Tik Manager v3

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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 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
  • Project Materials – A tool for organizing and viewing brief documents, concepts, artworks, references etc.
  • Mp4 conversion for all preview files
  • Transfer Central to transfer assets easily between softwares
  • Global Asset Library – Keeps re-usable assets organized
  • Single Executable Windows installer
  • Easy to Use with no learning curve

Tik Manager is free for both personal and commercial usage.

Here is a quick demonstration of the most basic usage:

You can download the current version the link below:

Become a Patron!

Windows (Right Click – Save As)download
Linux (Right Click – Save As)download

The details about usage and installation can be found in online help page

In order to upgrade from version 2.x you need to remove the 2.x files as well as SmManager or TikManager settings under user/documents folder.

Source code can be found in this GitHub repository

Older Versions:





  1. That is super nice of you to share this tool, thank you. I am definately going to give it a go!

  2. Looks interesting, will there be a mac version? Thanks for Sharing!

    • Since it is python based, it actually should work in mac. It works on Linux (with some minor limitations)
      You can take a look at manual installation guide and give it a try. Standalone version is currently packed as exe but I will provide py version of it too.

    • Thank you. Blender and C4d was on my to do list, I am adding Lightwave into that list too.

  3. Thank you. krita and Photoshop for story and layout……. 😉

  4. Oh that is just what i was looking for so long! Thank you for sharing!
    I ill absolutely sure will use it if there will be 3dsmax 2020 + corona support!

    • Thank you. I did not tested it on 2020 but it should work. Works fine with 2019.
      As for the corona, currently it has nothing to do with render engines. Only image manager in Maya is dealing with render engines (currently mental ray, vray, arnold and redshift)
      If I write Image Manager for 3ds Max, I probably add support for Corona too.

  5. Love this! Are you planning to introduce the concept of Master vs Wip scenes?

    • Thank you 🙂
      Actually I am not planning it right now, since it is flexible enough to do that manually. I consider all scenes as WIP, until a reference version is saved or make reference button clicked.
      Can you elaborate the logic in your mind? I don’t want to be stubborn about this, if a backward compatible solution can be found, I always want to add new features.

  6. Great i will elaborate 🙂 Meanwhile i discovered that it Tik force writes . hip files only which breaks .hiplc paths.
    Not every scene is saved as version. Sometimes I hit save only and version up only when needed. After that Tiks won’t manage/see the .hiplc files.

    • Hmm i’ll take a look into that. Let me know If I understand correctly, hiplc saves as base scene ok but while versioning it forces to save as hip right?

  7. Not really 🙂 I mean Tik creates .hip file instead of .hiplc regardless of the Houdini version I run.
    What makes this a problem is that if I hit ctrl +S Houdini haves .hiplc. Those “in houdini” saved files Tic does not track. It will only load the .hip file. But Houdini created .hiplc for the same version. I would propose to allow a user preference setting where one can choose what file format/Houdini version is used for the project.

    • I think I got it now. Can you send me a message through contact form, so I can directly send you a patch.

  8. Hi, thank you very much for sharing it, I like this tool very much.
    Now there is a problem trouble me. The naming convention we use is very different. I need to be able to customize my own file directory structure and set it up. The file is saved to which directory, everything else is very useful, especially the Maya version is very good. thanks~

    • Hi and thank you. Since all of the conventions are hard coded it is not very easy to change them. One other issue is that, it will break most of the backward compatibility. That is why I did not want to expose them in the first place. However, I am thinking about storing them in a seperate database exposed only to the pro users. It wont be easy to implement since it requires a significant update in the root class. More importantly, it is likely to cause performance issues. If thats the case, I may drop it. So it is not a promise but I will work on it.
      Just to elaborate, what are the conventions that you use?

  9. Hello
    Tik_Manager is a great tool!
    But unfortunately I encountered a problem in maya, using the create preview tool pop-up dialog
    The content is “Codec specified in project settings is not supported. Install H.264”.
    Operating system :win10
    Maya version: maya2018.4
    Quicktime player installed

    • Thank you. This means that the default project codec is not installed in your workstation. You can go to File -> Playblast settings and change the format and codec. In the meantime, I am planning to add FFMPEG support in the following release and solve all these kind of problems totally.

      • Thank you very much for your help.
        I tried the playblast settings, but the qt encoding is not able to use only one avi video encoding can be used, I don’t know why…
        Since the encoding format of avi is very large, the encoding format of qt’s mov is relatively small, so it tends to use qt.
        Maya default playblast only needs to install qt player to output .mov video format, but Tik_Manager is not, I have to wait until the next version update or I set the wrong parameters
        Thank you!

        • I’m having the same issue with maya 2018.6 and every file format i tried.

          • Do you get the same popup message? Or a crash?
            Can you please check the script editor for any additional error/log messages?

            Did you try avi – uncompressed? (assuming you are on windows)

      • I’m getting similar errors “Codec specified in project settings is not supported. Install png”
        Thanks for this tool. Incredibly helpful! Thank you. Thank you. Thank you!

  10. I’m having the same popup message, no crash and nothing in the script editor but it does work with avi uncompressed.
    Even with jpg it says “Codec specified in project settings is not supported. Install jpg” ^^

    • I most probably messed something up in the last version. Will check it as soon as I can. Though, as I said earlier, I will implement ffmpeg support soon, which will unify every supported software and os with mp4 support.

    • I am glad that you liked. Unfotunately I am not intended to prepare long tutorials. Tutorial making is a whole new skill which I am lack of.

  11. I’m just discovering your tool and it’s really great. Amazing job !
    Few questions : like other people, I’m having the problem with take preview codecs which doesn’t work ( except avi uncompressed ). Other question : Is there a way to add subprojects in subprojects ? ( for exemple in scenes folder / having an asset folder and a shots folder / then I could plug my model, shading, rig folders in asset folder, and my layout animation render inside the shot folder, as I want ?

    • Thank you. I am working on preview codecs. Still cannot understand why it works on all machines I tested on and not yours but will figure out I guess.
      As for the sub-projects of sub-projects, currently it is not possible. I want to keep things as simple as possible. If I over complicate things, it starts to become something people need to ‘learn’. Moreover, it makes less sense because instead of guiding users it may become a Gui inside of another Gui (Maya, Max, Houdini etc.)
      Although, for the example of you have given, I dont think you need subprojects of another subproject. You can keep all your assets in ‘None’ level (which basically is root) and create as many sub-projects as you like to use these root assets.

  12. I found A bug,if the project path text has chinese that the project will be unable to create .can you fix that?

    • To be honest, it is kind of intentional. Tik Manager forces all file and folder names to contain only ASCII characters. Even if Tik Manager would allow it, Maya cannot set project paths which contains non-ascii characters. Houdini wont even show inside those folders.
      But you are right at some point, it throws a silent error. Whenever this happens user should be warned with a splash screen explaining whats going on.

  13. Hello, can’t wait for the next version, your work is really appreciated.

  14. HI, this is perfect tool i using Houdini, Please integrate asset llibrary for houdini(save hda asets, save geo node). Thank you

    • Hi,
      I actually implemented asset library for both houdini and 3ds max in version 3. If you want to try out beta, reach me from the contact section.

  15. Hello,
    I really like your scene management tool. I have 2 problems with it though. Everything seems to work fine, but sometimes, even after creating a BASE SCENE, and keep working perhaps in a different tab eg Rigging, when I switch back to Model tab, the text goes back to yellow, saying the base scene hasn’t been created.
    I usually have to either close the window and reopen, OR if that doesn’t work, I open a scene which I’m sure has a base scene stored, and when the text is blue, I then proceed to doing what I wanted to do….perhaps Theranos a Refreshing issue within Maya or the tool?

    • Currently opened scenes are resolved by their file name and folder comparing them to the database. Is it possible that you have saved as the scene during the progress? Or maybe restart maya after a crash and continue work on an auto backup?

  16. Also, we Reference animation rigs in our pipeline, however, even after clicking Make reference on the final Animation rig scene, the Animation tab is empty, and doesn’t see the reference. It would have been great to see the tool used up to the rendersetup process in your tutorial video.

    Please walk me through if I misunderstood how to proceed.
    Thank you.

    • There will be customization options for folder, file and project names in version 3.
      If you want to participate in Beta, please inform me via contact section.

    • Tik manager currently not tested on mac therefore I cannot give guarantee. You can follow manual linux installation guide.

        • You can just follow the manual installation in the online documentation. Basically what you need to do is let the software where the tik_manager are by editing startup scripts (userSetup.py for maya, 456.py for houdini etc..) and run the shelf creation command. Although I strongly suggest everyone to use v3.0 which is almost out of the beta stage. You can request to join this group for links: https://www.facebook.com/groups/tikManager/

  17. Hi, you are doing a fantastic job with Tik Manager and I would love to Beta test version 3 but unfortunately I am not on Facebook.
    I am currently using Tik manager v2.5.4 on Maya 2020 and is a super handy tool but for some reason the Asset Library tool doesn’t Merge or import any of the assets from the library, I just can load the scene but not import them. I hope to hear from you.
    Thank you.

  18. Hi Arda.
    Could we have the option to import as Reference from the asset Library? It would also be great to be able to export selection as new base scene, this could fit nicely next to the Save Base Scene button.
    Nice work Arda, if you need any beta testing done on future release I’d be glad to help out.

  19. Hi Steve, actually at some point I considered both but honestly didnt to add them. The reason for not adding the option to referencing from asset library is simply because of the project integrity. In our projects, I always encourage people to stay within the project boundaries and dont use any dependencies from somewhere else. I admit for some work cases referencing from libraries can be very efficient but if the library is in an artists desktop, the consequences can be heavy. However, with admin control, specific libraries can be flagged as safe and the users may be allowed to reference from those libraries.
    Exporting selection as base scene again can be beneficial on some cases, but overall it is not a feature that majority will be using and to be honest, I rather keep the ui and overall usage as simple as possible. Having that said, thanks for the valuable comments, I really appreciate it.

    • Thanks for getting back Arda.
      I totally get where you’re coming from in respect to project integrity. I was converting old scenes into TM and there was no way to export the scenes assets from the current scene as a base scene asset. when compiling from the start you wouldn’t need this feature I was revers engineering my older projects to fit TM.
      Many thanks.

  20. will be an update to use in houdini 19 python3 ? because it says that cant finde the module
    this looks grat hope should works in houdini 19 and nuke 13.2

  21. will be an update to use in houdini 19 python3 ? because it says that cant finde the module
    this looks grat hope should works in houdini 19 and nuke 13.2

    • Actually it should run with with houdini 19 and nuke 13. It may be related with old shell commands. Can you tell me the error you are getting?

      • hello on houdini i got this
        Traceback (most recent call last):
        File “tikManager”, line 1, in
        File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.622\python37\lib\site-packages-forced\shiboken2\files.dir\shibokensupport\__feature__.py”, line 142, in _import
        return original_import(name, *args, **kwargs)
        ModuleNotFoundError: No module named ‘tik_manager’

        and nuke 13.2 do not open

        • This seems like an installation problem. Can check 456.py file? You may try a manual setup.

          • This is definetely an error saying it cannot find the tik manager installation folder. Can you run this from a python shell and send what it returns:
            Import sys
            for x in sys.path
            print x

          • Traceback (most recent call last):
            File “”, line 1, in
            NameError: name ‘x’ is not defined

  22. everything is working like a Charm just the “assets library” is not working in Houdini 19.5
    this is the following error

    Traceback (most recent call last):
    File “assetLibrary”, line 1, in
    File “C:\Program Files\Side Effects Software\Houdini 19.5.303\python39\lib\site-packages-forced\shiboken2\files.dir\shibokensupport\__feature__.py”, line 142, in _import
    return original_import(name, *args, **kwargs)
    File “C:\/Program Files (x86)//TikWorks\tik_manager\assetLibrary.py”, line 423, in
    class MainUI(QtWidgets.QMainWindow):
    NameError: name ‘QtWidgets’ is not defined

    • Thank you very much. That was a typo error. I published a hot-fix version can you go to help => Check new versions from the main menu and download the latest package (v3.2.004)

      • Thanks a lot. Working perfectly.
        just a suggestion for the v4 release.
        if you can add the Fx category in Houdini for saving the base scene, it will be very helpful.

        • You can add the categories from settings – > project settings.
          Alternatively, you can edit the sceneManagerDefaults.json in defined commons folder, and each new project will pickup the defined categories from here.

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