Browse the wiki

Sequence Directory

Here you will find information on where we store sequence and shot data, both published and wip files.
All info on this page is work-in-progress

Sequences

The /sequence directory is where we will maintain all shot files. The /sequence directory will contain a folder for each sequence. For example:

  • /EOT/sequence/nsb
  • /EOT/sequence/int

Each sequence will then have directories for all the shots related to that sequence. For example:

  • /EOT/sequence/nsb/nsb000
  • /EOT/sequence/nsb/nsb010
  • /EOT/sequence/nsb/nsb020

Please note that the first shot for any sequence will be ‘000‘ (for example nsb000 or int000). This shot is really a non-shot and is used purely to maintain the sequence edit and also house sequence templates per department. For example, the sequence lighting template.

If your project is episodic, please refer to this doc here for how to structure your project: CAVE Project Directory

Each shot directory will have will be broken into two main stems of data:

  • published: this will contain all published files which will be passed down the pipeline to other departments.
  • wip: this will contain user work-in-progress files. These files should not be passed down the pipeline.


Sequence WIP Data

For WIP (work-in-progress) sequence and shot-based data, we’ve created a series of application directories. Each application directory is essentially a project, so you can set these as the active project in Maya, Houdini, Nuke, etc. We’ve tried to include the usual motley crew of applications but if an application directory is missing, give us a shout 😉

In order to reduce the chance of overwriting other artist files, we’d like you to create a user directory within the relevant scene file directory. For example, if you are working in Maya, under the /scenes directory, you should create a user folder and save your wip files within that folder.

/nsb/nsb010/wip/maya/scenes/jahirul_amin/EOT_nsb_nsb010_anim_v001_r001_blocking.mb

…or if you were creating a costume rig in Houdini, you would create a user folder under the /hip directory, like so:

/asset/yuki/wip/houdini/hip/jahirul_amin/EOT_character_yuki_techrig_costume_lod1_v001_r001_test.hip

In regards to naming your wip asset files, please refer to the following doc: Sequence WIP File Naming Conventions


Sequence Published Data

For each sequence-based department, we’ll be publishing the data into the following directories:

  • scene: here we will maintain the scene file used for publishing. This is a backup file if we need to go back to fix anything.
  • data: for scene file data that will be pushed down the pipeline (ma, usd, obj, abc, etc.). A directory will be created per asset.
  • viewables: for images and movies to accompany the data which will also be submitted for review (jpg, mov, etc.)
  • feedback: this directory is where you’ll find all the feedback notes for the version.

In regards to naming your published shot files, please refer to the following doc: Sequence Published File Naming Conventions

The (very long) diagram below gives a breakdown of the sequence stages and how published data will be managed on-disk. Keep scrolling down and you’ll find a more detailed breakdown of each stage (camera tracking, layout, animation, fx, etc.).


Here is a breakdown of the sequence data/viewable paths per department or task:

Edit

The /published/edit directory is for all published editorial related data. This directory contains one folder:

  • cut: xxx

…/edit/cut

The file path for published/cut data and viewables is as follows:

…/sequence/<sequenceName>/<shotName>/published/edit/cut/<version>/data/

…/sequence/<sequenceName>/<shotName>/published/edit/cut/<version>/viewables/

Please note the inclusion of the <description> directory (which will also be included in the file name). This is to allow a manual token to be added to give a clear description as to what the reference is. For example it could reference images for texturing, photogrammetry images, or a rigging range of motion movie file.

 


Plate

The /published/concept directory is for all published concept art (2d and 3d). This directory contains two main folders:

  • art: for all 2d concept artwork for the asset
  • sculpt: for all 3d concept sculpts for the asset

…/concept/art

The file path for published /art data and viewables is as follows:

…/asset/<assetType>/<assetName>/published/concept/art/<variant>/<version>/data/

…/asset/<assetType>/<assetName>/published/concept/art/<variant>/<version>/viewables/

…/concept/sculpt

The file path for published /sculpt data and viewables is as follows:

…/asset/<assetType>/<assetName>/published/concept/sculpt/<variant>/<version>/data/

…/asset/<assetType>/<assetName>/published/concept/sculpt/<variant>/<version>/viewables/

 


Virtual Production

The /published/model directory is for all published geometry. This directory contains three main folders:

  • prim: for all render meshes. These meshes should have suitable topology for deformation, rigging and FX, and should also include UVs
  • scan: for all scan data that will be output from applications such as Reality Capture and Metashape.
  • sculpt: for sculpt data that will be created with applications such as ZBrush and Mudbox. Displacement and Normal maps will be extracted from these files.

…/model/prim

The file path for published /prim data and viewables is as follows:

…/asset/<assetType>/<assetName>/published/model/prim/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/model/prim/<variant>/<lod#>/<version>/viewables/

…/model/scan

The file path for published /scan data and viewables is as follows:

…/asset/<assetType>/<assetName>/published/model/scan/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/model/scan/<variant>/<lod#>/<version>/viewables/

…/model/sculpt

The file path for published /sculpt data and viewables is as follows:

…/asset/<assetType>/<assetName>/published/model/sculpt/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/model/sculpt/<variant>/<lod#>/<version>/viewables/

 

Please note the inclusion of the <variant> directory (which will also be included in the file name). This will be a pre-defined token (set by the asset supervisor) to give a clear description of the variant of the asset. For example, the asset could require multiple states of damage.

Also note the inclusion of the <lod> directory (which will also be included in the file name). You will need to ensure you publish your model LODs correctly and at the approved resolution to ensure the USD packages which will reference the data can be set up without any issues. Prim, scan and sculpt data can all have a number of LODs.

 


Previs

The /published/surface directory is for all published files related to surfacing. This directory contains three main folders:

  • texture: for all texture maps. These maps will then be picked up in Look Development
  • lookdev: for all shader related files.
  • groom: for groom related data sets for hair and feather creation.

…/surface/texture

The file path for published /texture data and viewables is as follows:

…/asset/<assetType>/<assetName>/published/surface/texture/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/surface/texture/<variant>/<lod#>/<version>/viewables/

…/surface/lookdev

The file path for published /lookdev data and viewables is as follows:

…/asset/<assetType>/<assetName>/published/surface/lookdev/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/surface/lookdev/<variant>/<lod#>/<version>/viewables/

…/surface/groom

The file path for published /groom data and viewables is as follows:

…/asset/<assetType>/<assetName>/published/surface/groom/<variant>/<lod#>/<version>/data/

…/asset/<assetType>/<assetName>/published/surface/groom/<variant>/<lod#>/<version>/viewables/

 

Please note the inclusion of the <variant> directory (which will also be included in the file name). This will be a pre-defined token (set by the asset supervisor) to give a clear description of the variant of the asset. For example, the asset could require multiple states of damage.

Also note the inclusion of the <lod> directory (which will also be included in the file name). You will need to ensure you publish your surface LODs correctly in order that the USD packages which will reference the data can be set up without any issues.

 


 

Leave a Comment