Hello Shotgun community! I’m from the Autodesk Automotive team and we’ve been working to standardize multi-project workflows within Shotgun Toolkit!
Why are we doing this?
Just like in many feature films, video games or television series, automotive design teams need to re-use already built assets/components across projects. Our customers are using this new capability to build an asset library and to re-use assets across projects.
To improve this workflow, we’ve done 3 things.
1. “Linked Projects” Field
- In the last few months, we pushed a new field called “linked_projects” on the Asset entity that lets you link Assets to multiple projects. By simply linking one asset to a different project you use the Loader to import or reference these linked assets.
In this example, I use library assets and link them to a destination project
2. Import Linked Assets with the Loader
- In our key engines of Alias and VRED, we’ve added a tab to the loader to easily import/reference these linked Assets. You can add this same logic to the engines that you use. Here are the Alias and VRED Loader settings for your reference.
- To support all of this, we’ve built a new “Tech Preview” of the Breakdown app (tk-multi-breakdown2).
- The Breakdown2 should give you all of the features of the original Breakdown app, but we’ve improved it in a few ways:
- New UI (Views and Details)
- Update across projects
- Version selection
Okay, how can I use all of these new tools?
- The “linked_project” field should already exist in your site (cloud sites).
- Reference our Loader2 tab example from Alias or VRED, and apply that to the engines’ your studio uses.
- Finally, find the tech-preview branch of Breakdown2 on Github.
- You can also manually add the breakdown2 app it to your config. (Make sure to include the following unreleased dependencies)
We want to hear from you! Does this workflow fit for your film, animation or games production? Reply (via this community post) and let us know your feedback!
Don’t hesitate to add any questions or comments.