. + + +![tools_loader_1](assets/tools/tools_loader_1.png) + +
+
+ +## Refresh data +Data are not auto-refreshed to avoid database issues. To refresh assets or subsets press refresh button. + +
+
+ +![tools_loader_50](assets/tools/tools_loader_50.png) + +
+
+ +## Load another version +Loader by default load last version, but you can of course load another versions. Double-click on the subset in the version column to expose the drop down, choose version you want to load and continue from point 4 of the [Usage](#usage-1). + +
+
+ + ![tools_loader_21](assets/tools/tools_loader_21.png) +
+
+ + ![tools_loader_22](assets/tools/tools_loader_22.png) +
+
+ + +## Filtering + +### Filter Assets and Subsets by name +To filter assets/subsets by name just type name or part of name to filter text input. Only assets/subsets containing the entered string remain. + +- **Assets filtering example** *(it works the same for subsets)*: + +
+
+ +![tools_loader_4](assets/tools/tools_loader_4-small.png) + +
+
+ +![tools_loader_5](assets/tools/tools_loader_5-small.png) + +
+
+ + +### Filter Subsets by Family + +
+
+ +To filter [subsets](artist_concepts.md#subset) by their [families](artist_publish.md#families) you can use families list where you can check families you want to see or uncheck families you are not interested in. + +
+
+ +![tools_loader_30](assets/tools/tools_loader_30-small.png) + +
+
+ + + +## Subset groups +Subsets may be grouped which can help to make the subset list more transparent. You can toggle visibility of groups with `Enable Grouping` checkbox. + +![tools_loader_40](assets/tools/tools_loader_40-small.png) + + +### Add to group or change current group +You can set group of selected subsets with shortcut `Ctrl + G`. + +![tools_loader_41](assets/tools/tools_loader_41-small.png) + + +:::warning +You'll set the group in Avalon database so your changes will take effect for all users. +::: + +## Site Sync support + +If **Site Sync** is enabled additional widget is shown in right bottom corner. +It contains list of all representations of selected version(s). It also shows availability of representation files +on particular site (*active* - mine, *remote* - theirs). + +![site_sync_support](assets/site_sync_loader.png) + +On this picture you see that representation files are available only on remote site (could be GDrive or other). +If artist wants to work with the file(s) they need to be downloaded first. That could be done by right mouse click on +particular representation (or multiselect all) and select *Download*. + +This will mark representation to be download which will happen in the background if OpenPype Tray is running. + +For more details of progress, state or possible error details artist should open **[Sync Queue](#Sync-Queue)** item in Tray app. + +Work in progress... + diff --git a/website/docs/artist_tools_look_assigner.md b/website/docs/artist_tools_look_assigner.md new file mode 100644 index 00000000000..29002802b06 --- /dev/null +++ b/website/docs/artist_tools_look_assigner.md @@ -0,0 +1,26 @@ +--- +id: artist_tools_look_assigner +title: Look Assigner +sidebar_label: Look Assigner +description: Manage published looks to their respective model(s). +--- + +# Look Assigner + +The Look Manager takes care of assigning published looks to the correct model in the scene. + +## Details + +When a look is published it also stores the information about what shading networks need to be assigned to which models, but it also stores all the render attributes on the mesh necessary for a successful render. + +## Usage + +Look Assigner has GUI is made of two parts. On the left you will see the list of all the available models in the scene and on the right side, all the looks that can be associate with them. To assign a look to a model you just need to: + +1. Click on "load all subsets". +2. Choose a subset from the menu on the left. +3. Right click on a look from the list on the right. +4. Choose "Assign". + +At this point you should have a model with all it's shaders applied correctly. The tool automatically loads the latest look available. + diff --git a/website/docs/artist_tools_publisher.md b/website/docs/artist_tools_publisher.md new file mode 100644 index 00000000000..456049d8249 --- /dev/null +++ b/website/docs/artist_tools_publisher.md @@ -0,0 +1,38 @@ +--- +id: artist_tools_publisher +title: Publisher +sidebar_label: Publisher +description: Publish versioned work progress into the project. +--- + +# Publisher + +Use publish to share your work with others. It collects, validates and exports the data in standardized way. + +## Details + +When you run pyblish, the UI is made of 2 main parts. On the left, you see all the items pyblish will be working with (called instances), and on the right a list of actions that are going to process these items. +Even though every task type has some pre-defined settings of what should be collected from the scene and what items will be published by default. You can technically publish any output type from any task type. +Each item is passed through multiple plugins, each doing a small piece of work. These are organized into 4 areas and run in sequence. + +## Using Pyblish + +In the best case scenario, you open pyblish from the Avalon menu, press play, wait for it to finish, and you’re done. +These are the steps in detail, for cases, where the default settings don’t work for you or you know that the task you’re working on, requires a different treatment. + +### Collect + +Finds all the important data in the scene and makes it ready for publishing + +### Validate + +Each validator makes sure your output complies to one particular condition. This could be anything from naming conventions, scene setting, to plugin usage. An item can only be published if all validators pass. + +### Extract + +Extractor takes the item and saves it to the disk. Usually to temporary location. Each extractor represents one file format and there can be multiple file formats exported for each item. + +### Integrate + +Integrator takes the extracted files, categorizes and moves them to a correct location on the disk or on the server. + diff --git a/website/docs/artist_tools_subset_manager.md b/website/docs/artist_tools_subset_manager.md new file mode 100644 index 00000000000..fd1bc5f4771 --- /dev/null +++ b/website/docs/artist_tools_subset_manager.md @@ -0,0 +1,38 @@ +--- +id: artist_tools_subset_manager +title: Subset Manager +sidebar_label: Subset Manager +description: Manage all the publish-able elements. +--- + +# Subset Manager + +Subset Manager lists all items which are meant for publishig and will be published if Publish is triggered + +## Details + +One or more items (instances) could be published any time Publish process is started. Each this publishable +item must be created by Creator tool previously. Subset Manager provides easy way how to check which items, +and how many, will be published. + +It also provides clean and preferable way how to remove unwanted item from publishing. + +## Usage + +Subset Manager has GUI is made of two parts. On the left you will see the list of all the available publishable items in the scene and on the right side, details about these items. + +
+ +![subset_manager](assets/tools_subset_manager.png) +
+ +Any time new item is Created, it will show up here. + +Currently there is only single action, 'Remove instance' which cleans workfile file from publishable item metadata. +This might not remove underlying host item, it depends on host and implementation! + +It might also happen that user deletes underlying host item(for example layer in Photoshop) directly in the host, but metadata will stay. +This could result in phantom issues during publishing. Use Subset Manager to purge workfile from abandoned items. + +Please check behaviour in host of your choice. + diff --git a/website/docs/artist_tools_sync_queu.md b/website/docs/artist_tools_sync_queu.md new file mode 100644 index 00000000000..770c2f77ad1 --- /dev/null +++ b/website/docs/artist_tools_sync_queu.md @@ -0,0 +1,46 @@ +--- +id: artist_tools_sync_queue +title: Sync Queue +sidebar_label: Sync Queue +description: Track sites syncronization progress. +--- + +# Sync Queue + +## Details + +If **Site Sync** is configured for a project, each asset is marked to be synchronized to a remote site during publishing. +Each artist's OpenPype Tray application handles synchronization in background, it looks for all representation which +are marked with the site of the user (unique site name per artist) and remote site. + +Artists then can see progress of synchronization via **Sync Queue** link in the Tray application. + +Artists can see all synced representation in this dialog with helpful information such as when representation was created, when it was synched, +status of synchronization (OK or Fail) etc. + +## Usage + +With this app artists can modify synchronized representation, for example mark failed representation for re-sync etc. + +![Sync Queue](assets/site_sync_sync_queue.png) + +Actions accessible by context menu on single (or multiple representations): +- *Open in Explorer* - if site is locally accessible, open folder with it with OS based explorer +- *Re-sync Active Site* - mark artist own side for re-download (repre must be accessible on remote side) +- *Re-sync Remote Site* - mark representation for re-upload +- *Completely remove from local* - removes tag of synchronization to artist's local site, removes files from disk (available only for personal sites) +- *Change priority* - mark representations with higher priority for faster synchronization run + +Double click on any of the representation open Detail dialog with information about all files for particular representation. +In this dialog error details could be accessed in the context menu. + +#### Context menu on project name +Artists can also Pause whole server or specific project for synchronization. In that state no download/upload is being run. +This might be helpful if the artist is not interested in a particular project for a while or wants to save bandwidth data limit for a bit. + +Another option is `Validate files on active site`. This option triggers process where all representation of the selected project are looped through, file paths are resolved for active site and +if paths point to local system, paths are physically checked if files are existing. If file exists and representation is not marked to be present on 'active_site' in DB, DB is updated +to follow that. + +This might be useful if artist has representation files that Site Sync doesn't know about (newly attached external drive with representations from studio). +This project might take a while! diff --git a/website/docs/artist_tools_workfiles.md b/website/docs/artist_tools_workfiles.md new file mode 100644 index 00000000000..2e1d939c971 --- /dev/null +++ b/website/docs/artist_tools_workfiles.md @@ -0,0 +1,49 @@ +--- +id: artist_tools_workfiles +title: Workfiles +sidebar_label: Workfiles +description: Save versioned progress files. +--- + +# Workfiles + +Save new working scenes or scripts, or open the ones you previously worked on. + +## Details + +Instead of digging through your software native file browser, you can simply open the workfiles app and see all the files for the asset or shot you're currently working with. The app takes care of all the naming and the location of your work files. + +When saving a scene you can also add a comment. It is completely up to you how you use this, however we recommend using it for subversion within your current working version. + +Let's say that the last version of the comp you published was v003 and now you're working on the file prj_sh010_compositing_v004.nk if you want to keep snapshots of your work, but not iterate on the main version because the supervisor is expecting next publish to be v004, you can use the comment to do this, so you can save the file under the name prj_sh010_compositing_v004_001 , prj_sh010_compositing_v004_002. the main version is automatically iterated every time you publish something. + +## Usage + +
+
+ +### To open existing file: + +1. Open Workfiles tool from OpenPype menu +2. Select file from list - the latest version is the highest *(descendent ordering)* +3. Press `Open` button + +
+
+ +![workfiles_1](assets/workfiles_1.png) + +
+
+ + +### To save new workfile +1. Open Workfiles tool from OpenPype menu +2. Press `Save As` button +3. You can add optional comment to the filename, that will be appended at the end +4. Press `OK` + +:::note +You can manually override the workfile version by unticking next available version and using the version menu to choose your own. +::: + diff --git a/website/docs/project_settings/settings_project_global.md b/website/docs/project_settings/settings_project_global.md index 9666c6568ad..34b03fe32ac 100644 --- a/website/docs/project_settings/settings_project_global.md +++ b/website/docs/project_settings/settings_project_global.md @@ -162,7 +162,7 @@ Applicable context filters: #### Subset grouping profiles -Published subsets might be grouped together for cleaner and easier selection in **[Loader](artist_tools.md#subset-groups)** +Published subsets might be grouped together for cleaner and easier selection in the **[Subset Manager](artist_tools_subset_manager)** Group name is chosen with use of [profile filtering](#profile-filters) @@ -179,7 +179,7 @@ Applicable context filters: Settings for OpenPype tools. ## Creator -Settings related to [Creator tool](artist_tools.md#details). +Settings related to [Creator tool](artist_tools_creator). ### Subset name profiles ![global_tools_creator_subset_template](assets/global_tools_creator_subset_template.png) @@ -217,4 +217,4 @@ All settings related to Workfile tool. ### Open last workfile at launch This feature allows you to define a rule for each task/host or toggle the feature globally to all tasks as they are visible in the picture. -![global_tools_workfile_open_last_version](assets/global_tools_workfile_open_last_version.png) \ No newline at end of file +![global_tools_workfile_open_last_version](assets/global_tools_workfile_open_last_version.png) diff --git a/website/sidebars.js b/website/sidebars.js index f2d9ffee061..a19aade7121 100644 --- a/website/sidebars.js +++ b/website/sidebars.js @@ -8,7 +8,24 @@ module.exports = { "artist_getting_started", "artist_concepts", "artist_publish", - "artist_tools", + { + type: "category", + collapsed: true, + label: "Tools", + link: {type: 'doc', id: 'artist_tools'}, + items: [ + "artist_tools_context_manager", + "artist_tools_creator", + "artist_tools_loader", + "artist_tools_library_loader", + "artist_tools_publisher", + "artist_tools_inventory", + "artist_tools_workfiles", + "artist_tools_look_assigner", + "artist_tools_subset_manager", + "artist_tools_sync_queue" + ], + }, "artist_install" ], }, diff --git a/website/src/pages/features.js b/website/src/pages/features.js index d5c036eb89b..8f3a0857848 100644 --- a/website/src/pages/features.js +++ b/website/src/pages/features.js @@ -15,32 +15,32 @@ const key_features = [ label: "Workfiles", description: "Save and load workfiles in progress. Change the context inside of the application.", - docs: "/docs/artist_tools#workfiles", + docs: "/docs/artist_tools_workfiles", }, { label: "Creator", description: "Universal GUI for defining content for publishing from your DCC app.", - docs: "/docs/artist_tools#creator", + docs: "/docs/artist_tools_creator", }, { label: "Loader", description: "Universal GUI for loading published assets into your DCC app.", - docs: "/docs/artist_tools#loader", + docs: "/docs/artist_tools_loader", }, { label: "Publisher", description: "Universal GUI for validating and publishng content from your DCC app.", image: "", - docs: "/docs/artist_tools#publisher", + docs: "/docs/artist_tools_publisher", }, { label: "Scene manager", description: "Universal GUI for managing versions of assets loaded into your working scene.", - docs: "docs/artist_tools#inventory", + docs: "docs/artist_tools_inventory", }, { label: "Project manager", @@ -52,7 +52,7 @@ const key_features = [ label: "Library Loader", description: "A loader GUI that allows yo to load content from dedicated cross project asset library", - docs: "docs/artist_tools#library-loader", + docs: "docs/artist_tool_library_loader", image: "", }, {