Pipeline Tools Portfolio

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



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

Asset Naming was the first in pipeline chain to help artist publish assets to the correct location with naming and version number. Hero assets will be picked up by Asset Library for artist to load or reference in their scene.

Scene Naming & Versioning
PyQt, compatible with Maya 2011-2015
.

Similar to Asset Naming, this tool worked on shot context. It helped artists conform their save files to the correct directory with the right naming convention and version number.

 

Client file preparator.
PyQt, SQL. Run as stand-alone.


A client for one of our game animation project required a versioning number of their own dependent from our in-house version number. Initially coordinators and animators were manually comparing versions using spreadsheets as well as copying and renaming files. A process which took many man hours.

This script automated the process and resolved numbering discrepancies.


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.


During the studio's humble early days, we did not have the storage space to cache every animation data and had to be very selective where we used cache. This tool helped publishing and reloading cache into the scene with some functionalities for creating variants, reusing the same cache in as many places as possible.


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.