Armada Pipeline

Important

Current dev: Alpha

Armada is the main pipeline tool from which all project files (Maya, Houdini, etc) are launched from.

Any files launched from Armada will be hooked into the pipeline, allowing the user access to a library of scripts, plugins, automated file versioning workflows, and asset management tools.

Getting Started

Installation

This is how to install

Projects Explorer

Main file browser

Asset Manager

This is the asset manageer maybe

Task Management

Asana browser window

Development

Getting Started

_images/getting_started_qtstubs.png _images/getting_started_projectstructure.png

Utils

Logger

Path Resolver

Data Resolver

Adding Software

  1. Create an app config file

    mb_armada/app_configs/software.json

  2. Create an app path resolver

    mb_utils/path_resolver/resolver_templates/armada/apps/software/software_template.py

  3. Create a launch hook

    mb_armada/hooks/launchers/software_hook.py 3a. Optional: Create pythonpath directories to launch other software or plugins at startup

    mb_armada/hooks/launchers/apps/software/scripts mb_armada/hooks/launchers/apps/software/plugins

  4. Add app icon to resources

Configs

  • An app config file should be placed in Armada’s app_configs directory and should be named like this: software.json.

  • JSON file data

    {

    “working_dir”: “dir_name”,

    “extension”: “ext”

    }

  • working_dir: The folder name of the directory that the software typically saves to
    • Example: Maya’s working_dir is called “scenes”

  • “extension”: Some programs can save in multiple file formats (binary, ascii). For these programs it’s useful to restrict users to a single extension.
    • Example: Maya has binary and ascii formats for its save files.

    • Ascii is good for working files because things can become corrupt and having the ability to read and edit the file by hand will allow you to recover documents
      • Binary isn’t editable, but the file size is smaller. This makes it a good format for asset exporting.

Resolver Templates

  • A template file in mb_util’s resolver templates path that contains all the extra directories required for a software
    • Example: Maya’s working directory, scenes, has many sibling directories such as images, assets, renderData, etc.

    • With these templates you can add your own custom directories on top of the defaults.

Launch Hooks

  • A launch hook runs the software and sets all the necessary environment variables from within the hook
    • Some software will allow you to add paths to
      • If so add a software folder to hook/app and add any necessary folders such as “scripts” or “plugins”

  • You can create your own environment variables here

Hooks

Multithreading

API Reference

mb_armada

mb_armada.gui

mb_armada.gui.tasks_context.tasks_tab
mb_armada.gui.tasks_context.tasks_widget

mb_armada.hooks

mb_armada.hooks.apps
mb_armada.hooks.copy_path_hook
mb_armada.hooks.make_dirs_hook
mb_armada.hooks.open_explorer_hook

mb_armada.resource

mb_utils

mb_utils.mb_logger

mb_utils.path_resolver

Indices and tables