Pipeline Tools Portfolio

These are some of my GUI tools I created while working as a pipeline TD at Riff Studio (2011-2015).

Auto Naming.
PyQt, compatible with Maya 2011-2015
.

Following pipeline establishment at Riff Animation Studio, this script conformed artists to save files to the correct directory with the right naming convention and version number.


Asset Naming and Asset Library.
PyQt, compatible with Maya 2011-2015
.

Similar to Previous script, Asset Naming conformed location, name and version number during asset creation process. Assets can be published to other department or to hero library. Once published to hero library the asset will show up in the Asset Library for easy browsing and importing/referencing.


Client file preparator.
PyQt, later updated to PySide. Run as stand-alone.


During a game animation project, our client required file version number to match the number of times we had submitted that specific animation. This number wouldn’t match the version number we have in our pipeline, and, initially coordinators and animators were manually comparing versions using spreadsheets, a process that could take many hours.

This script resolved numbering discrepancies by moving the versioning to PostgreSQL, so files can be prepared automatically.


Playblast compressor.
PyQt, compatiple with Maya 2011-2015.


The playblasts were used extensively for daily animation reviews, however, the codecs bundled with Maya weren't producing satisfactory results. This script resolved the issue by applying 2-pass H.264 compression via FFMPEG, resulting in very small file size with excellent color. It also tracks file version and conform pipeline directory structure.



Most scripts above record artists activity to PostgreSQL. This script for instance can list the most recent Playblasts throughout our studio.



Sequence Publisher.
PySide, run as stand-alone.


This script helped compositors and editors publish image sequences to production directory and named the output according to user input.


Sequence Player.
PySide, run as stand-alone and from within Maya 2014-2015.


Listed Playblasts per episode and launched selected ones as a continuous sequence in RV/PD player.


Animation Cache tools.
PySide, compatible with Maya 2014-2015.


Experimental tools dealing with geometry and Alembic cache. Left UI stored cache per character, right UI stored per shot. Both would load cache and apply a single, shared material too all instance of the same asset, keeping the file light and clean.


Game Asset Checker.
PyQt, compatible with Maya 2011-2015.


Searched for elements needed removing before animation data can be sent to game engine. Identified problematic nodes can be deleted directly from UI or be selected for the artists to make the final call.