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Entities with multiple task pipelines and dependent assets

Hello,
I'm trying to figure out the best way to track a task pipeline where a single source entity branches into multiple pipelines.
He's my example:
An actor entity is created for each mocap performer.  We create various assets to process that actor's data (skeletons, configurations, mappings, etc).  Those assets fall into two major categories, body and face.  The body and face pipelines are completely unrelated, and there are no dependencies between the two.  They do however have this common relationship to a unique actor entity.
So my question, what is the best way to track separate task pipelines derived from a single entity?
Would it be better to:
1.  Put all tasks (though unrelated) in one super-pipeline
2.  Create multiple additional sub-assets that link back to the original entity
Option 1 makes it easier to see the overall progress of things related to that one entity, but option 2 makes it arguably cleaner and more discrete to track.
Are there other options that I'm not considering?  Has anyone else had a similar issue, if so how have you dealt with it?
Any thoughts or suggestions are welcome.

1 comment

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    Ben Hadden

    Hi DJ,

    I have some experience with tracking mocap data in Shotgun, and you see like you're on the right track.  My recommendation would to opt for option 2 over option 1 so that you're tracking more discretely/clearly.  From what I understand, you're setup is like this:

    Actor (Actor)

    >Head (Asset)

    >>Model (Task)

    >>Rig

    >>Etc

    >Body

    >>Model

    Does that seem right?  Typically, we recommend using Asset to track the 3D deliverable and then Tasks to represent the work.  The Actor entity here seems to just help artists understand which person they should use as reference for the 3D deliverable (on which you can store height, weight, etc).

    Let me know how this has been going for you and if there are any more questions that have come up.

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