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Tik Manager v4 – Work in progress

I officially started working on Tik Manager v4.
This version will have huge changes and most probably won’t be backward compatible. However, it will be able to work along with v3 and I am planning a ‘conversion script’ to convert v3 projects to v4.

At the moment, I am not planning to add too many additional features in fact, I am planning to reduce some as I am pretty aware much of them became useless in years.

However, there will be huge infrastructural changes and essentially I am writing everything from scratch in a much more organized manner. The project structures will be very flexible and this time I am aiming a little bit bigger teams as well. A project may have a simple Tik Manager 3 structure but also it can be extended to classic VFX shot-asset workflow (or anything else actually)
Sub-project mentality will stay but its visualisation will change and sub-projects will be able to have other sub-projects.
Depending on the needs of the project, a sub-project can be an asset, asset type, sequence, shot or literally anything that you name it. Each sub-project will automatically inherit its parent attributes but any attribute can be overriden if required like fps and resolution.

For example, a project can only contain Categories:

  • Model
  • Shading
  • Animation
  • Lighting
  • Render

Or it can have assets subproject, shots subproject, subprojects of these subprojects and categories (steps) for each

  • Assets
    • Character
      • Model
      • Rig
      • Lookdev
    • Car
      • Model
      • Rig
      • Lookdev
    • House
      • Model
      • Lookdev
  • Shots
    • 0010
      • Layout
      • Animation
      • Lighting
    • 0020
      • Animation
      • Lighting
    • 0030
      • Animation
      • Lighting

Or can be as complex as you want

  • Assets
    • Characters
      • Bunny
        • Model
        • Rig
        • Groom
        • Lookdev
      • Human
        • Model
        • Rig
        • MuscleRig
        • Lookdev
      • Robot
        • Model
        • Rig
        • Lookdev
    • Vehicles
      • Car
        • Model
        • Rig
        • Lookdev
      • Plane
        • Model
        • Rig
        • Lookdev
    • Environment
      • Layout
      • Buildings
        • Model
        • Lookdev
      • Rocks
        • Model
        • Lookdev
  • Sequences
    • OpeningSequence
      • Lighting
      • Layout
      • SHOT_0010
        • Layout
        • Animation
        • Simulation
        • Lighting
      • SHOT_0020
        • Animation
        • Lighting
      • SHOT_0030
        • Animation
        • Lighting
    • FightSequence
      • SHOT_0010
        • Layout
        • Animation
        • Lighting
      • SHOT_0050
        • Lighting


At the moment, the presets I am planning to add are:

  • Simple (similar structure with Tik Manager v3)
  • Shot-Asset workflow
  • Game (This won’t have lighting, render etc steps.)

To be continued…

admin

3 Comments

  1. big big ! woot Tik get thenppves it deserves to show the world what it is capable of !

    Thank you Arda

    • It is very early to say. However, It probably won’t be a priority. Usually I try to avoid dockable QT UI’s for Maya as I still find the existing solutions not as bullet proof as I want.

      Moreover, the design we currently have (and the one I started to think for v4 is not very suitable for docked windows.

      Maybe we can introduce a new UI sepatately which can be docked or stay docked all the time. I believe Shotgrid (former shotgun) have something like that.

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