Blender
Questions to AI
- Markdown question
- How to mark some sentences like below for all written ideas here
- How to add Star Icon to emphasize points
- How to mark some sentences like below for all written ideas here
- How to use a customized variable for build a file path ?
- What kinds of knowledge is for template-management ?
- Deifference between data-block and object ?
- How to design lookdev-assignment system
- what is a form for a group of materials for one asset
- How to store assignment information
- How to assign materials to motion cache (shot data) by utilizing the assignment information
- Is it right to think like
data blockis bigger concept, compared toobject. And it’s something conceptualAssetis something conceptual, which isa group of data blocksand the group must havemeaningone blend filecontainsmultiple scenes, and each scene is the same as each shot or each Asset
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In the case of Blender, a file is supposed to have all data and the data need to be updated by script like Maya ? or a file is suppoed to be built with the latest version of Assets - bundle of caches and Surfacing/Lighting template - like Katana and the file only holds some edits from users ? This question is for a feature which allows users to prepare their scene.
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What is a form for groom-deformation feature which is designed to deform groom in every frame based on animated mesh coordinates. In katana, the form of the same feature is Ops, and it is wrapped into Supertool.
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Can you come up with any ideas regarding how to utilize knowlege of Scene ?
- Please give me some codes to accomplish the dev-item or ideas which are answered by AI
Sub Agents
| Agent Name | Description |
|---|---|
| Dev-Item Designer | Considering on |
| Test Case designer | Make test cases and design test order based on dev-itmes |
| Developer | Considering Dev-item and test cases, the agent will implement new features and test the features until all error disappear |
| Document writer | Write any kinds of documents as to new features which completed to be tested |
MCP
- Context 7
- …
Bardel pipeline
Which Departments on Blender
- Surfacing
- Lighting
- Rendering
Dev-Items
General
- Save any preview image when Asset creation is triggered
- Following Blender’s Path Layout
Surfacing
-
I would not use a word Asset to differentiate between
AssetandSurfacing - Surfacing file builder
- Load an asset (Types of asset are Character, Prop, Set and Vehicle )
- Load the latest version of Surfacing-template or the selected version of the template
- Surfacing Template Management
- Basic Surfacing-template for all shows
- Provide any kinds of interface or tools allowing users to design Surfacing-template
- Need to be versioned
- Export assignment information
- this is the same thing as exporting klf file
- Asset Library
- only for a list of below
- lighting for light setup like turntable
- material
- shader
- shader
- Three kinds of libraries
- Default library
- Show library
- USer library
- only for a list of below
Lighting
- Shot file builder
- Load a list of data below
- motion cache bundle
- cfx cache bundle
- fx cache bundle
- Set
- (Groom for groom-deformation based on motion-cache)
- Lookdev Assignment
- Assign some exported lookdev to caches above including not only motion cache but also groom/cfx/fx/set
- Regarding a Set, the exported lookdev is supposed to be assigned to eache prototype for PointInstancers
- Load the latest version of seq/shot tempalte
- Put objects (caches) into Collection
- Load a list of data below
- Sequence Template Management
- Need to be versioned
- Shot Template Management
- Need to be versioned
- Auto-Collection
- When caches(objects) are loaded, the objects are set to sepecific collecton based on APS schema
- Asset Library
- only for light-setup
- Three kinds of libraries
- Default library
- Show library
- USer library
Rendering
- Batch Render
- Denosier
- Stiching render outputs
- Any other optimization for rendering
Official Docs
- Primary purpose is to write down contents which are essential for pipeline dept
Data-Blocks
- Url link
- Definition
- basic unit of data in blender
- protected
- A status which prevents data-block from being deleted
- To protect a data-block, use the button with the shield icon next to its name.
- Use Case
- Implementing Asset library
- Ideas :
- Regarding Asset library or something similar to the thing, pipeline dept can set data-block to
protected status
- Regarding Asset library or something similar to the thing, pipeline dept can set data-block to
- Name
- Unique by using namespace
- Check name-collision, so take some cost on computation
- Ideas
- Make sure all names of data-block are unique to avoid
unnecessary computation
- Make sure all names of data-block are unique to avoid
Asset
- Url links
- Asset Types
- Primitive
- Focus on thie type
- Preset
- only for Pose Action and Brush
- Primitive

Scene
- Url link
- Definition
- a way to organize user’s work
- an unit which is equal to a group of data blocks
- Ideas
- The feature could be sued for Asset/Seq/Shot templates
Collection
- Url link
- Definition
- Kinds of group of objects
- Points
- All objects are put into
Scene Collectionwhich is main collectionby default
- All objects are put into
Packed Data
- Url link
File Paths
- Url link
- Description
- kinds of syntax for file path
- Ideas
- Utilize this features to build file paths for building a blend-file or for building rendering-output-paths
Asset Browser
- Url link
- Definition
- one of windows or interfaces
- Ideas
- Utilizie the window as a loader tool
- Pipeline dept need to decide conventions and organize sections
Blend files Previews
- Two types of Previews
- Blend-File-Preview
- Data-Blocks-Preview
