Advanced Search
Search Results
17 total results found
Naming Conventions
Standards and Best-Practices regarding the naming of files, folders, assets, objects, layers, rigs, materials, ect.
Asset Files - File Naming
AssetName_Type_STEP-user-version.blend ex: YokoYoshino_Char_MODELING-v003.blend Rules: No Spaces, use PascalCase to denote word separations Keep asset names simple yet unique No special characters like +=#^*&^$()?! Underscored '_' separate items Hyphens '-' se...
Asset Files - Internal Naming
Top level: AssetName_COLLECTION Sublevels: Assetname_Collection Rules: No Spaces, use PascalCase to denote word separations Keep asset names simple yet unique Collections and Objects should always start with the full AssetName No special characters like +=#^*&...
Shot Files - File Naming
Layout Files: [Scene]_LO-user-version.blend ex: 010_LO.blend <-Pipeline-valid sequence file ex: 022_LO-tony-v003.blend <-user backup or working copy Sequence Files: [Scene]_[Sequence]_STEP-user-version.blend ex: 010_B_ANIM.blend <- Pipeline-valid sequ...
Shot Files - Internal Naming
All shot files should contain these collections: CHAR = Holds all Characters and their Props PROP = Holds all Props that do not belong to a Character ENV = Holds all Environments, Env Lighting, and Env Assets CINE = Holds all Cameras, Camera rigs, Lighting, an...
What we call things
What we call things: Ahoge = Hair antenna or cowlick Fringe = This part of the hair Lineart = Lineart made with Geometry Fullbody = A character's base mesh or full body mesh. Usually not including the head or face. Iris = The colored part of the eye Sclera = T...
Look Dev Guides
A Collection of guides and tutorials on Look Dev techniques
Masking lineart with Vertex Colors in PSoft Pencil+
Have you ever been trying to apply lineart to a character, and run into this issue? Certain contours are getting traced, creating undesirable lines that look bad at extreme angles. This guide will help you solve this problem. To do it, we'll create Vertex Colo...
Inner Line Art
Before diving into this method keep in mind that while you're modeling you have to think ahead and place edges where the line art should appear! So, you have finished modeling and you have to start texturing. First things first we create 2 UV sets. One for th...
Animation Guides
Using the rigs, using cloudrig, animation tips and tricks, general blender usage, and best-practices.
The Rig UI
Currently we use CloudRig to build our rigs. CloudRig offers a lot of flexibility in setup, but also forces certain things to behave a certain way. Contact me (Wyatt) if there's something that feels wrong or you would like improved. Depending on what it is, we...
Pipeline Tools
Installing and Using our suite of Pipeline tools
The Pipeline ™
The WS Pipeline is a set of organizational standards and automation tools meant to reduce the amount of "busywork" that occurs during production. The WS Pipeline Tools are meant to be lightweight, minimally intrusive, and match existing Blender design philoso...
WS Pipeline (Addon)
The Addon: The WS Pipeline addon is the main Pipeline management addon for the WS Pipeline. It can be interfaced with from the VSE inside of Blender, and is meant to be used in conjunction with the VSE itself. To access the addon, open the Sidebar (N-panel) in...
New Page
Animating Props
These are prop bones: These two boxy bones at the base of the rig are Prop bones. They have a parent-switching property on them to make it easy to pick up and hold objects. The bones can be revealed in the UI by turning on the Props visibility toggle under Ext...
Face Rig How to
Mouth/Jaw Controls Phoneme Control - (Blue) This sphere control morphs the mouth into different phonemes. The phonemes are labelled on the controller for reference. Y-axis up: MBP Y-axis down: O X - axis left: EE X - axis right: U Z - axis forward: OO Z - axis...