When creating an animation export pipeline, there are a number of items to consider outside the
fundamental task of real-time asset generation:
Is the design flexible, able to change with the growing project needs?
How might data look five years down the road?
Are output processors interchangeable without rewriting major sub-systems to handle Engine swap?
Can this pipeline and all its data be resurrected two projects from now?
Are the system requirements and tool set outsource/distribution friendly?
What is involved in re-exporting the entire animation set and all character assets?
Can someone operate the entire pipeline headless?
How will multi-character cinematic workflows be handled?
Does the pipeline allow swapping skins to visualize motion on another silhouette?
What happens when assets are reorganized after naming and content structure is established?
Will end-users follow "hardened rules" surrounding scene assembly and asset convention?
Is the front-end appealing, feature rich, and easy to use?
The pipeline for Robot Entertainment was developed to serve the long-term needs of a studio known to quickly
react and experiment. Built off the underlying data system and in conjunction with Actor Editor, the Animation
Editor demonstrated below set out to be the animation authoring backbone of a rapidly growing studio.
Animation Editor demo
Code development in Autodesk Maya 2017 using python and PySide2