Hey Roy,

At Weta we have an in-house solution, which acts something like a rez
<https://github.com/nerdvegas/rez> with an environment management layer on
top. There are a couple goals and concepts that are similar to *be. *Some
of the file-based configuration ideas are similar. And you have the ability
to create "product packages" with a number of directives, create
dependencies/requirements, and to set up working areas with specific
versions of products. Users can then "be in" a given context, which
configures the environment context. From that point, users will end up
launching pre-determined versions of software, and custom software can rely
on the current context when presenting choices such as assets or browsing
locations.

We also are not coupling it to any particular asset management system. It
is meant to form the basis of any downstream process that is making a
decision about what an appropriate context would be.

Some differences in our solution is that we don't combine the concepts of
directory creation and project with this environment management system. Our
system is only concerned with resolving environments for a given context.

I wonder if *be* could be combined/integrated with rez to provide the full
suite that is similar to what we have internally? I think rez has its own
"package" format? Maybe *be* could have a plugin that could allow it to
make references to rez packages, and allow you to *be* into a context that
resolves a set of rez dependencies, and then you end up with full
environment and package management?



On Sun, Jun 28, 2015 at 7:28 AM Roy Nieterau <[email protected]> wrote:

> Hey Marcus,
>
> This is hitting a sweet spot.
> It's nice to read how simple it works plus it's great to see that it works
> on the first run (just tested with it).
>
> We've had a chat about this outside of this google groups, it was mostly
> me asking you how *be *contributes to a pipeline.
> After playing around with it I'm starting to see why it could be such a
> strength when used in production.
> I'm wondering if there are other people here who use something similar to
> set up an artist's environment correctly for each project (and even for the
> asset they are working on).
>
> Hope this will spark into a nice discussion about environment management
> in small to big productions. :)
> I'm keeping an eye out on this.
>
> Cheers,
> Roy
>
>
>
> On Wednesday, June 24, 2015 at 9:47:48 PM UTC+2, Marcus Ottosson wrote:
>
>> Hi,
>>
>> I’ve been prototyping a new sort of tool in the past week and would like
>> to hear your take on it.
>>
>> https://github.com/mottosso/be/wiki
>>
>> It’s available for both Windows, Linux and OSX and is a method of running
>> software in context with a project without having to specify paths, and
>> looks like this.
>>
>> $ be in spiderman shot01 animation --enter
>> $ maya
>> Launching Maya, for Animation in Spiderman, Shot 01..
>>
>> It works by associating an item in your pipeline - asset, shot, level
>> etc. - with a format string, the typical Python function you get with
>> strings, "my name is {}".format("Marcus"). The format string defines a
>> directory structure, by mapping the arguments given, in the above case
>> spiderman, shot01 and animation to various parts of your design.
>>
>> shot: {cwd}/{0}/shots/{1}/{2}
>>
>> Software aliases are defined on a per-project basis in a similar fashion
>> to how templates are defined; a per-project yaml file with one or more
>> aliases pointing either directly or indirectly to the software it relates
>> to, such as
>>
>> alias:
>> - maya: start "" "c:/program files/autodesk/maya2016/bin/maya.exe"
>>
>> The alias is then available upon entering a project.
>>
>> In addition, I’m also experimenting the the concept of “presets”. A
>> method of encapsulating a full project configuration in a GitHub repository
>> and registering it with another GitHub repository acting as a central
>> database of shared configurations, such that you can build, share and later
>> use curated configurations by others.
>>
>> $ be new film-project
>>
>> The above would then start by looking locally, for any existing presets
>> you’ve defined or downloaded earlier, and otherwise start looking through
>> the database. I’ve mocked up a web application visualising the currently
>> available ones here.
>>
>>    - http://be.abstractfactory.io
>>
>> And there’s instructions for making your own, and registering them for
>> others to enjoy here.
>>
>>    - https://github.com/mottosso/be-presets/wiki
>>
>> Presets then contain either just the configuration, or can include
>> starter-content, like basic models, rigs, shaders, sound, music, you name
>> it. The idea is for anyone who downloads your preset to get going quickly
>> with a configuration of their choice; such as a preset for “animated-ad” or
>> “action-game” etc.
>>
>> Have a look and let me know what you think, there’s some thoughts about
>> the future in the issues section <https://github.com/mottosso/be/issues>,
>> in particular about entering a running project
>> <https://github.com/mottosso/be/issues/15>. Being an early
>> alpha/prototype, there is lots of room to grow and for feedback, but
>> templates are quite well-defined and versioned so you can start designing a
>> new project today, or encapsulating the one you use at your company.
>>
>> Best,
>> Marcus
>> ​
>>
> --
>> *Marcus Ottosson*
>> [email protected]
>>
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