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Contact: rob (at) kickstandlabs.com
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Workshop and Master Files
In this tutorial, we'll discuss Workshop and Master files. Both are defined in the Creating a New Project Tutorial.
- Saving a Workshop
To begin, I'll create a new asset. I think a lamp would look good next to the table (figure 1).
fig. 1
As before, this will add "lamp" to the Assets window. Note that because it is open, it has the asterisk icons on either side as seen in figure 2.
fig. 2
Switching back out to the Currently Open tab, we can see that this file has not been saved (figure 3).
fig. 3
Let's save a Workshop of it now by clicking "Save Workshop..." This will allow us to add a comment, and will change the display to one as seen in figure 4.
fig 4.
Note that the comment is listed in the file's History window, and that it now shows as "workshop version 1."
- Reviving an old Workshop
As this is the first version, we cannot yet use the "Revive..." button to call fourth an earlier file. Saving the workshop file one more time, as seen in figure 5 will allow us to use this option.
fig. 5
The Revive option is now active, and selecting it gives us a window as seen in figure 6.
fig. 6
If you ever need to call an earlier version of your Asset, this is the way to do so. Now, back to the Asset Browser tab as seen in figure 7.
fig 7.
Now that the lamp has a saved Workshop, you can see that openPipeline has added a minus (-) symbol to the right of the asset name. This denotes a saved Workshop.
- Saving a Master
As was discussed earlier, a Master File is what you will eventually call into your scene files. A Master file has the option of flattening its references, and should not be directly edited. Be aware that when you save a Master file that it will also create a new Workshop file. If you continue to work on this file, you will be doing so on the Workshop and not the Master. To update the Master, simply save another Master file.
To create a Master File, go to the Currently Open tab and click "Save Master..." (figure 8).
fig. 8
This will open the Master File Switchboard. Here you have the option of Importing the References you've made for your Asset (rigs, etc) and deleting any Display Layers you've made. You're also given the option of opening the Master File directly, but this generally isn't necessary. You may also add a custom script command here, but details on this will be covered in a subsequent tutorial.
I've added a comment here denoting that this is where I created a Master File of the lamp. This will be viewable in all subsequent Workshop History. Click the "Master" button to finish and create the Master File. This will bring us back to the Currently Open tab in openPipeline, as seen in figure 9.
fig. 9
As we can see, another workshop has been created as part of the mastering process. The History window also shows the comment we made as the Master File was created.
fig. 10
If we go back to the Asset Browser tab, we can see that the "lamp" asset is now labeled as "lamp+" with the plus icon indicating a Mastered file (figure 10.)
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