Asset Pipeline v2 #145
@ -4,15 +4,17 @@
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# There is no behaviour that is specific to a particular task layer.
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# You could even choose to name your task layers after artists in your team.
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# {Task Layer Key: Collection/UI name}
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# TODO Replace ENUM with List
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TASK_LAYER_TYPES = {
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"NONE": "None",
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"MOD": "Modeling",
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"RIG": "Rigging",
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"SHD": "Shading",
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"Modeling": "Modeling",
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"Rigging": "Rigging",
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"Shading": "Shading",
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}
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# When creating a new asset, start in this task layer's file.
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STARTING_FILE = 'MOD'
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STARTING_FILE = 'Modeling'
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# Convert it to the format that EnumProperty.items wants:
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# List of 3-tuples, re-use name as description at 3rd element.
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@ -48,18 +50,18 @@ TRANSFER_DATA_TYPES = {
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# Default of which task layer owns each data type
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DEFAULT_OWNERSHIP = {
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VERTEX_GROUP_KEY: "RIG",
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MODIFIER_KEY: "RIG",
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CONSTRAINT_KEY: "RIG",
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MATERIAL_SLOT_KEY: "SHD",
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SHAPE_KEY_KEY: "MOD",
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ATTRIBUTE_KEY: "RIG",
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PARENT_KEY: "RIG",
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VERTEX_GROUP_KEY: "Rigging",
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MODIFIER_KEY: "Rigging",
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CONSTRAINT_KEY: "Rigging",
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MATERIAL_SLOT_KEY: "Shading",
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SHAPE_KEY_KEY: "Modeling",
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ATTRIBUTE_KEY: "Rigging",
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PARENT_KEY: "Rigging",
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}
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DEFAULT_OWNERSHIP_ATTRIBUTES = {
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"sharp_face": "MOD",
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"UVMap": "SHD", # Hard Coded name of default UVMap
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"sharp_face": "Modeling",
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"UVMap": "Shading", # Hard Coded name of default UVMap
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}
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# Convert it to the format that EnumProperty.items wants:
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# List of 5-tuples; Re-use name as description at 3rd element, add index at 5th.
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