Comments (2)
Some food for thought.
Assets are ultimately connected from one to the other, similar to nodes in a network of nodes.
_________________________ _________________________
| | | |
o input output o----->o input output o
| | | |
| | | |
| | | |
|_________________________| |_________________________|
1000.MyCharacter01 Bruce.lookdevDefault
So, how about representing them as such, visually as a node graph?
from core.
Yet another thought about this.
Slots
Rather than facilitate an arbitrary connection between any two assets, which may lead to complexity and potential over-engineering, how about establishing a few pre-defined connections, like slots.
In this example, a character is pre-defined with exactly two inputs, and may have only one input connected to any one asset. This makes sense, it couldn't have more than a single look, nor a single fur set-up.
What this enables us to do is establish relationships between assets (as per #129) with less explicit information.
{
"Asset1": {
"inputs": ["myFurSetup/12", "myLook/15"]
}
}
Here the destination for each input is implied by their type. The character provides an input for the types "look" and "fur", and any fur
or look
looking to connect only has one place to go.
Set-up and configuration could potentially look like this.
api.register_input(
source="mindbender.look",
destination="mindbender.animation",
connect=look_to_animation)
Where look_to_animation
could be a function accepting the two assets as parameters.
def look_to_animation(source, destination):
assert "out_SET" in source
assert "in_SET" in destination
for input, output in zip(source["in_SET"], source["out_SET"]):
connect(input, output)
Where connect
is a generic function taking two absolute path to two objects and making a connection. In Maya, that may take the form of cmds.connectAttr
.
from core.
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from core.