Pipeline and Workflow

A nice blog article and video on why either as a one man/woman shop, student or studio you need to get yourself organised with a pipeline and workflow structure.

Illustrated with some stories from the tech trenches; Zeth Willie explains how by putting in some thought into your pipeline you will help minimise the chance of stress/expense/all nighter’s down the road.

What I pulled from it all was any pipeline design needs to be flexible, simple and scalable. Now there are some software solutions to help you get organised. If you don’t have access to these or the resources to pay a TD, it’s still possible to build a K.I.S.S pipeline with a organised job folder structure, separation of working assets from published assets and file referencing. Though not essential a little scripting can help with the automation of naming etc.

There is also a link to OpenPipeline (from kickstand) which is an opensource collection of mel-scripts for maya that the will help organise your Maya content. I’ve had a play with and it looks to be useful ( there a couple of minor niggles for instance it wont show the preview of a snapshot or playblast, though its probably something on my side). They are on version 0.9.2 since spring 2010. They are keen on feedback – so perhaps if you send in your responses – we will see more news.

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OpenPipeline is an open source framework for managing animation production data and workflow.

Its first implementation is a MEL-based plug-in for Autodesk Maya that handles specific aspects of production: automatic directory structures, file naming conventions, revision control, and modularity that makes multi-artist workflows possible. Versions for other production applications are on the way.
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