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	<title>3DG.DK</title>
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	<link>http://www.3dg.dk</link>
	<description></description>
	<lastBuildDate>Mon, 22 Apr 2013 09:48:06 +0000</lastBuildDate>
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		<item>
		<title>Sunday Pipeline – Plus Save</title>
		<link>http://www.3dg.dk/2011/12/07/sunday-pipeline-plus-save/</link>
		<comments>http://www.3dg.dk/2011/12/07/sunday-pipeline-plus-save/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 22:49:35 +0000</pubDate>
		<dc:creator>cea</dc:creator>
				<category><![CDATA[After Effects]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Photoshop]]></category>
		<category><![CDATA[Sunday Pipeline]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Sunday]]></category>

		<guid isPermaLink="false">http://www.3dg.dk/2011/12/07/sunday-pipeline-plus-save/</guid>
		<description><![CDATA[This page contains information about the Sunday Plus save file convention used for fast incremental save of an open file. I originally made it possible to create custom prefixes on how the file convention could be but I decided to scrap it and force a file convention I hope most would agree on. By &#8220;forcing&#8221; ...]]></description>
				<content:encoded><![CDATA[<p>This page contains information about the Sunday Plus save file convention used for fast incremental save of an open file. I originally made it possible to create custom prefixes on how the file convention could be but I decided to scrap it and force a file convention I hope most would agree on. By &#8220;forcing&#8221; it&#8217;s much easier for me (and others) to create other tools that reads/uses the files and share files among studios etc. If you don&#8217;t agree please post a comment <img src='http://www.3dg.dk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h4>The Convention</h4>
<p>Name_###_Author_Caption.ext (separated by _underscore)<br />
Name = Scene/Project Name<br />
### = File version with a padding of 3<br />
Author = The current artist who is working of that file<br />
Caption = Anything you&#8217;ll like (including underscores).<br />
Ext = extension of the file</p>
<p>When the file is &#8220;plus&#8221; saved the old file is moved into a &#8220;_History&#8221; folder corresponding where the file is.</p>
<h4>Maya</h4>
<p>eg. &#8220;Train_001_cea_Modeling.mb&#8221; or &#8220;Building-F_004_cea_FirstVersion_2011-Edition.ma&#8221;<br />
- Start by saving the scene as the file above (both mb and ma supported)<br />
- Use the Plus Save Option for quick change of the caption or if opening another authors scene.</p>
<p><a href="http://www.3dg.dk/wp-content/uploads/sundaypipeline_plussave01.png"><img class="alignnone size-full wp-image-1267" title="sundaypipeline_plussave01" src="http://www.3dg.dk/wp-content/uploads/sundaypipeline_plussave01.png" alt="" width="560" height="334" /></a></p>
<h4>Nuke</h4>
<p>Release pending&#8230; Will be included in the initial release of Sunday Pipeline (Nuke).</p>
<h4>Photoshop</h4>
<p>Release pending&#8230; Will be included in the initial release of Sunday Pipeline (Photoshop).</p>
<h4>After Effects</h4>
<p>Release pending&#8230; Will be included in the initial release of Sunday Pipeline (After Effects).</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Sunday Pipeline (Maya) &#8211; Geometry Cache</title>
		<link>http://www.3dg.dk/2011/12/07/sunday-pipeline-maya-geometry-cache/</link>
		<comments>http://www.3dg.dk/2011/12/07/sunday-pipeline-maya-geometry-cache/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 21:46:03 +0000</pubDate>
		<dc:creator>cea</dc:creator>
				<category><![CDATA[Asset]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Shader]]></category>
		<category><![CDATA[Sunday Pipeline]]></category>
		<category><![CDATA[Assets]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Sunday]]></category>
		<category><![CDATA[Warehouse]]></category>

		<guid isPermaLink="false">http://www.3dg.dk/2011/12/07/sunday-pipeline-maya-geometry-cache/</guid>
		<description><![CDATA[More and better Geometry Import and Export information pending. I will create a screen cast very soon showing the features. Since Alembic was introduced in Maya 2012 SAP I would call this : &#8220;Geometry Cache for the rest of us&#8221;. I hesitated about releasing this tool in the public pipeline because of Alembic but after ...]]></description>
				<content:encoded><![CDATA[<p><strong>More and better Geometry Import and Export information pending. I will create a screen cast very soon showing the features.</strong></p>
<p>Since Alembic was introduced in Maya 2012 SAP I would call this : &#8220;Geometry Cache for the rest of us&#8221;. I hesitated about releasing this tool in the public pipeline because of Alembic but after a few months with 2012 SAP we still find the Sunday Geometry Cache tools useful. </p>
<p>This tool requires Maya 2012. It does not have to be SAP &#8211; It doesn&#8217;t use Alembic but Mayas own/old Geometry Cache. From 2012 and up it possible to store vertex data (points). This is considered an early alpha version &#8211; test it before using it in production <img src='http://www.3dg.dk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h4>The Basics</h4>
<p>- Create an Asset using the &#8220;Asset Export&#8221; tool and enable Geometry Cache Asset.<br />
This exports the selected model/asset/rig + a geometry only (mesh) version. It&#8217;s very Important that the Asset Export is used because it&#8217;s creating a &#8220;SUDNAY STUDIO&#8221; attribute under every transform node. This attribute is used to find the correct or corresponding mesh when importing an cache. Because of the &#8220;SUNDAY STUDIO&#8221; attribute is very hard to break an asset after it has been referenced or altered and it&#8217;s easy to import the cache to multiple references of the same asset (hard to do manually because of namespace issues etc.)<br />
- Import/reference the model/asset/rig (not the GeoOnly version) in to a scene and animated the hell out of it.<br />
- Select it and run the GeoCache Export tool. Choose a name (it guesses on the top group of the asset) and set start and end &#8211; It&#8217;s a good idea to set Start Frame one frame earlier than needed when using motion blur. Then press Export.<br />
- Import/reference the GeoOnly into a new scene (or the same scene). Select it&#8217;s top group and run GeoCache Import. press the wanted cache and *pow* you got cache!!</p>
<h4>Note</h4>
<p>On OSX (and maybe on Linux and Windows too) there is a limited on how many cache nodes there can be loaded in one scene it depends on how many files Maya has open. In a clean scene it possible to have 200-250 cache nodes (there is a CacheFile Nodes counter in the import). If the limited is reached then Maya is doomed and will crash very fast (it can&#8217;t load scripts, textures etc).<br />
The Workaround: Set the &#8220;open files&#8221; limit to more than default (hmmm, can&#8217;t remember what the default is in the maya environment, 256/512 or something like that).<br />
from the console run: &#8220;ulimit -S -n 5000&#8243; and then run maya from that terminal.<br />
It has to be set before Maya runs, I have submitted this a bug to AutoDesk in spring of 2011.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.3dg.dk/2011/12/07/sunday-pipeline-maya-geometry-cache/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Sunday Pipeline (Maya) – Install and Update Python Source Code</title>
		<link>http://www.3dg.dk/2011/08/23/sunday-pipeline-maya-sunday-install-script-source-code/</link>
		<comments>http://www.3dg.dk/2011/08/23/sunday-pipeline-maya-sunday-install-script-source-code/#comments</comments>
		<pubDate>Tue, 23 Aug 2011 00:45:35 +0000</pubDate>
		<dc:creator>cea</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Sunday Pipeline]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[Sunday]]></category>

		<guid isPermaLink="false">http://www.3dg.dk/?p=1084</guid>
		<description><![CDATA[I been asked a few times on how the Sunday Pipeline install script works &#8211; how it only takes 4 lines of Python to get the entire Pipeline and run it. It&#8217;s actually pretty simple and there isn&#8217;t much to it for anyone with a bit of python knowledge There is an install function, simple ...]]></description>
				<content:encoded><![CDATA[<p>I been asked a few times on how the Sunday Pipeline install script works &#8211; how it only takes 4 lines of Python to get the entire Pipeline and run it. It&#8217;s actually pretty simple and there isn&#8217;t much to it for anyone with a bit of python knowledge <img src='http://www.3dg.dk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>There is an install function, simple version function and an update function &#8211; which if valid runs the install function (again). When firing the 4 lines of code the install python file is fetches to the OS temp directory and install pipeline is run. The installer unloads the plugin that is used for setting up the Pipeline environment and removes the old Pipeline if it exists. Then a few zip archives is downloaded and unziped to the Maya preferences directory and some cleaning of OS X hidden directory is done (just because I don&#8217;t wan&#8217;t to do that every time i zip an update manually). Then the new plugin loads and is set to autoload.</p>
<p>The update function opens the install python file from 3dg.dk and checks if the version number function has increased from the local version. If valid a dialog is shown and if &#8216;YES&#8217; is pressed the install function from the online install script is run. There is also a &#8216;CHANGE LOG&#8217; button on the update dialog &#8211; it just opens a browser to the changelog bookmark on the 3DG.DK pipeline page.</p>
<h4>The Install Code from the <a title="Sunday Pipeline (Maya) Public" href="http://www.3dg.dk/2011/08/12/sunday-pipeline-maya-public/">Maya Pipeline (Maya) Public Page</a></h4>
<code class="code">import tempfile,urllib2,os,imp
f=tempfile.gettempdir()+os.sep+'SundayInstallPipelinePublicPy.py'
open(f,'wb').write(urllib2.urlopen('http://tinyurl.com/3tkj9l8').read())
imp.load_source('module.name',f).SundayInstallPipeline()</code>
<h4>The Install Script Source Code | UPDATED: December 7, 2011</h4>
<p>Get the latest version from Sunday Pipeline (Maya) by pressing the download button.<br />
Rename the file from &#8220;.temp&#8221; to &#8220;.py&#8221;.</p>
<p><a id="standard_button" href="http://www.3dg.dk/sundaypipeline/mayapublic/SundayInstallPipelinePublicPy.temp" class="button small black"><span style="width:155px">Download</span></a></p>
<code class="code">####################################################################################################
'''
*
*  SundayInstallPipelinePublicPy.py
*  Version 0.6
*  Sunday Studio Pipeline (Maya) 
*
*  Maintained by Christian Esbo Agergaard - www.3dg.dk
*  Copyright Sunday Animation Studio ApS and Christian Esbo Agergaard 2011 | sundaystudio.com
*
'''

# Fetch Pipeline
'''
import tempfile,urllib2,os,imp
f=tempfile.gettempdir()+os.sep+'SundayInstallPipelinePublicPy.py'
open(f,'wb').write(urllib2.urlopen('http://3dg.dk/sundaypipeline/mayapublic/SundayInstallPipelinePublicPy.temp').read())
imp.load_source('module.name',f).SundayInstallPipeline()
'''


####################################################################################################

import maya.cmds as cmds
import maya.mel as mel

import os
import time

import urllib2, zipfile, shutil, tempfile, imp

####################################################################################################

def SundayInstallPipelineVersion():
	pipelineVersion = 0.6
	return pipelineVersion

####################################################################################################

def SundayInstallPipelineCheckForUpdate(mode):
	import SundaySetupPublicPy
	reload(SundaySetupPublicPy)

	import SundayDialogPy
	reload(SundayDialogPy)

	fetchFile = tempfile.gettempdir() + os.sep + 'SundayInstallPipelinePublicPy.py'
	try:
		open(fetchFile, 'wb').write(urllib2.urlopen('http://3dg.dk/sundaypipeline/mayapublic/SundayInstallPipelinePublicPy.temp').read())
	except:
		if (mode == 'active'):
			SundayDialogPy.SundayDialogConfirm('Error Fetching Pipeline From Online Repository                ', 'Check Net Connection or Firewall Settings', 'OK')		
		else:
			print 'Error Fetching Pipeline From Online Repository - Check Net Connection or Firewall Settings'
		return
	onlineVersion = imp.load_source('module.name', fetchFile).SundayInstallPipelineVersion()
	
	if (onlineVersion &gt; SundayInstallPipelineVersion()):
		updateResult = SundayDialogPy.SundayDialogPromptYesNoCancel('New Sunday Pipeline Version: ' + str(onlineVersion) + '      ', 'Update now?', ' CHANGE LOG ', 'YES', 'NO')	
		if (updateResult == 'YES'):
			try:
				SundaySetupPublicPy.SundaySetupSettingssUIClose()
			except:
				pass
			imp.load_source('module.name', fetchFile).SundayInstallPipeline()
		if (updateResult == ' CHANGE LOG '):
			cmds.showHelp( "http://www.3dg.dk/2011/08/12/sunday-pipeline-maya-public/#changelog", absolute=True  )
	else:
		if (mode == 'active'):
			SundayDialogPy.SundayDialogConfirm('Sunday Pipeline Is Up To Date       ', 'Current Version: ' + str(SundayInstallPipelineVersion()), 'OK')		
		else:
			print 'Sunday Pipeline Is Up To Date. Current Version: ' + str(SundayInstallPipelineVersion())
			
####################################################################################################

def SundayInstallPipeline():

	print ''
	print ''
	print '-----------------------------------------------------------------------------------------'
	print 'INFO: Installing Sunday Pipeline (Maya) Public aka SPMP - Version: ' + str(SundayInstallPipelineVersion())
	print 'NOTE: Ignore the Runtime Warning if this is the initial install. Auto-Update should not throw any warnings.'
	print '-----------------------------------------------------------------------------------------'
	print 'Progress:'

	if ( cmds.pluginInfo( 'SundayPluginPublic.py', query=True, loaded=True) ):
		print 'INFO: Unloading existing SPMP Plugin'
		cmds.unloadPlugin( 'SundayPluginPublic.py' )
		print '-----------------------------------------------------------------------------------------'

	print 'INFO: Create pipeline file structure - SundayPipeline directory'
	mayaAppDir = mel.eval('getenv MAYA_APP_DIR')
	pluginFilePath = mayaAppDir + '/' + 'plug-ins'
	print 'INFO: Plugin Path : ' + pluginFilePath
	sundayInstallPath = mayaAppDir + '/' + 'SundayPipeline'
	print 'INFO: Pipeline Path : ' + sundayInstallPath
	
	print 'INFO: Removing old/current SPMP Plugin if it exists'
	if os.path.exists(pluginFilePath + '/' + 'SundayPluginPublic.py'):
		print 'INFO: SPMP plugin found, removing it'
		os.remove(pluginFilePath + '/' + 'SundayPluginPublic.py')
	else:
		try:
			print 'INFO: Plugin direcotry not found, creating it : ' + pluginFilePath
			os.mkdir(pluginFilePath)
		except:
			print 'INFO: Plugin directory already exists : ' + pluginFilePath
			pass

	print 'INFO: Maya plugin path is set to : ' + pluginFilePath
	
	print 'INFO: Removing old/current SPMP Plugin if it exists'
	if os.path.exists(pluginFilePath + '/' + 'SundayPluginPublic.py'):
		print 'INFO: SPMP plugin found, removing it'
		os.remove(pluginFilePath + '/' + 'SundayPluginPublic.py')
	else:
		try:
			print 'INFO: Plugin direcotry not found, creating it : ' + pluginFilePath
			os.mkdir(pluginFilePath)
		except:
			print 'INFO: Plugin directory already exists : ' + pluginFilePath
			pass

	if (os.path.isdir(sundayInstallPath) != True):
		print 'INFO: Pipeline directory not found, creating it'
		os.mkdir(sundayInstallPath)
	else:
		print 'INFO: Pipeline directory found, cleaning it'
		shutil.rmtree(sundayInstallPath)
		os.mkdir(sundayInstallPath)

	print 'INFO: Downloading plugin zip file'
	try:
		pluginFile = os.path.join(pluginFilePath, 'plugin.zip')
		open(pluginFile, 'wb').write(urllib2.urlopen('http://3dg.dk/sundaypipeline/mayapublic/plugin.zip').read())
		print 'INFO: Extracting plugin to : ' + pluginFilePath
		zipfile.ZipFile(pluginFile).extractall(pluginFilePath)
	except:
		print 'ERROR: Plugin download or extract failed'

	print 'INFO: Downloading pipeline zip file'
	try:
		pipelineFile = os.path.join(sundayInstallPath, 'pipeline.zip')
		open(pipelineFile, 'wb').write(urllib2.urlopen('http://3dg.dk/sundaypipeline/mayapublic/pipeline.zip').read())
		print 'INFO: Extracting pipeline to : ' + sundayInstallPath
		zipfile.ZipFile(pipelineFile).extractall(sundayInstallPath)
	except:
		print 'ERROR: Pipeline download or extract failed'


	print 'INFO: Removing plugin and resources zip files'
	try:
		os.remove(pluginFile)
		os.remove(pipelineFile)
	except:
		print 'ERROR: Removing plugin and resources zip files failed. Check file permissions or try to delete manually'
	
	print 'INFO: Removing __MACOSX hidden files if exists'
	if os.path.exists(pluginFilePath + '/' +  '__MACOSX'):
		shutil.rmtree(pluginFilePath + '/' +  '__MACOSX')
		shutil.rmtree(sundayInstallPath + '/' +  '__MACOSX')

	print 'INFO: Sunday Pipeline (Maya) Public Installed'
	print '-----------------------------------------------------------------------------------------'
	print 'INFO: Load SPMP plugin '
	try:
		cmds.loadPlugin( 'SundayPluginPublic.py' )
		cmds.pluginInfo( 'SundayPluginPublic.py', edit=True, autoload=True)
		print 'INFO: Sunday menu should now be visible :)'
	except:
		print 'ERROR: Loading SPMP plugin failed. Try loading manually or reinstall'

	print '-----------------------------------------------------------------------------------------'
	print ''	
	print ''	

####################################################################################################</code>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Sunday Pipeline (Maya) &#8211; Collada in the Warehouse</title>
		<link>http://www.3dg.dk/2011/08/17/sunday-pipeline-maya-collada-in-the-warehouse/</link>
		<comments>http://www.3dg.dk/2011/08/17/sunday-pipeline-maya-collada-in-the-warehouse/#comments</comments>
		<pubDate>Wed, 17 Aug 2011 20:23:12 +0000</pubDate>
		<dc:creator>cea</dc:creator>
				<category><![CDATA[Asset]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Sunday Pipeline]]></category>
		<category><![CDATA[Warehouse]]></category>
		<category><![CDATA[Assets]]></category>
		<category><![CDATA[Collada]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.3dg.dk/?p=982</guid>
		<description><![CDATA[A quick how-to about using the Collada feature in the Warehouse. Originally the Collada stuff was implemented in the Warehouse because I use it when making models and stuff in the community. But it&#8217;s a great way to check how a model looks and handles without importing it into Maya. It&#8217;s a quick way to ...]]></description>
				<content:encoded><![CDATA[<p>A quick how-to about using the Collada feature in the Warehouse.</p>
<p>Originally the Collada stuff was implemented in the Warehouse because I use it when making models and stuff in the <a class="icon_text icon_link gray" href="http://www.openengine.dk" target="_blank">OpenEngine</a> community. But it&#8217;s a great way to check how a model looks and handles without importing it into Maya. It&#8217;s a quick way to get a model into a game engines or other CAD/CAM software.</p>
<p>Besides the Open Engine Asset Viewer, which at the time of writing you have to compile from the source, there is a lot of great free tools out there. I think this feature is very handy for game developers that uses Maya and when you need to convert a model to other 3d file formats  quickly.</p>
<h4>How to setup the Collada Viewer option</h4>
<p>Write the executable path in the &#8220;Collada Viewer&#8221; (CAD/CAM, Game Engine etc.) text box. Use the Hash (#) character to specify where in the parameter settings you want the collada file. Remember to throw in some quotation marks (&#8220;) around the hash if the executable expects it &#8211; like the &#8220;open&#8221; command on OS X does.</p>
<p>Example on <a href="http://www.glc-player.net" target="_blank">GLC Player</a> and Preview.app on OS X</p>
<code class="code"># Note: OS X Lion has better collada support so Preview.app can now view Maya 2011/2012 dae files.
open -a Preview.app "#"
open -a glc_player "#"</code>
<p>Example on <a href="http://www.glc-player.net" target="_blank">GLC Player</a> on Windows</p>
<code class="code">"C:\Program Files\GLC_Player\glc_player" #</code>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sunday Pipeline (Maya) &#8211; Warehouse Resources</title>
		<link>http://www.3dg.dk/2011/08/13/sunday-pipeline-maya-warehouse-resources/</link>
		<comments>http://www.3dg.dk/2011/08/13/sunday-pipeline-maya-warehouse-resources/#comments</comments>
		<pubDate>Sat, 13 Aug 2011 14:31:35 +0000</pubDate>
		<dc:creator>cea</dc:creator>
				<category><![CDATA[Asset]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Shader]]></category>
		<category><![CDATA[Sunday Pipeline]]></category>
		<category><![CDATA[Assets]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Sunday]]></category>
		<category><![CDATA[Warehouse]]></category>

		<guid isPermaLink="false">http://www.3dg.dk/?p=785</guid>
		<description><![CDATA[Here you&#8217;ll find a variety of assets that has been organized and tested for the Sunday Warehouse Browser. If you have something I could share on this page please write me or post a comment. Later on it would be possible to submit assets packs so we can get some great stuff into the Warehouse ...]]></description>
				<content:encoded><![CDATA[<p>Here you&#8217;ll find a variety of assets that has been organized and tested for the Sunday Warehouse Browser.</p>
<p>If you have something I could share on this page please <a title="Contact" href="http://www.3dg.dk/?page_id=14">write</a> me or post a comment. Later on it would be possible to submit assets packs so we can get some great stuff into the Warehouse for everybody to enjoy. Assets here must be of a high quality, distributed in &#8220;packs&#8221;, non-restricted license and free.</p>
<div class="tabs_container">
<ul class="tabs">
<li><a href="#">V-Ray Shaders</a></li>
<li><a href="#">Scenes</a></li>
</ul>
<div class="panes">
<div class="pane">Sunday Warehouse Compliant V-Ray Shaders.</p>
<div class="one_third">
<div class="framed_box aligncenter">
<div class="framed_box_content">
<div style="text-align: center;">
<h4>V-Ray Metal Shader Pack 01<br />
<span style="font-size: 12px;">v001 | August 14, 2011.</span></h4>
<p><center><a href="http://www.3dg.dk/wp-content/uploads/WarehouseAsset_Gold-Old.jpg"><img width="200" height="75" alt="" src="http://www.3dg.dk/wp-content/themes/striking-5/cache/images/WarehouseAsset_Gold-Old.jpg-200x75.jpg" /></a></center></div>
<ul class="list2">
<li>14 V-Ray for Maya shaders</li>
<li>Textures included</li>
<li>By <a href="http://www.dryzen.com/scripts_shLib.html" target="_blank">Paul Dreisen*</a>, <a href="http://fullblownimages.com" target="_blank">Oliver Markowski</a> and <a href="http://www.chaosgroup.com/forums/vbulletin/member.php?77086-bazuka" target="_blank">&#8220;bazuka&#8221;</a></li>
</ul>
<p><a id="standard_button" href="http://www.3dg.dk/index.php?sdmon=download/warehouse/vrayshaders/V-RayMetal01.zip" class="button Small black full"><span>Download</span></a></p>
<div class="clearboth"></div>
</div>
</div>
</div>
<div class="one_third">
<div class="framed_box aligncenter">
<div class="framed_box_content">
<div style="text-align: center;">
<h4>V-Ray Liquid Shader Pack 01<br />
<span style="font-size: 12px;">v001 | August 14, 2011.</span></h4>
<p><center><a href="http://www.3dg.dk/wp-content/uploads/WarehouseAsset_Beer02.jpg"><img width="200" height="75" alt="" src="http://www.3dg.dk/wp-content/themes/striking-5/cache/images/WarehouseAsset_Beer02.jpg-200x75.jpg" /></a></center></div>
<ul class="list2">
<li>7 V-Ray for Maya shaders</li>
<li>Textures included</li>
<li>By <a href="http://www.dryzen.com/scripts_shLib.html" target="_blank">Paul Dreisen*</a>, <a href="http://fullblownimages.com" target="_blank">Oliver Markowski</a> and <a href="http://www.chaosgroup.com/forums/vbulletin/member.php?77086-bazuka" target="_blank">&#8220;bazuka&#8221;</a></li>
</ul>
<p><a id="standard_button" href="http://www.3dg.dk/index.php?sdmon=download/warehouse/vrayshaders/V-RayLiquid01.zip" class="button Small black full"><span>Download</span></a></p>
<div class="clearboth"></div>
</div>
</div>
</div>
<div class="one_third last">
<div class="framed_box aligncenter">
<div class="framed_box_content">
<div style="text-align: center;">
<h4>V-Ray Glass Shader Pack 01<br />
<span style="font-size: 12px;">v001 | August 14, 2011.</span></h4>
<p><center><a href="http://www.3dg.dk/wp-content/uploads/WarehouseAsset_Crystal.jpg"><img width="200" height="75" alt="" src="http://www.3dg.dk/wp-content/themes/striking-5/cache/images/WarehouseAsset_Crystal.jpg-200x75.jpg" /></a></center></div>
<ul class="list2">
<li>14 V-Ray for Maya shaders</li>
<li>Textures included</li>
<li>By <a href="http://www.dryzen.com/scripts_shLib.html" target="_blank">Paul Dreisen*</a>, <a href="http://fullblownimages.com" target="_blank">Oliver Markowski</a> and <a href="http://www.chaosgroup.com/forums/vbulletin/member.php?77086-bazuka" target="_blank">&#8220;bazuka&#8221;</a></li>
</ul>
<p><a id="standard_button" href="http://www.3dg.dk/index.php?sdmon=download/warehouse/vrayshaders/V-RayGlass01.zip" class="button Small black full"><span>Download</span></a></p>
<div class="clearboth"></div>
</div>
</div>
</div>
<div class="clearboth"></div>
<div class="one_third">
<div class="framed_box aligncenter">
<div class="framed_box_content" style="height:410px;">
<div style="text-align: center;">
<h4>Massive V-Ray Shader Library<br />
<span style="font-size: 12px;">v001 | August 27, 2011.</span></h4>
<p><center><a href="http://www.3dg.dk/wp-content/uploads/WarehouseAsset_JonasAvrinVrayShaderLib.jpg"><img width="200" height="75" alt="" src="http://www.3dg.dk/wp-content/themes/striking-5/cache/images/WarehouseAsset_JonasAvrinVrayShaderLib.jpg-200x75.jpg" /></a></center></div>
<ul class="list2">
<li>100+ V-Ray for Maya shaders</li>
<li>Sunday Warehouse compliant</li>
<li>Is updated frequently with new shaders and scenes that are used in shader creation and testing</li>
<li>By <a href="http://www.jonasavrin.com" target="_blank">Jonas Avrin</a></li>
</ul>
<p><a id="standard_button" href="http://www.jonasavrin.com/2011/08/23/massive_sunday_pipeline_vray_shader_library/" target="_blank" class="button Small black full"><span>Download (Link)</span></a></p>
<div class="clearboth"></div>
</div>
</div>
</div>
<div class="one_third">
<div class="framed_box aligncenter">
<div class="framed_box_content" style="height:410px;">
<div style="text-align: center;">
<h4>DeeX V-Ray Shader Library<br />
<span style="font-size: 12px;">v001 | August 30, 2011.</span></h4>
<p><center><a href="http://www.3dg.dk/wp-content/uploads/WarehouseAsset_DeeXVrayShaderLib.jpg"><img width="200" height="75" alt="" src="http://www.3dg.dk/wp-content/themes/striking-5/cache/images/WarehouseAsset_DeeXVrayShaderLib.jpg-200x75.jpg" /></a></center></div>
<ul class="list2">
<li>271 V-Ray for Maya shaders</li>
<li>Sunday Warehouse compliant</li>
<li>Converted &#8220;Bazuka&#8221; shaders from Chaos Group Forum.</li>
<li>Textures included and in Maya Ascii</li>
<li>By <a href="http://deex.info" target="_blank">Damien Bataille</a></li>
</ul>
<p><a id="standard_button" href="http://deex.info/wordpress2/2011/08/deex-vray-shader/" target="_blank" class="button Small black full"><span>Download (Link)</span></a></p>
<div class="clearboth"></div>
</div>
</div>
</div>
<div class="one_third last"></div>
<div class="clearboth"></div>
<p>* Permission for redistribution were given by <a href="http://www.dryzen.com/" target="_blank">Paul Dreisen</a> August 14, 2011 &#8211; you rock Paul!!</div>
<div class="pane">All 3D Models has been tested with Maya 2012 on OSX. Some 3. Party models has been altered to work with the Sunday Warehouse.</p>
<div class="one_third">
<div class="framed_box aligncenter">
<div class="framed_box_content">
<div style="text-align: center;">
<h4>V-Ray: Ball Scene<br />
<span style="font-size: 12px;">v001 | August 14, 2011.</span></h4>
<p><center><a href="http://www.3dg.dk/wp-content/uploads/WarehouseAsset_V-RayBallScene.jpg"><img width="200" height="75" alt="" src="http://www.3dg.dk/wp-content/themes/striking-5/cache/images/WarehouseAsset_V-RayBallScene.jpg-200x75.jpg" /></a></center></div>
<ul class="list2">
<li>V-Ray ball scene with light and render settings</li>
<li>Ready for setup and rendering of V-Ray shaders e.g. from the Warehous</li>
<li>Textures included</li>
<li>By <a href="http://www.dryzen.com/scripts_shLib.html" target="_blank">Paul Dreisen*</a> and <a href="http://fullblownimages.com" target="_blank">Oliver Markowski</a></li>
</ul>
<p><a id="standard_button" href="http://www.3dg.dk/index.php?sdmon=download/warehouse/scenes/V-RayBallScene01.zip" class="button Small black full"><span>Download</span></a></p>
<div class="clearboth"></div>
</div>
</div>
</div>
<div class="one_third">
<div class="framed_box aligncenter">
<div class="framed_box_content">
<div style="text-align: center;">
<h4>MR: Purple Light Scene<br />
<span style="font-size: 12px;">v001 | August 21, 2011.</span></h4>
<p><center><a href="http://www.3dg.dk/wp-content/uploads/WarehouseAsset_MR-PurpleStudioLight.jpg"><img width="200" height="75" alt="" src="http://www.3dg.dk/wp-content/themes/striking-5/cache/images/WarehouseAsset_MR-PurpleStudioLight.jpg-200x75.jpg" /></a></center></div>
<ul class="list2">
<li>Mental Ray Studio Light Scene, with Ground+Back, IBL and two light sources</li>
<li>Has Post Script For Additional Render Settings</li>
<li>HDRI Texture from <a href="http://www.doschdesign.com/samples.php" target="_blank">Dosch Design Sample page</a></li>
<li>By <a href="http://www.sundaystudio.com" target="_blank">Sunday Animation Studio</a></li>
</ul>
<p><a id="standard_button" href="http://www.3dg.dk/index.php?sdmon=download/warehouse/scenes/MR-PurpleStudioLight.zip" class="button Small black full"><span>Download</span></a></p>
<div class="clearboth"></div>
</div>
</div>
</div>
<div class="one_third last"></div>
<div class="clearboth"></div>
<p>* Permission for redistribution were given by <a href="http://www.dryzen.com/" target="_blank">Paul Dreisen</a> August 14, 2011 &#8211; you rock Paul!!</div>
</div>
</div>
<h3>Like? Social!</h3>
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]]></content:encoded>
			<wfw:commentRss>http://www.3dg.dk/2011/08/13/sunday-pipeline-maya-warehouse-resources/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Sunday Pipeline (Maya) &#8211; Warehouse post import script.</title>
		<link>http://www.3dg.dk/2011/08/13/sunday-pipeline-maya-warehouse-post-import-script/</link>
		<comments>http://www.3dg.dk/2011/08/13/sunday-pipeline-maya-warehouse-post-import-script/#comments</comments>
		<pubDate>Sat, 13 Aug 2011 11:32:07 +0000</pubDate>
		<dc:creator>cea</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Sunday Pipeline]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[Sunday]]></category>
		<category><![CDATA[Warehouse]]></category>

		<guid isPermaLink="false">http://www.3dg.dk/?p=750</guid>
		<description><![CDATA[It&#8217;s possible to create a python script that is executed after an asset has been imported from Warehouse Browser. This makes it easy to do additional setup of a scene, change attributes or add + connect nodes that are needed or just simply display a dialog box with some text etc. This makes the import ...]]></description>
				<content:encoded><![CDATA[<p>It&#8217;s possible to create a python script that is executed after an asset has been imported from Warehouse Browser. This makes it easy to do additional setup of a scene, change attributes or add + connect nodes that are needed or just simply display a dialog box with some text etc. This makes the import very versitile and it could even make the Warehouse Browser a script source and run tool. <img src='http://www.3dg.dk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>In SPMP 0.4 a &#8220;Post Import Python Script&#8221; option has been added to the Warehouse Create &#8211; so only use the guide below if you want to do it manually.</p>
<h4>Create a post import script</h4>
<ol>
<li>Create an asset from the Warehouse Create</li>
<li>Go to the newly created asset in the warehouse directory</li>
<li>Create a .py file with exactly the same name as the asset (eg. The asset is named &#8220;CoolShader.mb&#8221;, then create a file called &#8220;CoolShader.py&#8221;)</li>
<li>Write a python script in the .py file</li>
<li>Import the asset from the Warehouse Browser</li>
</ol>
<h4>Example 01 &#8211; Simple Stuff</h4>
<code class="code"># CoolShader.py
print '-------------------------- Running Import Script --------------------------'

# Print the nodes of newly imported asset
print cmds.ls(selection=True)

# Prompt a confirm dialog via the SundayDialogPy
SundayDialogPy.SundayDialogConfirm('Warning', 'This shader is so very cool', 'OK')</code>
<h4>Example 02 &#8211; Render Settings</h4>
<code class="code"># Load Mental ray (will throw an error if exists, use e.g. try-except to get around that)
cmds.loadPlugin('Mayatomr', quiet=True)
# Autoload Mental ray
cmds.pluginInfo('Mayatomr', edit=True, autoload=True)

# change render drop down
cmds.setAttr('defaultRenderGlobals.ren', 'mentalRay', type='string')

# example on render settings change
#Change samples
cmds.setAttr('miDefaultOptions.maxSamples', 2);

# Set filter to Mitchell
cmds.setAttr('miDefaultOptions.filter', 3);

#Enable final gather
cmds.setAttr('miDefaultOptions.finalGather', 1)</code>
<h4>Example 03 &#8211; Render Settings That Uses Imported Asset</h4>
<code class="code">#Select imported asset
selObj = cmds.ls(selection=True)

#Look for the Mental Ray Image Based Light Sphere and connect it to mentalrayGlobals
for curObj in selObj:
	if ((curObj.split(':')[len(curObj.split(':'))-1] == 'mentalrayIbl') or (curObj.split('|')[len(curObj.split('|'))-1] == 'mentalrayIbl')):
		ibl = cmds.listRelatives(curObj, fullPath=True)[0]
		try: 
			cmds.connectAttr(ibl + '.message', 'mentalrayGlobals.imageBasedLighting', force=True)
			cmds.setAttr('miDefaultOptions.finalGather', 1)
		except: 
			SundayDialogPy.SundayDialogConfirm('Script Error</code>
<h4>Warehouse Asset Example Scene</h4>
<p>Go to the <a href="http://www.3dg.dk/2011/08/13/sunday-pipeline-maya-warehouse-resources/" title="Sunday Pipeline (Maya) – Warehouse Resources">Warehouse Resources Page</a> to download Warehouse compliant scenes that has post script python files.</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Sunday Pipeline (Maya) Public</title>
		<link>http://www.3dg.dk/2011/08/12/sunday-pipeline-maya-public/</link>
		<comments>http://www.3dg.dk/2011/08/12/sunday-pipeline-maya-public/#comments</comments>
		<pubDate>Fri, 12 Aug 2011 14:14:45 +0000</pubDate>
		<dc:creator>cea</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Sunday Pipeline]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[Sunday]]></category>

		<guid isPermaLink="false">http://www.3dg.dk/?p=664</guid>
		<description><![CDATA[NOTE: Not compatible with Maya 2014 yet, working on an update! This is the public version of my pipeline tool for Maya, Sunday Pipeline (Maya) &#8211; SPM, I have been working on for quite some time now. It&#8217;s used In-House at Sunday Animation Studio (Sunday) as describe here. Sunday Pipeline is tightly integrated into Maya ...]]></description>
				<content:encoded><![CDATA[<p><strong>NOTE: Not compatible with Maya 2014 yet, working on an update!</strong></p>
<p>This is the public version of my pipeline tool for Maya, Sunday Pipeline (Maya) &#8211; <strong>SPM</strong>, I have been working on for quite some time now. It&#8217;s used In-House at <a title="Sunday Animation Studio" href="http://www.sundaystudio.com" target="_blank">Sunday Animation Studio</a> (Sunday) as describe <a title="Sunday Pipeline (Maya)" href="http://www.3dg.dk/?page_id=62">here</a>.</p>
<p>Sunday Pipeline is tightly integrated into Maya and the workflow at Sunday, it overwrites and adds a lot of stuff that other studios or individuals would not agree on. So the public edition only contains, for now, separate tools that should be <strong>production proven</strong> (I hope). As things progress in the in-house version some <strong>tools and features will spill off</strong> unto the public version at the pace I and Sunday feel is right. The in-house version also contains 3. party scripts and plugins that has been modified, but can&#8217;t be released without the original authors approval.</p>
<h3>Sunday Pipeline (Maya) Public &#8211; SPMP.</h3>
<p>So this is the initial release. Note that this blog page on 3DG.DK will be the <strong>official way to get SPMP</strong>.</p>
<p>SPMP is not opensource or holds any other licenses other that it&#8217;s a <strong>commercial product</strong> that should be respected as such. Some of the scripts and plugins is running directly from source code so it&#8217;s easier for others to customize or change as they feel. But please respect my work and Sundays decision to g<strong>ive back to the community</strong> so give <strong>credit if it&#8217;s seems right</strong> and please <strong>notify me</strong> if your studio or company is using this toolset so I can make a cool &#8220;Used By&#8221; logo splash. <img src='http://www.3dg.dk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>That being said SPMP it <strong>FREE</strong>, as in free beer&#8230; So enjoy and let&#8217;s get down to business.<br />
<a name="installation"></a></p>
<h3>Automatic Download and Install (recommended)</h3>
<p>The download and installation process should be very easy &#8211; you don&#8217;t have to download anything or rearrange/copy files to get it to work. The download, installation and setup all happens at once when you run the following code from inside maya.</p>
<p><strong>To download and install: Open Maya, copy and paste the code below into the Script Editor &#8220;Python&#8221; tab and run it.<br />
NOTE: Not compatible with Maya 2014 yet, working on an update!</strong></p>
<code class="code">import tempfile,urllib2,os,imp
f=tempfile.gettempdir()+os.sep+'SundayInstallPipelinePublicPy.py'
open(f,'wb').write(urllib2.urlopen('http://tinyurl.com/3tkj9l8').read())
imp.load_source('module.name',f).SundayInstallPipeline()</code>
<p>SundayPluginPublic plugin should load automatically and a &#8220;Sunday&#8221; menu should appear in the top menu bar of Maya.</p>
<p><img width="629" alt="" src="http://www.3dg.dk/wp-content/themes/striking-5/cache/images/1185_sundaypipeline_install01.jpg-629x327.jpg" /></p>
<h3>Manual Download and Install</h3>
<p>Download the Plugin- and Pipeline Resources zip files. Extract the plugins to mayas plug-in folder. Extract the pipeline resources file anywhere you&#8217;ll like.</p>
<p><strong>Note:</strong> I haven&#8217;t done anything to make the auto-update feature work when doing a manual install &#8211; so it&#8217;s not recommended to auto-update when a new version when it&#8217;s out. I strongly recommend using the Automatic Install and Update when possible <img src='http://www.3dg.dk/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<h4>Sunday Pipeline Plugin(s) zip file</h4>
<p><a id="standard_button" href="http://www.3dg.dk/sundaypipeline/mayapublic/plugin.zip" class="button medium black"><span style="width:155px">Download Plugin(s)</span></a></p>
<h4>Sunday Pipeline Resources zip file (scripts, icons, QT ui. etc)</h4>
<p><a id="standard_button" href="http://www.3dg.dk/sundaypipeline/mayapublic/pipeline.zip" class="button medium black"><span style="width:155px">Download Pipeline</span></a></p>
<p>Change the configuration in the SundayPluginPublic.py plugin so that the sundayInstallPath (below) points to the Pipeline Resource directory. Load the SundayPluginPublic plugin &#8211; A &#8220;Sunday&#8221; menu should appear in the top menubar of Maya.</p>
<code class="code"># Windows Configuration Example
sundayInstallPath = 'c:/Documents and Settings/user/My Doucments/maya/SundayPipeline'

# Mac/Linux Configuration Example
sundayInstallPath = '~/Library/Preferences/Autodesk/SundayPipeline'</code>
<p><a name="changelog"></a></p>
<div class="toggle">
<h4 class="toggle_title">Change log &#8211; 2012.1 (Release pending)</h4>
<div class="toggle_content">
First major release since the first public version. A total rewrite of the core with much branched out as a new thing called Sunday Plugins.</p>
<ul class="list2 list_color_gray">
<li>Core rewrite and cleanup</li>
<li>Sunday Plugin System</li>
<li>Configuration files &#8211; nothing is stored in Maya prefs anymore</li>
<li>Central configuration support &#8211; shared configuration over network etc.</li>
<li>API and documentation for 3. party Sunday Plugin development</li>
<li>Shader- and textureliner tools</li>
<li>Some tools is now a Sunday Plugin + some new smaller tools</li>
<li>Indepth test on all platforms (Linux and Windows has been neglected in earlier versions, not anymore)</li>
<li>Prepared network core for MayaNuke interloop coming this summer &#8211; along with first Sunday Pipeline (Nuke)</li>
<li>Many bug fixes and much more&#8230;</li>
<li>Bigger, faster, stronger <img src='http://www.3dg.dk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
</ul>
</div>
</div>
<div class="toggle">
<h4 class="toggle_title">Change log &#8211; 0.6</h4>
<div class="toggle_content">
<ul class="list2 list_color_gray">
<li>Plus Save Tool</li>
<li>Asset Export Tool</li>
<li>Geometry Cache Tool</li>
<li>Install script update (better plug-in path retrieval)</li>
<li>Warehouse Mental Ray Shader Issues fixed</li>
<li>Various bug fixes</li>
</ul>
</div>
</div>
<div class="toggle">
<h4 class="toggle_title">Change log &#8211; 0.5</h4>
<div class="toggle_content">
<ul class="list2 list_color_gray">
<li>Mental Ray Contribution Pass Tool</li>
<li>Warehouse Browser Docked Option</li>
<li>Warehouse Browser Rename Asset</li>
<li>Warehouse Browser Asset Caption Below Icon Option</li>
<li>Warehouse Browser Refresh and Load At Current/Last Category and Type</li>
<li>Warehouse Browser Reference and Import Namespace Bugfix</li>
<li>Warehouse Browser Don&#8217;t Show Assets If &#8220;Type&#8221; is Invalid Fix</li>
<li>Warehouse Browser Ignore Version Option</li>
<li>Maya To After Effects Camera Keys Bug Fix</li>
<li>HotKey: Disable Hotbox</li>
</ul>
</div>
</div>
<div class="toggle">
<h4 class="toggle_title">Change log &#8211; 0.4</h4>
<div class="toggle_content">
<ul class="list2 list_color_gray">
<li>Maya To After Effects Export Tool</li>
<li>Warehouse Create &#8220;Post Import Script&#8221; option</li>
<li>Warehouse Browser &#8220;Run Post Import Script&#8221; option</li>
<li>Warehouse Only export shader fixed</li>
<li>Warehouse Only import shader texture path fixed (Set Texture Path To Project)</li>
<li>Warehouse Windows backslash path now acceptable in the Warehouse setup</li>
<li>3 Small Project Functions:</li>
<li>Set Project and Open Scene (Browse to Maya Scene file and sets the path the correct project/workspace before opening the scene)</li>
<li>Set Project from Scene (Set the Project/Workspace to the current open scene)</li>
<li>Reveal Project (Opens the project/workspace in the Finder/Explorer/&#8221;Linux Equal&#8221;)</li>
</ul>
</div>
</div>
<div class="toggle">
<h4 class="toggle_title">Change log &#8211; 0.3</h4>
<div class="toggle_content">
<ul class="list2 list_color_gray">
<li>New Animation Tools: Locator, Controller and Between Tools</li>
<li>Warehouse Create Export to Binary and Ascii</li>
<li>Warehouse Create Export and View Collada (.dae) file option</li>
<li>Warehouse Browser Reference option</li>
<li>Warehouse Browser View Collada (.dae) File on right click</li>
<li>Warehouse Browser Reveal Asset on right click</li>
<li>Warehouse Browser Open Original on right click</li>
<li>Warehouse Browser Refersh</li>
<li>General Warehouse bug fixes, mostly on Windows</li>
<li>3 Channelbox Menu Items Added: Clone Name, Clone Value and Move Attribute to Bottom</li>
<li>Pipeline Help Menu Item Added</li>
<li>View &#8220;Change Log&#8221; when updating, available on next update</li>
</ul>
</div>
</div>
<div class="toggle">
<h4 class="toggle_title">Change log &#8211; 0.2</h4>
<div class="toggle_content">
<ul class="list2 list_color_gray">
<li>Installs and loads on OSX 10.6.8/10.7 and Windows XP, Maya 2012, 2011.5 and 2011</li>
<li>Settings UI fixed on Windows</li>
<li>Windows now opens a window at 100x100px from top left corner (looking in to how to retain without the risk of window floating off screen)</li>
<li>Font issues fixed on Windows</li>
<li>Reveal Warehouse now works on Windows and Linux (Linux needs to be tested)</li>
<li>View icon now works on all platforms (uses Maya default image previewer)</li>
<li>Information | Nodes now works on Windows</li>
<li>Warehouse Create no longer fails when Warehouse path is not set</li>
<li>Viewport icon set to 512&#215;512 (was 256&#215;256 before)</li>
</ul>
</div>
</div>
<div class="toggle">
<h4 class="toggle_title">Initial release &#8211; 0.1</h4>
<div class="toggle_content">
<ul class="list2 list_color_gray">
<li>Early beta version with limited toolset</li>
<li>Easy installation and update from online source</li>
<li>Warehouse Tools (Browser and Create)</li>
<li>Should work on Linux but hasn&#8217;t been tested (please feedback)</li>
</ul>
</div>
</div>
<div class="toggle">
<h4 class="toggle_title">Known issues, bugs and limitations</h4>
<div class="toggle_content">
<ul class="list2 list_color_gray">
<li>Installation throws some python warning. Nothing to worry about</li>
<li>Between Tool is a bit buggy if name clashes is found in the scene</li>
<li>Only supports Maya 2011 and newer (Maya with QT UI)</li>
</ul>
</div>
</div>
<div class="toggle">
<h4 class="toggle_title">Uninstall</h4>
<div class="toggle_content">To uninstall just delete the SundayPluginPublic.py in the plug-in directory and the &#8220;SundayPipeline&#8221; folder in the user preferences Maya directory.</div>
</div>
<div class="toggle">
<h4 class="toggle_title">Screenshots</h4>
<div class="toggle_content">
<h5>01 | Warehouse</h5>
<p><img src="http://www.3dg.dk/wp-content/uploads/sundaypipeline_warehouse01.jpg" alt="" /></p>
<h5>02 | Animation Tools</h5>
<p><img src="http://www.3dg.dk/wp-content/uploads/sundaypipeline_animationtools01.jpg" alt="" /></div>
</div>
<p><a name="videoandtutorials"></a></p>
<h3>Video and Tutorials</h3>
<h5>01 | Installation and Warehouse usage video</h5>
<p><iframe src="http://player.vimeo.com/video/27635338?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="633" height="356" seamless="seamless" frameborder="0"></iframe></p>
<h5>02 | Animation Tools usage</h5>
<p><iframe src="http://player.vimeo.com/video/27981630?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="633" height="356" seamless="seamless" frameborder="0"></iframe></p>
<div class="toggle">
<h4 class="toggle_title">Feedback and additional information</h4>
<div class="toggle_content">Please us the &#8220;Post Comment&#8221; feature to report bugs, install/usage questions and requests. It makes it easier for others to see if a bug has been reported etc. A FAQ will be made if there are gonna be enough questions.</p>
<p>If you have any question, feedback or have a feature request don&#8217;t hesitate to <a title="Contact" href="http://www.3dg.dk/?page_id=14">contact</a> me or post a comment. Requested features will be implemented if I have the time and Sunday sees a production value in it &#8211; otherwise I or Sunday Studio is available to hire for custom tools.</div>
</div>
]]></content:encoded>
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		<slash:comments>173</slash:comments>
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		<item>
		<title>New York Timelaps, Top Of The Rock.</title>
		<link>http://www.3dg.dk/2011/07/30/new-york-timelaps-top-of-the-rock/</link>
		<comments>http://www.3dg.dk/2011/07/30/new-york-timelaps-top-of-the-rock/#comments</comments>
		<pubDate>Sat, 30 Jul 2011 20:36:37 +0000</pubDate>
		<dc:creator>cea</dc:creator>
				<category><![CDATA[Timelaps]]></category>
		<category><![CDATA[Travel]]></category>
		<category><![CDATA[Personal]]></category>

		<guid isPermaLink="false">http://www.3dg.dk/?p=106</guid>
		<description><![CDATA[I had some fun with with alittle Timelaps video I shot while on vacation to NYC. With a shot every 5 second on Rockefeller Center in the direction of Central Park. About 1,5 hours of shooting in June 2011. Taken with a Canon 550D with Magic Lantern firmware. No tripod, just placed it on the stone wall &#8211; ...]]></description>
				<content:encoded><![CDATA[<blockquote><p>I had some fun with with alittle Timelaps video I shot while on vacation to NYC. With a shot every 5 second on Rockefeller Center in the <strong>direction of Central Park</strong>. About 1,5 hours of shooting in June 2011.</p></blockquote>
<p>Taken with a <strong>Canon 550D</strong> with <strong>Magic Lantern firmware</strong>. No tripod, just placed it on the stone wall &#8211; with hundreds of tourists and tight security it wasn&#8217;t easy. So maybe not the most optimal shooting direction to capture NYC. Post Production was done in <strong>Final Cut X</strong>. Watch it on Vimeo for Full HD version.</p>
<p><iframe src="http://player.vimeo.com/video/26040585?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="630" height="354" seamless="seamless" frameborder="0"></iframe></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Welcome. 3DG salutes you.</title>
		<link>http://www.3dg.dk/2011/07/30/welcome-3dg-salutes-you/</link>
		<comments>http://www.3dg.dk/2011/07/30/welcome-3dg-salutes-you/#comments</comments>
		<pubDate>Sat, 30 Jul 2011 20:00:18 +0000</pubDate>
		<dc:creator>cea</dc:creator>
				<category><![CDATA[3DG.DK]]></category>
		<category><![CDATA[3dg]]></category>

		<guid isPermaLink="false">http://www.3dg.dk/?p=99</guid>
		<description><![CDATA[While this is not my first website it&#8217;s certainly the latest. This new installment of 3dg.dk (former 3dgrafiker.dk) acts as my personal portfolio as a freelancer and full time Technical Director and 3D Generalist. While this being the place where I put my latest achievements I will (try) to post on my new blog about everything ...]]></description>
				<content:encoded><![CDATA[<p>While this is not my first website it&#8217;s certainly the latest. <img src='http://www.3dg.dk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>This new installment of <strong>3dg.dk</strong> (former 3dgrafiker.dk) acts as my personal portfolio as a freelancer and full time <strong>Technical Director</strong> and <strong>3D Generalist</strong>.</p>
<p>While this being the place where I put my latest achievements I will (try) to post on my new blog about everything <strong>Computer Graphics</strong>, pipeline development, industry news and maybe some guides/tutorials. Also if I have something personally I would like to share or just plane wonderment about something that puzzles me you would find it here.</p>
<p>Last but not least there will be some of the software I have developed or developing as you read this. At the moment I have nothing for sale but in the future I will release stuff &#8211; I think <strong>free or open sourced</strong> mostly but I don&#8217;t know yet&#8230;</p>
<p>Again welcome and I hope you find something interesting, if not now &#8211; then maybe later with hopefully many interesting posts to come.</p>
<p>Enjoy and please <strong>write me</strong> if you have anything on your heart&#8230;</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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