re-arrange modules, preparing for python-package-index
This commit is contained in:
276
doc/source/conf.py
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276
doc/source/conf.py
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@@ -0,0 +1,276 @@
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# -*- coding: utf-8 -*-
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#
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# BAM - Blender Asset Manager documentation build configuration file, created by
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# sphinx-quickstart on Thu Oct 16 16:24:43 2014.
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#
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# This file is execfile()d with the current directory set to its
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# containing dir.
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#
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||||
# Note that not all possible configuration values are present in this
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# autogenerated file.
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||||
#
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||||
# All configuration values have a default; values that are commented out
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||||
# serve to show the default.
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import sys
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import os
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# If extensions (or modules to document with autodoc) are in another directory,
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# add these directories to sys.path here. If the directory is relative to the
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# documentation root, use os.path.abspath to make it absolute, like shown here.
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#sys.path.insert(0, os.path.abspath('.'))
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# -- General configuration ------------------------------------------------
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||||
# If your documentation needs a minimal Sphinx version, state it here.
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||||
#needs_sphinx = '1.0'
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||||
|
||||
# Add any Sphinx extension module names here, as strings. They can be
|
||||
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
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# ones.
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extensions = [
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'sphinx.ext.autodoc',
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'sphinx.ext.todo',
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]
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if 1:
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extensions += ['sphinxarg.ext']
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sys.path.extend([
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# to import 'bam.py'
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os.path.join(os.path.dirname(__file__), "..", ".."),
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# to access the 'sphinxarg' extension
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os.path.abspath(os.path.join("..", "exts"))
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])
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# Add any paths that contain templates here, relative to this directory.
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||||
templates_path = ['_templates']
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|
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# The suffix of source filenames.
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source_suffix = '.rst'
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# The encoding of source files.
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#source_encoding = 'utf-8-sig'
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# The master toctree document.
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master_doc = 'index'
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# General information about the project.
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project = u'BAM - Blender Asset Manager'
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copyright = u'2014, Blender Institute'
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# The version info for the project you're documenting, acts as replacement for
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# |version| and |release|, also used in various other places throughout the
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# built documents.
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#
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# The short X.Y version.
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version = '0.0.1'
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# The full version, including alpha/beta/rc tags.
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release = '0.0.1 alpha'
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# The language for content autogenerated by Sphinx. Refer to documentation
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# for a list of supported languages.
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#language = None
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# There are two options for replacing |today|: either, you set today to some
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# non-false value, then it is used:
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#today = ''
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# Else, today_fmt is used as the format for a strftime call.
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#today_fmt = '%B %d, %Y'
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# List of patterns, relative to source directory, that match files and
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# directories to ignore when looking for source files.
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exclude_patterns = []
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# The reST default role (used for this markup: `text`) to use for all
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# documents.
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#default_role = None
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# If true, '()' will be appended to :func: etc. cross-reference text.
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#add_function_parentheses = True
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# If true, the current module name will be prepended to all description
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# unit titles (such as .. function::).
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#add_module_names = True
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# If true, sectionauthor and moduleauthor directives will be shown in the
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# output. They are ignored by default.
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#show_authors = False
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# The name of the Pygments (syntax highlighting) style to use.
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pygments_style = 'sphinx'
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# A list of ignored prefixes for module index sorting.
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#modindex_common_prefix = []
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# If true, keep warnings as "system message" paragraphs in the built documents.
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#keep_warnings = False
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# -- Options for HTML output ----------------------------------------------
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# The theme to use for HTML and HTML Help pages. See the documentation for
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# a list of builtin themes.
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try:
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import sphinx_rtd_theme
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except ImportError:
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sphinx_rtd_theme = None
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# Theme options are theme-specific and customize the look and feel of a theme
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# further. For a list of options available for each theme, see the
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# documentation.
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#html_theme_options = {}
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if sphinx_rtd_theme:
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html_theme = 'sphinx_rtd_theme'
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# Add any paths that contain custom themes here, relative to this directory.
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if sphinx_rtd_theme:
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html_theme_path = [sphinx_rtd_theme.get_html_theme_path()]
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# The name for this set of Sphinx documents. If None, it defaults to
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# "<project> v<release> documentation".
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#html_title = None
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# A shorter title for the navigation bar. Default is the same as html_title.
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#html_short_title = None
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# The name of an image file (relative to this directory) to place at the top
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# of the sidebar.
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#html_logo = None
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# The name of an image file (within the static path) to use as favicon of the
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# docs. This file should be a Windows icon file (.ico) being 16x16 or 32x32
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# pixels large.
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#html_favicon = None
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# Add any paths that contain custom static files (such as style sheets) here,
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# relative to this directory. They are copied after the builtin static files,
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# so a file named "default.css" will overwrite the builtin "default.css".
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html_static_path = []
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# Add any extra paths that contain custom files (such as robots.txt or
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# .htaccess) here, relative to this directory. These files are copied
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# directly to the root of the documentation.
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#html_extra_path = []
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# If not '', a 'Last updated on:' timestamp is inserted at every page bottom,
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# using the given strftime format.
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#html_last_updated_fmt = '%b %d, %Y'
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# If true, SmartyPants will be used to convert quotes and dashes to
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# typographically correct entities.
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#html_use_smartypants = True
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# Custom sidebar templates, maps document names to template names.
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#html_sidebars = {}
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# Additional templates that should be rendered to pages, maps page names to
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# template names.
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#html_additional_pages = {}
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# If false, no module index is generated.
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#html_domain_indices = True
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# If false, no index is generated.
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#html_use_index = True
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# If true, the index is split into individual pages for each letter.
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#html_split_index = False
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# If true, links to the reST sources are added to the pages.
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#html_show_sourcelink = True
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# If true, "Created using Sphinx" is shown in the HTML footer. Default is True.
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#html_show_sphinx = True
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|
||||
# If true, "(C) Copyright ..." is shown in the HTML footer. Default is True.
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html_show_copyright = False
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||||
|
||||
# If true, an OpenSearch description file will be output, and all pages will
|
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# contain a <link> tag referring to it. The value of this option must be the
|
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# base URL from which the finished HTML is served.
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#html_use_opensearch = ''
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|
||||
# This is the file name suffix for HTML files (e.g. ".xhtml").
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#html_file_suffix = None
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# Output file base name for HTML help builder.
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htmlhelp_basename = 'BAM-BlenderAssetManagerdoc'
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# -- Options for LaTeX output ---------------------------------------------
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latex_elements = {
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# The paper size ('letterpaper' or 'a4paper').
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#'papersize': 'letterpaper',
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|
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# The font size ('10pt', '11pt' or '12pt').
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#'pointsize': '10pt',
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|
||||
# Additional stuff for the LaTeX preamble.
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#'preamble': '',
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}
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|
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# Grouping the document tree into LaTeX files. List of tuples
|
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# (source start file, target name, title,
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# author, documentclass [howto, manual, or own class]).
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latex_documents = [
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('index', 'BAM-BlenderAssetManager.tex', u'BAM - Blender Asset Manager Documentation',
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u'Blender Institute', 'manual'),
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]
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# The name of an image file (relative to this directory) to place at the top of
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# the title page.
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||||
#latex_logo = None
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||||
|
||||
# For "manual" documents, if this is true, then toplevel headings are parts,
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# not chapters.
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#latex_use_parts = False
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# If true, show page references after internal links.
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#latex_show_pagerefs = False
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# If true, show URL addresses after external links.
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#latex_show_urls = False
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# Documents to append as an appendix to all manuals.
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#latex_appendices = []
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# If false, no module index is generated.
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#latex_domain_indices = True
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||||
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# -- Options for manual page output ---------------------------------------
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# One entry per manual page. List of tuples
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# (source start file, name, description, authors, manual section).
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man_pages = [
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('index', 'bam-blenderassetmanager', u'BAM - Blender Asset Manager Documentation',
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[u'Blender Institute'], 1)
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]
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# If true, show URL addresses after external links.
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#man_show_urls = False
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# -- Options for Texinfo output -------------------------------------------
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# Grouping the document tree into Texinfo files. List of tuples
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# (source start file, target name, title, author,
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# dir menu entry, description, category)
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texinfo_documents = [
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('index', 'BAM-BlenderAssetManager', u'BAM - Blender Asset Manager Documentation',
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u'Blender Institute', 'BAM-BlenderAssetManager', 'One line description of project.',
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'Miscellaneous'),
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]
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||||
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# Documents to append as an appendix to all manuals.
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#texinfo_appendices = []
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# If false, no module index is generated.
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#texinfo_domain_indices = True
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# How to display URL addresses: 'footnote', 'no', or 'inline'.
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#texinfo_show_urls = 'footnote'
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# If true, do not generate a @detailmenu in the "Top" node's menu.
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#texinfo_no_detailmenu = False
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62
doc/source/design/milestones.rst
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doc/source/design/milestones.rst
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############
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Milestones
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############
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Minimum Viable Product
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======================
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Get existing project migrated to asset manager as soon as possible.
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||||
- No Client-side-SVN.
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||||
- Checkout/Commit assets.
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- Basic UI.
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||||
- ZIP file access (as an example, users wouldn't have to notice)
|
||||
- Testing (basic testing framework)
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||||
|
||||
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||||
Performance
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||||
===========
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||||
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||||
- Parallel downloads
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||||
- Cache (avoid re-downloading files)
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||||
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||||
|
||||
Interface
|
||||
=========
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||||
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||||
- BAM project definition.
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||||
- Blender Addon (UI for performing basic actions)
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||||
- *Maybe* extend GUI client.
|
||||
- Web UI
|
||||
- Download Zipfiles
|
||||
|
||||
|
||||
Scaling/Project
|
||||
===============
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||||
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||||
- Consistency checks (correct library linking)
|
||||
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||||
|
||||
Basic Automated Tasks
|
||||
=====================
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||||
|
||||
- Generated Previews (basic automated tasks hooked up to asset manager)
|
||||
- Baking (physics)
|
||||
- Web UI (create/view/manage jobs)
|
||||
|
||||
|
||||
Story Tool
|
||||
==========
|
||||
|
||||
- Establish connection between sequencer and 'shot' assets *(abstract concept)*
|
||||
- Integrate into Addon
|
||||
- Connect automated tasks on edit updates, (sync sequence with shot assets)
|
||||
- Expose the edit outside of Blender *(web based UI, reviews, comment, feedback, tasks...)*
|
||||
|
||||
|
||||
Project Management
|
||||
==================
|
||||
|
||||
- Web UI
|
||||
- Connect basic communication tools to assets, commits.
|
262
doc/source/design/planning.rst
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262
doc/source/design/planning.rst
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##########
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||||
Pipeline
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||||
##########
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||||
|
||||
**The Story Tool**
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||||
|
||||
*This is the over arching goal of the project.*
|
||||
|
||||
- Asset Management *Manage Files & Content*
|
||||
- Project Management *Manage People & Tasks*
|
||||
- Automated Tasks *Manage Geneated Content*
|
||||
|
||||
|
||||
.. note::
|
||||
|
||||
Design Goals
|
||||
|
||||
...this is a tool, not a framework,
|
||||
for anyone making animation(s) with Blender.
|
||||
|
||||
|
||||
- Handle multiple projects.
|
||||
- Foresee use of other tools (as well as Blender), in the work-flow.
|
||||
- Support multi-site/distributed work-flow.
|
||||
- Support **some** of the functionality in the Blender-Cloud.
|
||||
- Design to **allow** for swappable modular components, even if we end up sticking with single technologies.
|
||||
|
||||
|
||||
|
||||
Asset Managment
|
||||
===============
|
||||
|
||||
- Assets <-> Users
|
||||
- Revisions
|
||||
- Variations
|
||||
|
||||
|
||||
Architecture Overview
|
||||
---------------------
|
||||
|
||||
Server
|
||||
^^^^^^
|
||||
|
||||
- File asset
|
||||
- Tools (blend file packer, evaluate sequencer, visualize deps, automated tasks ...)
|
||||
- Public API (web service), *communicates with client.*
|
||||
|
||||
Client
|
||||
^^^^^^
|
||||
|
||||
- Interface GUI/CLI (Blender/Web-UI also)
|
||||
- Tools (manage files on the client, cache.)
|
||||
- Local files (models, images)
|
||||
|
||||
|
||||
User Stories
|
||||
------------
|
||||
|
||||
|
||||
Layout Artist
|
||||
^^^^^^^^^^^^^
|
||||
|
||||
Mathieu has to update the camera motion in an existing shot in layout stage.
|
||||
|
||||
Since he's in the middle of the project, he loads Blender and accesses the 'Recent Projects Menu'
|
||||
Which shows an interface to open the file he's looking for.
|
||||
In this case someone modified a prop, giving the message "Shader changed, by Pablo".
|
||||
Which he updates because it only takes a few seconds.
|
||||
|
||||
Now he's able to edit the camera and save his work (exit Blender, reopen...etc)
|
||||
When he's happy with the changes he opens the file menu **File -> BAM -> Commit Changes**
|
||||
|
||||
This prompts him with a dialog showing a list of the changed files.
|
||||
He enters a commit message explaining the change and presses **Commit**.
|
||||
|
||||
a progress bar appears while the data is being uploaded.
|
||||
|
||||
He finally receives confirmation that the commit uploaded correctly.
|
||||
|
||||
|
||||
Animator
|
||||
^^^^^^^^
|
||||
|
||||
Hjalti opens the project management web site and finds he's been assigned a new shot to animate.
|
||||
|
||||
He opens Blender and selects **File -> BAM -> Load**,
|
||||
this prompts him with a browser which he uses to locate the shot,
|
||||
which he can easily identify by the name: ``shot_012_anim.blend``
|
||||
|
||||
He confirms the action, which shows a download progress bar which immediately loads the file in Blender.
|
||||
|
||||
He is presented with a low poly scene containing rigs with the characters in the shot and the props they interact with.
|
||||
as well as a low resolution version of the environment.
|
||||
|
||||
He can work on the animation, and modify the file, and commit... *as Mathieu did*
|
||||
|
||||
|
||||
Editor
|
||||
^^^^^^
|
||||
|
||||
Mathieu is going through his daily review of the edit in Blender,
|
||||
|
||||
He opens the edit blend **File -> BAM -> Recent Files -> Edit**,
|
||||
|
||||
This shows the sequencer view with each shot as a strip,
|
||||
|
||||
He can add a new shot into the edit **Sequencer Header -> Add -> BAM Shot**
|
||||
|
||||
.. note::
|
||||
|
||||
exactly how this is done is yet to be decieded,
|
||||
|
||||
however the shots will be created and managed on the server (likely via a web-ui)
|
||||
|
||||
A popup will appear with a list of shots which can be selected to add.
|
||||
|
||||
At this point the sequencer can be used as usual,
|
||||
|
||||
**However** the clip in the sequencer is now **the** reference for length/timing of the shot,
|
||||
its values are propagated to the server (*once committed*).
|
||||
|
||||
|
||||
Implementation Details
|
||||
----------------------
|
||||
|
||||
This document describes the layout for Blender pipeline.
|
||||
|
||||
|
||||
Overview
|
||||
^^^^^^^^
|
||||
|
||||
- Use SVN for internal storage.
|
||||
- SVN repository is for internal storage (but keep usable as *last resort*)
|
||||
- Support extracting single ``.blend`` file, and committing it back (without a full checkout),
|
||||
useful for remote artists.
|
||||
|
||||
|
||||
SVN Commit Abstraction
|
||||
^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Motivation:
|
||||
|
||||
Artists need to be able to work on jobs without downloading entire repository.
|
||||
|
||||
|
||||
|
||||
Workflow:
|
||||
|
||||
- Select an asset to *checkout* (Likely via a web-ui/blender-ui).
|
||||
- Download the asset and its dependencies (web/cli/blender-ui).
|
||||
- Modify data locally (images, 3d... text... etc).
|
||||
- Submit task back with commit log (blender-ui/cli/web?).
|
||||
(Server handles commit).
|
||||
|
||||
|
||||
|
||||
Technical details:
|
||||
|
||||
- Server handles SVN integration which is hidden from the client.
|
||||
- The job submission and editing workflow is handled by client/server,
|
||||
Server creates binary blobs for the bundles,
|
||||
client handles download and create a usable directory for editing.
|
||||
- Path remapping of ``.blend`` files must be handled
|
||||
(in both directions, likely using ``blendfile.py``).
|
||||
- Use cache on client to avoid re-downloading the same resources.
|
||||
|
||||
|
||||
Components
|
||||
----------
|
||||
|
||||
Client
|
||||
^^^^^^
|
||||
|
||||
- UI (list + checkout (remote assets), edit + commit (local assets))
|
||||
- CLI (command line tool for low level access, scripts TD can use... etc)
|
||||
- Blender/Integrated UI
|
||||
- Web-UI (browse assets, limited access).
|
||||
|
||||
- Tools
|
||||
- browse remote repo
|
||||
- downloader (simple zip)
|
||||
- checkout/commit workflow (check what to download, commit whats changed, manage cache internally avoid re-download)
|
||||
|
||||
- Data
|
||||
- Files/Assets (blend files, textures)
|
||||
- Cache (physics assets which can be regenerated on the server)
|
||||
|
||||
|
||||
Server
|
||||
^^^^^^
|
||||
|
||||
- Write blend file extractor / packager.
|
||||
- Write online SVN browser.
|
||||
- ... TODO
|
||||
|
||||
|
||||
|
||||
Project Management
|
||||
==================
|
||||
|
||||
Use phabricator! DONE :D
|
||||
|
||||
|
||||
Automated Tasks
|
||||
===============
|
||||
|
||||
|
||||
Components
|
||||
----------
|
||||
|
||||
There are 2 types of tasks to be automated.
|
||||
|
||||
* User submitted tasks.
|
||||
* Tasks generated by events such as commit hooks, finished rendering... etc.
|
||||
|
||||
Automated tasks are broken into 3 steps.
|
||||
|
||||
* Creation (API/CLI/GUI)
|
||||
* Scheduling/queueing (Managed by the server)
|
||||
* Execution/job management (Controlled via the server, though API's & UI's)
|
||||
|
||||
|
||||
User Stories
|
||||
------------
|
||||
|
||||
Heres a list of tasks we would expect the system to support
|
||||
|
||||
- Generating Renderfarm Preview
|
||||
- Low resolution textures for animation
|
||||
- High Resolution Simulation (hair, smoke)
|
||||
- Final Render a Scene
|
||||
- OpenGL Preview Every Shot
|
||||
- Bundle a Blend file into a ZIP
|
||||
- Synchronizing Data (SVN/Database... repositories... backups)
|
||||
- Consistency checks (automated tasks to validate the state of the project)
|
||||
- Blend file hygiene/lint (unused datablocks, images not used anywhere)
|
||||
- Building Blender
|
||||
|
||||
|
||||
Implementation
|
||||
--------------
|
||||
|
||||
We plan to develop a very simple system leveraging existing technologies.
|
||||
|
||||
|
||||
Dashboard
|
||||
^^^^^^^^^
|
||||
|
||||
UI (web based), allows manual creation of tasks.
|
||||
|
||||
|
||||
Server
|
||||
^^^^^^
|
||||
|
||||
Backend connected to database and scheduler, managing & assigning jobs to workers.
|
||||
|
||||
|
||||
Worker
|
||||
^^^^^^
|
||||
|
||||
Simple client, exposes control of the machine via an API.
|
22
doc/source/index.rst
Normal file
22
doc/source/index.rst
Normal file
@@ -0,0 +1,22 @@
|
||||
BAM - Blender Asset Manager's documentation
|
||||
===========================================
|
||||
|
||||
Contents:
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
|
||||
manual/index.rst
|
||||
reference/index.rst
|
||||
install/index.rst
|
||||
design/planning.rst
|
||||
design/milestones.rst
|
||||
|
||||
|
||||
Indices and tables
|
||||
==================
|
||||
|
||||
* :ref:`genindex`
|
||||
* :ref:`modindex`
|
||||
* :ref:`search`
|
||||
|
29
doc/source/install/index.rst
Normal file
29
doc/source/install/index.rst
Normal file
@@ -0,0 +1,29 @@
|
||||
Installation and requirements
|
||||
#############################
|
||||
|
||||
How to get the system up and running.
|
||||
|
||||
Webservice
|
||||
==========
|
||||
|
||||
The web-service is a simple web app based on the Flask framework, plus a few extensions.
|
||||
In order to get it up and running.
|
||||
|
||||
- Create a virtual environment
|
||||
- Activate the virtual environment
|
||||
- Install dependencies with ``pip3 install -r requirements.txt``
|
||||
- Run the service
|
||||
|
||||
To learn about the web-service usage, check out the proper (non existing) section.
|
||||
|
||||
|
||||
Client
|
||||
======
|
||||
|
||||
In order to use the `bam` command in your terminal, you can add this file in any of
|
||||
your BIN paths and call it `bam`. Don't forget to give it +x permissions. ::
|
||||
|
||||
#!/bin/sh
|
||||
exec python /absolute/path/to/bam/client/cli/bam.py "$@"
|
||||
|
||||
As you can see, the file links to your bam.py file, so make sure that one is right!
|
101
doc/source/manual/index.rst
Normal file
101
doc/source/manual/index.rst
Normal file
@@ -0,0 +1,101 @@
|
||||
User manual
|
||||
###########
|
||||
|
||||
Using BAM is easy and fun! Provided that:
|
||||
|
||||
- you know how to use the command line of your os
|
||||
- have some experience of how versioning systems work
|
||||
|
||||
Actually, this is not true, and in this guide we will explain to use BAM client from scracth.
|
||||
|
||||
.. hint:: Do not try to follow this page as a step-by-step tutorial, since its content might
|
||||
be not completely coherent. The purpose of this manual is simply to explain the bam
|
||||
workflow from the artist point of view.
|
||||
|
||||
|
||||
Project Initialization
|
||||
======================
|
||||
|
||||
In order to start working, we need to initialize a *project folder*. This operation should
|
||||
be done only once. To create a project folder we need to open our terminal, and go to the
|
||||
location where we want to store the project folder. Then we can type::
|
||||
|
||||
bam init http://bam:5000/gooseberry
|
||||
|
||||
This command creates a ``gooseberry`` folder, containing information about the project. If
|
||||
we enter the folder and use the ``ls`` comand command, we notice that it is empty, but if
|
||||
we use the ``bam ls`` command we see a directory listing. This listing is provided by the
|
||||
project server on the fly and it allows us to browse its content without having a local copy
|
||||
on our machine.
|
||||
|
||||
The project folder can be moved anywhere, at any time. The exact ``bam init`` syntax is
|
||||
available in the reference section.
|
||||
|
||||
|
||||
Session creation
|
||||
================
|
||||
|
||||
Once the project has been initialized and we are able to browse it remotely, we can proceed
|
||||
checking out a file from it. For example we can type::
|
||||
|
||||
bam co libs/envs/jungle/jungle_opening.blend
|
||||
|
||||
This creates a ``jungle_opening`` folder inside of our ``gooseberry`` project folder, which
|
||||
will contain the ``jungle_opening.blend``, along with all its dependencies (library files,
|
||||
textures, etc.) organized as follows. ::
|
||||
|
||||
jungle_opening.blend
|
||||
relative/maps/path/map.png
|
||||
_absolute/maps/path/map.png
|
||||
|
||||
As we can see, folders starting with the ``_`` character map to an absolute path on the server,
|
||||
while the other folders are relative to the file that was used to create the session.
|
||||
|
||||
|
||||
Editing
|
||||
=======
|
||||
|
||||
At this point we can edit any file in the session, and the system will keep track of our changes.
|
||||
Currently we can:
|
||||
|
||||
- add new files to the session
|
||||
- delete files
|
||||
- edit files
|
||||
|
||||
We can not:
|
||||
|
||||
- rename files
|
||||
|
||||
In order to check what is the status of our edits, we can use ``bam st``, which will print a list
|
||||
of edited, added and deleted files.
|
||||
|
||||
.. note:: Sessions are meant to create a contained and controlled working environment. We should
|
||||
never, ever refer to content that is outside of a session folder.
|
||||
|
||||
|
||||
Committing changes
|
||||
==================
|
||||
|
||||
Once we are happy with the changes we made to the session, we can sent id back to the server, which
|
||||
will take care of versioning and merging it back into the project.
|
||||
To commit a change, simply type::
|
||||
|
||||
bam ci -m 'Updated trees'
|
||||
|
||||
If you are outside the session folder, you have to specify it::
|
||||
|
||||
bam ci jungle_opening -m 'Updated trees'
|
||||
|
||||
After committing, we can keep working in the same session, and do further commits.
|
||||
|
||||
|
||||
Updatding and existing session
|
||||
==============================
|
||||
|
||||
It is possible to update and existing session by running::
|
||||
|
||||
bam update
|
||||
|
||||
Make sure you have committed your files before updating.
|
||||
|
||||
|
9
doc/source/reference/index.rst
Normal file
9
doc/source/reference/index.rst
Normal file
@@ -0,0 +1,9 @@
|
||||
Client Reference
|
||||
################
|
||||
|
||||
Here is a reference of all the BAM cli commands.
|
||||
|
||||
.. argparse::
|
||||
:module: bam.cli
|
||||
:func: create_argparse
|
||||
:prog: bam
|
Reference in New Issue
Block a user