Tik Manager Online Documentation

Introduction

Welcome

Thank you for using Tik Manager

Tik Manager is a lightweight multi-platform and multi-software project management system.

It is designed for small-mid range teams and individuals.

Tik Manager is free for both personal and commercial usage.

Why need a project manager?

Everyone has different methods to keep things organized.

Some tends to save a lot of versions and number the versions while others keep minimal files and choose very explanatory file names.

Most people start working on a project very organized, keeping everything in place, naming every asset carefully. Though, while deadline approaches and pressure increases things may (mostly) become messier.

It is possible to see things like:

“shot2_FinalFinal_LastFINAL02.mb”

or

“mayGodMercyOnMySoul_12.hip”

There are also artist don’t even have a method to keep things organized. They rush into a project, without thinking further and often build their entire project over a “test” file or folder.

For freelancers who works solo, this is not a big deal. After all if time or data lost, we will be having consequences of of our own actions.

On the other hand, for teams -even if it is as small as 2 people- it is crucial to have a common ground.

Project Managers provide this common ground. Artists can focus on creativity without thinking on project structure while supervisors can keep track of the project better.

Why Tik Manager?

Tik Manager aims small-medium ranged groups and individuals.
It is Easy
Single installer* for all software modules.
There is no learning curve. You can just install and start using.
It is Practical
Tik Manager is lightweight and all databases are self-contained, paths are relative.
This means, Tik Manager keeps the database inside project folders and you can move them anywhere and continue working on.

Tik Manager follows a simple folder hierarchy.
The folder structure makes sense for manual browsing and based on Maya’s native project folder structure. There are minimal nested folders. If at some point is has been decided to stop using Tik Manager, it is possible to continue working without it. However, scenes saved after this point wont be included in the manager database
Has a wide Range
Scene Manager written with Python and works on Windows, Linux and Mac**.

Supports multiple softwares:

  • Autodesk Maya
  • Autodesk 3ds Max
  • SideFx Houdini
  • Foundry Nuke
  • Adobe Photoshop

Standalone version (View and launch scenes created with all softwares)

Tik Manager has following features / tools:

  • Consistent naming of scenes and versions
  • Version and reference controlling
  • Supports Maya, 3ds Max, Houdini, Nuke, Photoshop
  • Standalone version to view and launch all the scenes created with supported softwares
  • Alerts the user for possible problems (FPS mismatch, never/older software version etc.)
  • Easy and consistent animation previews with logging and playback support
  • User database for tracking project progress
  • Makes the workflow safer while preventing data loss. No accidental overwriting is possible
  • Image Manager (Maya only)
    • Checks the scene for possible errors before rendering
    • Resolves a consistent render path and makes tracking of rendered images easier
    • Supports Mental Ray, Vray, Arnold and Redshift render engines
  • Image Viewer
    • Lists rendered images (or footages) as collapsed items
    • Executing the sequences within the application by double clicking
    • Option to send the selected sequences to a remote path in a dated folder
  • Transfer Central for practical data sharing between softwares
  • Project Materials – A tool for organising and viewing brief documents, concepts, artworks, references etc.
  • Global Asset Library – Keeps re-usable assets organised
  • Easy installation single executable installation. (Windows only)

* MacOs is not tested

Getting Started

How it works?

Tik Manager follows a simple folder hierarchy:

-> Project Folder

        -> Category

            -> Sub-Project (if any)

                -> Base Scene

                    -> Version 01

                    -> Version 02

                    -> …

Inside a project;

– Every Version needs a Base Scene

– Every Base Scene needs a Category

Sub-Categories are optional.

For example, lets say we have a character animation project. Character is named ‘Joe’. We will have a model project file, a shading project file and a rig project file for the Joe’s character asset.

The project structure will be something like this:

  • PROJECT JOE
    • Model Category
      • Joe Model
    • Shading Category
      • Joe Shading
    • Rig Category
      • Joe Rig

Lets say the Client have 2 different scripts for the same character.

In Script A, the character drops into the scene holding a magic wand and talks to the camera.

In Script B the character flies to the sky holding the magic wand and a balloon with the other hand.

We will have 2 Sub-Projects. Lets Name them ‘JoeDrops’ and ‘JoeFlies’

Both sub-projects will use the same character asset and magic wand asset.

However, we need a balloon asset for the ‘JoeFlies’ sub-project

The Project Structure will be shaped like this:

  • PROJECT JOE
    • Model Category
      • Joe Model
      • Magic Wand Model
    • JoeFlies Sub-Project
      • Balloon Model
    • Shading Category
      • Joe Shading
      • Magic Wand Shading
      • JoeFlies Sub-Project
        • Balloon Shading
    • Rig Category
      • Joe Rig
      • Magic Wand Rig
      • JoeFlies Sub-Project
        • Balloon Rig
    • Animation Category
      • JoeDrops Sub-Project
        • Joe’s Dropping Animation
      • JoeFlies Sub-Project
        • Joe’s Flying Animation

Notice that we are using the same model, shading and rig of Joe Character and Magic Wand Asset for both Sub-Projects. However Balloon Model, Balloon Shading and Balloon Rig specific to ‘JoeFlies’ Sub-Project

Base Scene vs Save As Version

Each scene saved with Tik_Manager have a Base Scene.

Practically when you start working on an asset, it must be saved as a Base Scene first. Later, for each version, iteration or modification, it will be saved as Version

While saving a base scene, it does not matter any other base scene highlighted or not in the scene list window.

It is not possible to save a scene on another one* with Tik Manager. This is for safety purposes. Even the user does something completely wrong, the data should be preserved. **

Make Reference ***

This is a useful feature for tracking and changing reference files.

Each Base Scene can only have a single Referenced version.

Only the Base Scenes with a referenced file can be referenced via Tik Manager.

The referenced version can be changed at any time by selecting the version and hitting ‘Make Reference’ button.

For this action, loading the particular base scene is not necessary

It can be done via Standalone version without using any other software as well.

* It is possible to ingest the current scene into another base scene as a new version. Simply select the base scene and choose ‘Ingest the Current Scene as the New Version’ option

** Please note that Tik Manager does not protect projects against regular save/save as file commands of softwares

** There is no Make Reference option in Nuke and Houdini

Installation

WINDOWS INSTALLATION

  • Run Tik_Manager_v3.x.x executable
  • Locate the common folder when asked. This folder must be in a location where all workstations can reach
  • Follow the installer directions

— For Houdini Users —

Houdini users should add the Scene Manager Shelf to the set they want.

Click the + button at the end of the shelf set. From drop-down menu select Shelves and check “Scene Manager”

Windows 10 / Network issue:

If you are running the particular software as administrator and if a mapped network drive used as a projects space, you need to enable linked connections through registry. Simply right click enableLinkedConnectionsW10.reg and “merge” to add the key to the registry

LINUX INSTALLATION

  • Extract the contents of tikManager_3.x.x_linux.tar.gz to a folder.
  • Move the TikManager_Commons folder to a shared location where each user can access.

MAYA

  • Add following lines to userSetup.py under maya scripts folder (Or create the file if it does not exist).
  • Replace the ‘PATH//TO//TIKWORKS//FOLDER’ with the path of where the tik_manager folder is. Use double BACK Slashes between folder names.
#######################################################
# start Scene Manager
import os
import sys
import maya.utils
import maya.OpenMaya as OpenMaya
def initFolder(targetFolder):
    if targetFolder in sys.path:
        return
    if not os.path.isdir(targetFolder):
        print ('Path is not valid (%s)' % targetFolder)
    sys.path.append(targetFolder)
def smUpdate(*args):
    from tik_manager import manager
    m = manager.TikManager()
    m.regularSaveUpdate()
initFolder('PATH//TO//TIKWORKS//FOLDER')
maya.utils.executeDeferred('SMid = OpenMaya.MSceneMessage.addCallback(OpenMaya.MSceneMessage.kAfterSave, smUpdate)')
# end Scene Manager
#######################################################
  • Restart Maya
  • Open Script editor and run the following command from a python tab:
from tik_manager.setupFiles.Maya import setupMaya

HOUDINI

  • Add following lines to 456.py under scripts in HOUDINI_PATH. If there is no 456.py file, create it.
  • Replace the ‘PATH//TO//TIKWORKS//FOLDER’ with the path of where the tik_manager folder is. Use double BACK Slashes between folder names.
#######################################################
# start Scene Manager
import os
import sys
def initFolder(targetFolder):
    if targetFolder in sys.path:
        return
    if not os.path.isdir(targetFolder):
        print ('Path is not valid (%s)' % targetFolder)
    sys.path.append(targetFolder)
initFolder('PATH//TO//TIKWORKS//FOLDER')
# end Scene Manager
#######################################################
  • Restart Houdini
  • Run from python shell:
 
from tik_manager.setupFiles.Houdini import setupHoudini 
  • Click the + button at the end of the shelf set. From dropdown menu select Shelves and check “Tik Manager”

NUKE

  • Locate the startup scripts folder
    Check the following link to locate the folder for different operating systems:
    https://learn.foundry.com/nuke/developers/63/pythondevguide/startup.html
  • Add following lines to init.py . If there is no init.py file, create it.
  • Replace the ‘PATH//TO//TIKWORKS//FOLDER’ with the path of where the tik_manager folder is. Use double BACK Slashes between folder names.

#######################################################
# start Scene Manager
import os
import sys

def initFolder(targetFolder):
if targetFolder in sys.path:
return
if not os.path.isdir(targetFolder):
print ('Path is not valid (%s)' % targetFolder)
sys.path.append(targetFolder)

initFolder('PATH//TO//TIKWORKS//FOLDER')
# end Scene Manager
#######################################################

  • Add following lines to menu.py . If there is no menu.py file, create it.

####################################################
# start Scene Manager
toolbar = nuke.menu('Nodes')
smMenu = toolbar.addMenu('SceneManager', icon='manager_ICON.png')
smMenu.addCommand('Scene Manager', 'from tik_manager import SmNuke\nSmNuke.MainUI().show()', icon='manager_ICON.png')
smMenu.addCommand('Save Version', 'from tik_manager import SmNuke\nSmNuke.MainUI().saveAsVersionDialog()', icon='saveVersion_ICON.png')
smMenu.addCommand('Image Viewer', 'from tik_manager import SmNuke\ntik_imageViewer = SmNuke.MainUI()\ntik_imageViewer.onIviewer()', icon='imageViewer_ICON.png')
smMenu.addCommand('Project Materials', 'from tik_manager import SmNuke\ntik_projectMaterials = SmNuke.MainUI()\ntik_projectMaterials.onPMaterials()', icon='projectMaterials_ICON.png')
# end Scene Manager
####################################################

  • Copy these files from icons folder to the startup scripts folder :

    manager_ICON.png
    saveVersion_ICON.png
    imageViewer_ICON.png
    projectMaterials_ICON.png

  • Restart Nuke

Overview of the user interface

Version Area

  1. Icon View
  2. Notes View
  3. Make Reference Button – Makes the currently active version reference scene.
  4. Add Note Button – Pops up add additional notes dialog
  5. Version Roll-out – Switches between active versions. – White color means the active version is the last and/or referenced version. Yellow color indicates that either there is a referenced version or there are other higher numbered versions in the list
  6. Show Preview Button – Opens the last preview taken for the active scene version. It is disabled if there are no previews taken before

Base Scenes Area

  1. Base Scenes List – Shows the list of base scenes under current category and sub-project (if any). Double clicking an item will either open it or imports as reference depending on the mode (9). Green Items mean that the item is suitable for referencing. Yellow items don’t have a reference version. In other words only the green items will show up in reference mode.
  2. Category Tabs – Default tabs are ‘Model, Shading, Rig, Layout, Animation, Render and Other. Categories can be customized from File-> Add/Remove Categories

Project Area

  1. Mode Select – Changes between Load and Reference Modes. When switched to reference mode, only the Base Scenes with a reference version will be listed and ‘Load Scene’ Button changes to ‘Reference’ Button
  2. Sub-Project Rollout – Switches between existing sub-project. Use ‘+’ button next to it to add a new project.
  3. User Rollout – Selects the current user. The selected user will be used for naming conventions, logs and notes.
  4. Set Project Button – Opens the set project dialog.
  5. Current Project – Displays the currently set project
  6. Current Base Scene – Displays the currently opened Base Scene in the software.

Execute Area

  1. Save Base Scene – Saves the currently open scene as a Base Scene (Opens the Save Base Scene Dialog). Note that since overwriting is not an option in Tik Manager, this button does not save the scene on currently selected Base Scene. It creates a new Base Scene. In other words, it has nothing to do what is active or not in Tik Manager interface.
  2. Save As Version – Saves a new version from the currently open Base Scene. The scene loaded in the software must be a Base Scene or else throws an error message indicating that the scene must be saved as a Base Scene first.
  3. Load Scene – Loads or references (based on the mode – 9) the currently selected scene in the Base Scenes List (7)

First Steps

Once the installation complete;

Start

  • Start by clicking  in any software shelf or run the standalone version
  • If standalone version executed, you will be prompt to browse for the Common Database Folder. Hit ‘Ok’ and browse for the tik_manager folder

Change the Admin Password

  • Go to File -> Change Admin Password
  • Enter the old password (Default Password is 1234) and new password twice.
  • Hit ‘Save’ to change the password

Add Users

  • File -> Add/Remove Users
  • Enter the Password you defined in the previous step. If you did not changed, default password 1234
  • Click ‘Add’ to define new users
  • Enter the Full Name and Initials of the new user, click ‘Ok’. Nicknames can also be used as initals. Though it should be remembered that since initials will be a part of naming convention, ideally they should be as short as possible.

Create a Project

  • File -> Create Project. A new Project creation dialog will open.
  • Hit ‘Browse’ button and select the root folder which holds -or will hold- other projects.
  • Enter the Brand Name, Project Name and Client. Brand Name is optional but Project and Client names are mandatory fields. As you fill the mandatory fields the resolved project name will be visible on top of the naming block. The naming template is: <Brand Name(if any)>_<Project Name>_<Client>_<Current Date YY/MM/DD>
  • Define the resolution for the project. Right now this has no effect on anything. Reserved for planned future updates.
  • Select the FPS. This is for preliminary warnings. While saving a scene in any software, Tik Manager checks for the set frame rate. If there is a mismatch with the project settings, It will pop a warning message.
  • Hit ‘Create Project’ – The folder structure of the project will be created. The new created project will be set automatically

Change Project

  • Hit ‘SET’ button which is upper right corner. Set Project dialog will pop.
  • Hit ‘Browse’ button to select the root folder for all projects
  • Try the ‘Search Filter’ to filter out the project you are looking for. If you write here ‘Mercedes’ all projects not including the word ‘Mercedes’ will be filtered out.
  • You can Drag & Drop or use + / – buttons to add/remove projects into the Bookmarks list. Bookmarks list is software specific, meaning that each bookmark database for Maya, 3ds Max, Houdini and Standalone versions is different.
  • Any project created before Tik Manager can also be set. All additional folders will be created automatically. Although it is non-destructive (wont delete or change anything you have done before), creating project via Tik Manager highly recommended for consistency purposes. Naturally, if an old project is set, keep in mind that only the scenes saved with Tik Manager will be visible by the Tik Manager.
  • Hit ‘Set’ or double click any in the favorites list to set the project

Saving a Base Scene

  • Hit ‘Save Base Scene’ button which is lower left corner of the Main UI. Save Base Scene GUI will pop.
  • Select the Sub-Project (if any)
  • Define a unique name with Unicode characters and no spaces
  • Select a category from the Category Drop down list. Although current active tab will be selected automatically, Saving Base Scene is a separate process from anything. Remember that it is not possible to overwrite any project file while using Tik Manager. In short, the scene file selected in the previous Main Window will not be overwritten. A complete new asset will be added to that list.
  • If you are in Maya, select mb or ma format. Default is mb
  • If ‘Make Reference’ is checked, this base scene will be promoted as ‘Suitable for Reference’. This option is not available in Houdini and Nuke
  • Write down any notes you may want to specify for this scene and Hit ‘Ok’ to create

 

“Save Base Scene is for creating a new asset. It won’t overwrite currently selected items in the Base Scenes List.”

 

Saving a Version

  • Either  icon from the shelves or ‘Save As Version’ button can be used for version saving. A Save Version dialog will pop
  • To save a version the currently open scene must be a Base Scene.
  • Enter any notes you may have for the version
  • If you are in Maya, select mb or ma format
  • Select ‘Make Reference’ checkbox if you promote the version as Reference Version. This option is not available in Houdini and Nuke
  • Hit ‘Save As Version’

Loading and Referencing

  • Change the desired mode to ‘Load Mode’ or ‘Reference Mode’ from the left upper part. In reference mode, only the Base Scenes with a reference Version will show.
  • While Loading, The Version can be changed from Version drop down list. The color of the version indicated whether currently selected one is the last/referenced version or not. If it is white, this means the currently active version is either the last or reference version. If it is yellow this means either the active version is not the reference version or there are other higher numbered versions after this. To put it simpler;
    •  if the Base Scene has a reference and if the current version is NOT the Reference version than it is yellow, otherwise white
    • If the Base Scene does not have a reference and the currently active version is NOT the last version than it is yellow, otherwise white.
  • Double Clicking or clicking the ‘Load Scene’ button (or ‘Reference Scene’ button depending on the mode)  will load or reference the scene.

Here is a quick demonstration video about how to use Tik Manager:

Known Issues

Tools

Image Manager

(This section is not finished yet)

You can reach Image Viewer either using the  shelf icon or Tools drop-down Menu from the main Scene Manager User Interface

Image Manager (currently only for Maya) is a render helper.

Once activated it sets the render path with a this pattern:

<Project>\images\<Sub-Project (if any)>\<Shot Name>\<Render Layer>\<Version>\<Sub-Project>_<Shot Name>_<Render Layer>_<Version>.exr

It runs a series of tests to alert the user for any possible problems like missing textures, render-able image plan, mis-matching frame ranges.

Double clicking each warning will open the related window or attribute editor.

Image Viewer

Image Viewer is a tool to quickly view and control rendered images.

You can reach Image Viewer either using the  shelf icon or Tools drop-down Menu from the main Scene Manager User Interface

  • Lists image sequences as single item
  • With ‘Recursive’ option, all sequences in the selected folders hierarchy can be viewed
  • Sequences can be executed directly.
  • Can transfer sequences to a remote location.
  • Various filter options

  1. Sequences Window – List of found sequences in the selected folder. Note that Extension Filter (4), Search Filter(2) and Recursive option (5) will update the results. Multi selection is permitted
    • Double click will execute the sequence. It opens the sequence with the defined application by the operating system.
    • Right click will open a pop up menu:
      • Show in the Explorer
      • Transfer files to Raid – If a Raid Folder (6) is defined it transfers the selected sequences to there. It keeps the folder structure and put them all under a dated folder. Useful for sharing the output renders with another department. This is handy for keeping track of shared files with other departments.
  1. Search Filter – When hit apply, sequences will be filtered according to the filter word. Useful for filter out render layers or elements.
  2. Directory Window – List of directories under defined Root Folder.
  3. Extension Filter – Filters the results in Sequences window based on the selected extensions.
  4. Recursive Option – When checked, searches for sequences hierarchically. Please keep in mind, if there are too many nested folders and too many sequences in each, it may take a long time to finish searching through.
  5. Raid Folder – Despite its inaccurate name, this is the remote server where the selected sequences can be transferred. Can be changed by pressing the Browse button on the right. Consistent for per project.
  6. Root Folder – The Root folder for sequences. On each run it is set to the current projects images folder automatically. Can be changed by pressing browse button on the right

Project Materials

(This section is not written yet)

Asset Library

Asset Library is a global library management tool to organize commonly used assets.

Standalone version is for browsing and viewing assets

You can reach Asset Library either using the  shelf icon or Tools drop-down Menu from the main Scene Manager User Interface

View Items

  1. Preview window – Left click switches between wireframe and normal view. Left click menu allows you to re-snap images (Maya only)
  2. Asset Notes – Right click to add extra notes
  3. Asset Information – Provides information for the selected asset. Source = Original source file. (Currently only Maya), Obj File = Whether an obj copy exists or not, Faces/Triangles = Face and Tri count, Textures = How many textures used in the asset
  4. Asset List – List of assets on the current library tab
  5. Library Tabs – Tabs can be added, removed and renamed via File menu. At initial run, no Library tabs present

Edit Items

  1. Merge – Imports the asset from its original source, copies all textures under the current projects /sourceimages/<asset name>/   folder and assign new paths to the file nodes. Easiest way to include an asset into a project. Be aware, since it copies the texture files to the current project folder, merge should not be used to examine assets. Use Load or Import Only instead.
  2. Load – Loads the assets source file
  3. Import Only – Just like Merge, this Imports the assets source file but without copying texture files.
  4. Import .obj – imports wavefront obj copy if exists
  5. Create New Asset – Pops up Asset Creation Dialog

  1. Asset Name – Requires an unique asset name. This asset name will also be the name of the assets folder. Spaces and non-uniform characters are forbidden
  2. Export UV Snapshot – Exports the uv snapshots of each object which is eligible. Saves it under uvSnapshots folder under asset directory
  3. Export .obj – Option to export a wavefront object as well
  4. Export .fbx
  5. Range – Export range. Keep in mind that in order to protect asset integrity, connected nodes and hierarchy (below) will be exported even though it is not selected
  6. Format – Ascii or Binary save option. If there are unknown nodes in the scene, the save format cannot be changed. If that is the case, a prompt dialog will appear to confirm proceeding with the original format.