![]() You must name the asset and attach to a type and category (not 'all'). The asset name, author and notes associated with any asset will be shown in the window directly below the the preview windowĮxport Section (scene, model, shader mode): This is where you will export scenes, models and shaders. The icon above the keyword window will Clear all keywords ( Clear) from the search textfield. By default all texture files are copied to './project/sourceimages/warehouse/assetName' however if you change the textfield to './newDir' all textures will be saved to './newDir/assetName' The textfield below this checkbox shows you which folder these textures will be copied to. The checkbox labelled copyTex is an instruction to the system to save all imported textures to a local folder (by default textures are copied to the warehouse folder). Usually, the system will match the values that are entered with attached keywords and asset names, however, if the notes checkbox to the right of the search textfield is activated, the system will search all notes for the entered string. Each keyword must be separated by a comma. The search textfield above the preview window allows you to enter any number of keywords or names to search by. Clicking on any keyword in window c will add that keyword to the search textfield and filter the preview window accordingly. Next to each keyword is the number of assets to which it is attached ("Japanese" is attached to 4 assets in the preview window in the example image). Any attached keywords will show up in the keyword window marked c. Any asset in the preview window that has not previously been added to favourites can be by right clicking on the asset and choosing Add To Favourites (likewise it can be removed by clicking Remove From Favourites) Favourites will be stored in your local maya scripts folder. The star marked b will toggle 'favourites mode' on and off. This preview window can be refreshed at any time by clicking the refresh icon marked a All assets will load in the central preview window (where the stone cubes are displayed in the preview image). Import Section: This is where you will locate scenes, models, shaders and scripts based on the drop-down Type, the selected Category and Sub Category menus, as well as keywords you can enter in the search textfield. Click on the house icon to navigate to this directory in an explorer window The thin, light grey section at the top shows the path to all files saved in the warehouse. The Asset Management Tool is a utility to import and export models, scenes, shaders, scripts and proxys Recent Technical Artist tools I've developed for Maya, Houdini and Photoshop. Otherwise, you have to do that one by one, which is also cumbersome if you have lots of objects.įor this type of operation IMO V-Ray has the best out-of-the-box implementation of it with their multimatte and vray object properties node.Home Asset Management System Object ID Tool Vray Mesh Tool Car Configurator Car Linker Projection Shader Stacking Script Rename Dailies And it helps to have scripting knowledge (I tapped a teammate for this) to add the custom attribute and ID to all selected objects. It works, but there is some setup involved. If you still want the functionality of object-based selection and want to pick a bunch of objects at once in comp, there is this solution I found in the Arnold docs. That's cumbersome if you want to isolate dozens of (or more) objects by picking them one by one. Yes, standard Cryptomatte is great if you want to select a handful of objects in post. ![]() Which I still don't know how ObjectID aov is used in post. I found this thread looking for info on how to utilize object IDs that can be used in Ae/comp. ![]()
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