The Guerrilla Maya Pipeline - your best advice

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  10 October 2012
Originally Posted by oglu: this scene assembly overview could be from interest...

oglu, see also this link:
  11 November 2012
I've started working on a metaprogramming framework for MEL to help with this endeavor. The idea is to focus on flexibility above all else -- the code that runs the user's pipe will all be procedurally generated from more general templates, which in turn will be generated from initial conditions set by the user, e.g. a naming convention spreadsheet. The system will be inherently recursive, so I can go as many levels deep as I need to.

Not only is this a good exercise in reading, writing, and manipulating text files with MEL, but I've already seen efficiency gains in my own tool writing. Right now I'm still printing headers and simple procedures, but soon I'll be able to write fairly complex, dynamic UI code in minutes, customized down to the variable names.

I'm working on procedural commenting as well, which I think will be pretty snazzy. The end result will be to automatically comment a procedure with its name, return type, and inputs. These comments can then be parsed by a "help" tool.

I'm still working on the specifics of what the ideal guerrilla pipeline looks like, but having these tools in hand will definitely help me get there... might be 2015, but I'll get there!
  04 April 2013
Posting to keep the thread alive. I'm still very interested in this idea, and if I find anything interesting I'll put it here.

For now, though, the pipeline project is dead in the water. We're moving away from Maya at RFX, so I'm going to be focusing on developing for the new tools here.
  04 April 2013
Just Curious?

You said that you were moving away from Maya at RFX. What are you moving to? Houdini?
  04 April 2013
I'm not sure what's public or not -- so I'd better not say!

I'm pretty sure rigging/animation will still be Maya, but lighting won't.
  04 April 2013
I see. I might move back to DFW one day, and would hope to have the background/experience to work at RFX.
  10 October 2013
Hope I'm not too late to join in.

I have some question concerning assets with many LOD and tasks. Any advise on how to organize them? For example, an "apple" model would have tasks such as modeling, texturing, shading, rigging, and on top of that there's also LOD such as proxy, far, med, near, etc.

I tried to have separate folder for task but put all LOD in 1 place

and such. But my sup said the versioning got very confusing as he doesn't know anymore which one was the newest (among different LOD I think)
  10 October 2013
Pipeline tool

I have been working with a really useful tool for a few months now. It is called Simple tools. I bought it for $20 on Creative Crash. I find it works great for organizing my workflow. It is really worth the money.
  10 October 2013
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