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Global Validator #1
Comments
Closing this. This is not related to Avalon core but is a discussion that relates to a studio config which is where requirements for the studio configuration are implemented, including its collectors, validators, etc for publishing. If you have any questions or want to continue discussion feel free to do so in this issue, but for now this issue will be closed to reduce redundant clutter. |
@BigRoy Let's move config related issues to here. |
This has actually been implemented in Pype with |
Oh wow, that's great! |
It hasn't been implemented as a global validator yet, but all studio customizable settings are collected in a set of json files. |
Goal
Enable artists and supervisors to configure high-level aspects of what is valid and what is not.
Implementation
Firstly, collect high-level "metadata" from each and every family. Data such as whether normals are inverted (model), whether every model has a shader, or not (lookdev), whether every published version has an equivalent local working file available, whether animation is contained within a fixed area (e.g. a 200x200m grid).
Secondly, a single validator takes the high-level metadata into consideration and contrasts it against a user-created "specification".
Specification
The
specification
is stored alongside a (1) user, (2) asset, (3) project or (4) the entire pipeline, where the more specific specifications override less the specific. That is, a level-4 specification enforcing shaders on every single asset may be overruled by a specification made for a particular asset.The text was updated successfully, but these errors were encountered: