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This document explains the setup for the mango SVN repository, it is intended for mango artists but may be of interest to others also.

Rules

  • No Caps, No Gaps, all lowercase and use underscores (no white space), also no characters like ~!@#$%^&*()=<>[]'";:
    animatic/storyboards/Sintel & Dragon.png (Not Ok)
    animatic/storyboards/sintel_and_dragon.png (Acceptable)
  • All files within the production directory should be used in some way for the final rendering. (no reference material)
  • textures directories may contain a resources, subdir, this is to be used where textures are made from multiple source images, however this directory should not be used to dump textures that MIGHT be useful or reference material.
  • Images textures should have their original XCF files along with flattened PNG image files (compression 1).
    Where there are multiple images from one XCF, the name should remain the same as the XCF's with an additional suffix.
    walnut.xcf -> walnut_spec.png, walnut_col.png, walnut_bump.png
    • Valid suffixes are col bump spec nor alpha emit disp
  • Blender files must NOT use textures outside their own directory (//textures), so there is no chance that modifying a rock texture also makes an undesired change to a prop (for instace).

Formats

  • Use open formats where possible, no *.doc files for eg. Ogg prefered over mp3 etc... (At least opensource applications must be able to edit these files)
  • Preferred image formats are *.png and *.exr

Commit

  • *.blend files
  • *.xcf images (alongside png's with matching names, formats of other open apps - inkscape/krita/mypaint etc are ofcourse ok too)
  • Work in progress

Don't Commit

  • *.blend1 files
  • Different versions of the same file sintel1.blend, sintel2.blend (this is what svn is for!)
  • Anything which we would not be allowed to distribute on the DVD, (copyright music over the animatic for eg.) - means we cant distribute our svn repo.
  • Packed files, all textures should be external files
  • Compressed Blends (Makes SVN store data inefficiently)
  • Experimental test files.

When to Commit

Generally you should be committing the work you do at the end of each day at least so your work does not get out of sync with others, its also useful to commit during the day incase others want to work on the same files later (merging changes is manually done and not fun).

Your work does not need to be 'finished', WIP is fine and avoids loosing your work.

With very large files (Say over 100mb), many small changes and commits can increase the size of the svn database, especially for compressed png's or exr's.

Directory Layout

Production (pro/)

This directory should contain all files needed to re-render the movie.

Note that the following text is from Big Buck Bunny, but still relevant. Peach svn production dir

scenes

Each scene is a directory of 'shots' (blend files).

These blend files contain...

  • Animation for camera, characters and props
  • Prop animation
  • Camera animation
  • An additional scene for compositing, referencing the scene containing animation.

These blend files will link to data...

  • 'sets'
  • 'chars' (proxy rigs)
  • 'props' (only if they need to be animated)
  • 'envs' (only if it needs to be animated in a way that interacts with the characters)

This directory does NOT contain any textures.

Example paths

/production/scenes/SceneNumber_SceneName/ShotNumber.blend
/production/scenes/01_intro/01.blend
/production/scenes/01_intro/02.blend
/production/scenes/01_intro/03.blend
/production/scenes/02_rabbit/01.blend
... to scene 13

sets

Each set is a blend with a descriptive name, these can be used in multiple shorts. There will be around 20-40 sets, so descriptive names are ok, since they may be shared between shots.

These blend files contain...

  • Landscape mesh and crass that fit in with linked in elements.

These blend files will link to data...

  • 'mattes' - painted images and blend files
  • 'envs' - tree's, rocks etc

This directory does NOT contain any textures.

Example Paths...

/production/sets/rabbit_house.blend
/production/sets/rabbit_house.blend

props

This directory contains props to be animated in shots, (and in some cases used as a part of the environment)

This directory also contains a textures subdirectory.

Example Paths...

/production/props/apple.blend
/production/props/walnut.blend

These blend files contain...

  • Models (in groups)

These blend files will link to data...

  • //textures

envs

This directory is similar to the props, It will contain static models than can be used in sets and in rare cases animated in the shots.

Example Paths...

/production/envs/tree_oak_01.blend
/production/envs/tree_pine_03.blend

These blend files contain...

  • Models (in groups)

These blend files will link to data...

  • //textures

chars

This directory is similar to the props, It will contain rigged models than can be linked in as proxy's to the scenes shots.

Example Paths...

/production/chars/rabbit.blend
/production/chars/chinchilla.blend

These blend files contain...

  • Models (in groups)

These blend files will link to data...

  • //textures


mattes

This directory contains finished matte paintings, this differ's from other directories in that images dont have to be in //textures

This dir can also contain blend files with sky-domes and matte paintings arranged on meshes.

Example Paths...

/production/mattes/skydome_afternoon.png
/production/mattes/forest_interior.blend
/production/mattes/textures/grass_tuft_01.png

This directory contains...

  • Matte paintings (xcf and png files)
  • Blend files with the backdrops applied to objects.

These blend files will link to data...

  • //textures/ for use in blend files which are not final matte paintings for use externally.

Animatic (ani/)

  • animatic/live_edit.blend Sequencer edit of the animatic/opengl renders/finals
  • animatic/story_boards/ Scanned drawings
  • animatic/renders_gl/ OpenGL Renders
  • animatic/renders/ Rendered Shots

Internal Checkout

cd /media/data
svn checkout svn://biserver/mango