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The five core pieces of a solid pipeline

Listed below are the technology pieces that I feel are necessary for a solid, and efficient CG animation production pipeline.

Directory Structure and Naming Convention

An organizational structure for job specific tools, shot, and asset groupings. Naming conventions provide tool repurposing and the ability to structure assets.

Variable System

A variable organizational structure to share job and shot configuration information among tools which provides:

• Naming convention control

• Tools standardization and version control

• Tools pathing

• Shadow tree management

• Filename … Continue Reading

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The Iron-Fist of Naming Conventions

Here is a re-post of Kevin Cureton’s great article on naming conventions…

Every time that I’ve started working on a production, be it a film or video game, the issue of naming comes up. Nobody likes the way things have been named on previous productions, and yet no one wants to be the person that creates and enforces a naming convention. Can you blame them? It’s never fun to be the person who has to put the figurative “smack down” on a production team to get them to name things correctly.

Naming conventions can have various levels of stringency. The most basic … Continue Reading

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Scalability for CG Pipelines

How do you build a studio that can grow without major pains?

There are a variety of factors that need to be taken into consideration across all areas of the studio’s business.

One of the first items that should be nailed down is how your staffing requirements align with the business, production, and technical goals.

  • Are you going to be using production processes that require artists with a higher degree of technical aptitude and/or an investment in training? Or, are you going to adapt your toolset and workflow to be more ‘artist’ friendly. What is the local talent pool available to you?  Are … Continue Reading
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