diff --git a/website/docs/addon_3dequalizer_artist.md b/website/docs/addon_3dequalizer_artist.md index bf2fe64a..056c5f0f 100644 --- a/website/docs/addon_3dequalizer_artist.md +++ b/website/docs/addon_3dequalizer_artist.md @@ -30,7 +30,7 @@ The 3DEqualizer (3DE) Addon lets you manage your 3DE projects, load plates as ca ### Loading Plates -You can load image data into 3DE by using the [Loader](artist_tools_loaderزةي) tool. Go to the `AYON` menu in 3DE, select `Load`, and pick the image sequence you want to use. This will create a new sequence camera, set the path for the image sequence, and set the correct frame range. From that moment, the loaded sequence is version tracked. You can follow the used versions in the [Manage tool](artist_tools_inventory.md). +You can load image data into 3DE by using the [Loader](artist_tools_loader.md) tool. Go to the `AYON` menu in 3DE, select `Load`, and pick the image sequence you want to use. This will create a new sequence camera, set the path for the image sequence, and set the correct frame range. From that moment, the loaded sequence is version tracked. You can follow the used versions in the [Manage tool](artist_tools_inventory.md). :::note AYON uses **Project Notes** to store some of its information for version tracking. If you want to use them, please do not modify the content of the `AYON_CONTEXT:: ... ::AYON_CONTEXT` block, as it will probably break the version management of loaded image sequences. @@ -38,7 +38,7 @@ AYON uses **Project Notes** to store some of its information for version trackin ### Publishing Matchmove Scripts -Once you track your camera in 3DE, you can export and publish it as a version for Maya and/or Nuke. Go to the `AYON` menu in 3DE and click on [Publish](artist_tools_publisher). You can create a `Match Move` publishing instance and set various settings: +Once you track your camera in 3DE, you can export and publish it as a version for Maya and/or Nuke. Go to the `AYON` menu in 3DE and click on [Publish](artist_tools_publisher.md). You can create a `Match Move` publishing instance and set various settings: - **Camera(s) to Publish**: Select which camera mode to publish. Options include *All Cameras*, *Current Camera* (active), *Reference Cameras* (for all reference cameras), and *Sequence Cameras*. - **Model Export**: Choose to export *All 3D Models* or no models. diff --git a/website/docs/addon_3dsmax_artist.md b/website/docs/addon_3dsmax_artist.md index 4fc198f7..c8054974 100644 --- a/website/docs/addon_3dsmax_artist.md +++ b/website/docs/addon_3dsmax_artist.md @@ -17,12 +17,12 @@ This part of documentation is still work in progress. diff --git a/website/docs/addon_aftereffects_artist.md b/website/docs/addon_aftereffects_artist.md index 9896d6a7..d323a854 100644 --- a/website/docs/addon_aftereffects_artist.md +++ b/website/docs/addon_aftereffects_artist.md @@ -16,11 +16,11 @@ import TabItem from '@theme/TabItem'; ## Available Tools -- [Work Files](artist_tools_workfiles) -- [Create](artist_tools_creator) -- [Load](artist_tools_loader) -- [Publish](artist_tools_publisher) -- [Manage](artist_tools_inventory) +- [Work Files](artist_tools_workfiles.md) +- [Create](artist_tools_creator.md) +- [Load](artist_tools_loader.md) +- [Publish](artist_tools_publisher.md) +- [Manage](artist_tools_inventory.md) ## AE Extension installation diff --git a/website/docs/addon_applications_admin.md b/website/docs/addon_applications_admin.md index e25b8c23..5e50db96 100644 --- a/website/docs/addon_applications_admin.md +++ b/website/docs/addon_applications_admin.md @@ -163,7 +163,7 @@ All the tools defined in Tools Definitions can then be assigned to projects, cer :::tip Example Filter profile Find example of Tool definition and a profile Filter in the FAQ section below: -[How to make a tool available for all folder paths in a project for a specific application variant?](addon_applications_admin#how-to-make-a-tool-available-for-all-folder-paths-in-a-project-for-a-specific-application-variant-) +[How to make a tool available for all folder paths in a project for a specific application variant?](#how-to-make-a-tool-available-for-all-folder-paths-in-a-project-for-a-specific-application-variant) ::: ## FAQ diff --git a/website/docs/addon_aquarium_admin.md b/website/docs/addon_aquarium_admin.md index ace1c073..e8fdd222 100644 --- a/website/docs/addon_aquarium_admin.md +++ b/website/docs/addon_aquarium_admin.md @@ -30,12 +30,12 @@ Aquarium addon, allow you to: In the future, new feature will be added, based on your requests. Feel free to [reach us](https://support@fatfi.sh). ::: -We are open to receive new pull request (PR). Follow our [developer documentation to start](addon_aquarium_developer). +We are open to receive new pull request (PR). Follow our [developer documentation to start](addon_aquarium_developer.md). ## Configuring addon -First, you need to install the addon. It's available from Ayon market or you can install it from its repository. For that follow our [developer documentation](addon_aquarium_developer) or [Ayon's manual installation guide](admin_server_installing_addons) +First, you need to install the addon. It's available from Ayon market or you can install it from its repository. For that follow our [developer documentation](addon_aquarium_developer.md) or [Ayon's manual installation guide](admin_server_installing_addons.md) ### Getting Aquarium bot diff --git a/website/docs/addon_aquarium_developer.md b/website/docs/addon_aquarium_developer.md index 44414c87..ac2c429e 100644 --- a/website/docs/addon_aquarium_developer.md +++ b/website/docs/addon_aquarium_developer.md @@ -71,7 +71,7 @@ This folder is used to provide a web UI in your Ayon settings to pair projects b #### Services -Syncing data between Ayon and Aquarium relies on [Ayon services system](./dev_event_system). +Syncing data between Ayon and Aquarium relies on [Ayon services system](dev_event_system.md). This addon use two services: @@ -92,14 +92,14 @@ You will need to clone several Ayon repositories in order to run everything loca - You can clone this one, into `ayon-docker/addons/core` folder. Here is the steps : 2. From the `core` folder execute this command: - `git clone ssh://git@github.com:ynput/ayon-core.git dev` - - This command will clone the repository and rename it `dev`, in order to follow [Ayon addon directory structure](https://ayon.ynput.io/docs/admin_server_installing_addons#directory-structure) + - This command will clone the repository and rename it `dev`, in order to follow [Ayon addon directory structure](admin_server_installing_addons.md#directory-structure) - [Ayon dependencies](https://github.com/ynput/ayon-dependencies-tool) - [Aquarium addon](https://github.com/ynput/ayon-aquarium) - You can clone this one, into `ayon-docker/addons` folder. Here is the steps : 1. Create a folder `ayon-aquarium` in `ayon-docker/addons` folder 2. From the `ayon-aquarium` folder execute this command: - `git clone ssh://git@github.com:ynput/ayon-aquarium.git dev` - - This command will clone the repository and rename it `dev`, in order to follow [Ayon addon directory structure](https://ayon.ynput.io/docs/admin_server_installing_addons#directory-structure) + - This command will clone the repository and rename it `dev`, in order to follow [Ayon addon directory structure](admin_server_installing_addons.md#directory-structure) ### Optional requirements diff --git a/website/docs/addon_aquarium_manager.md b/website/docs/addon_aquarium_manager.md index 7b766339..77773ae7 100644 --- a/website/docs/addon_aquarium_manager.md +++ b/website/docs/addon_aquarium_manager.md @@ -17,7 +17,7 @@ import TabItem from '@theme/TabItem'; ![Aquarium addon for Ayon](assets/aquarium/aquarium-ayon-logo.png) :::info Requirements -Don't forget to [setup and configure your addon](addon_aquarium_admin) before being able to use it. +Don't forget to [setup and configure your addon](addon_aquarium_admin.md) before being able to use it. ::: :::danger Only for Ayon managers diff --git a/website/docs/addon_blender_artist.md b/website/docs/addon_blender_artist.md index 70588982..dc9581e9 100644 --- a/website/docs/addon_blender_artist.md +++ b/website/docs/addon_blender_artist.md @@ -21,12 +21,12 @@ Before starting to use the Blender AYON integration, please check the following ## AYON Tools -- [Work Files](artist_tools_workfiles) -- [Create](artist_tools_creator) -- [Load](artist_tools_loader) -- [Manage (Inventory)](artist_tools_inventory) -- [Publish](artist_tools_publisher) -- [Library Loader](artist_tools_library_loader) +- [Work Files](artist_tools_workfiles.md) +- [Create](artist_tools_creator.md) +- [Load](artist_tools_loader.md) +- [Manage (Inventory)](artist_tools_inventory.md) +- [Publish](artist_tools_publisher.md) +- [Library Loader](artist_tools_library_loader.md) ## Working with AYON in Blender @@ -55,7 +55,7 @@ You will use `Workfiles` tool not just for saving your work but for all `.blend` Just navigate to `AYON` > `Workfiles` > `Open` instead. -For more details and what options it offers navigate to [Work Files](artist_tools_workfiles) user's docs section. +For more details and what options it offers navigate to [Work Files](artist_tools_workfiles.md) user's docs section. ## Publishing @@ -120,7 +120,7 @@ Finally, let's publish our model! Go to **AYON → Publish...**. You will be pre :::note Content of this window can differ depending on your studio's AYON configuration. -For more details see [Publisher](artist_tools_publisher) user's docs section. +For more details see [Publisher](artist_tools_publisher.md) user's docs section. ::: Items in left column are instances you will be publishing. You can disable them @@ -186,7 +186,7 @@ By selecting your Suzanne's `modelMain` and performing right click on it and cho :::note **AYON Loader** offers you the ability to load available published products using different methods, which will vary depending on the occasion. Check -[Asset Loader](artist_tools_loader) for more details. +[Asset Loader](artist_tools_loader.md) for more details. ::: ## Creating Rigs @@ -225,11 +225,11 @@ this: ### Publishing rigs Publishing rig is done in same way as publishing everything else. Save your scene -and go **AYON → Publish**. For more detail see [Publisher](artist_tools_publisher). +and go **AYON → Publish**. For more detail see [Publisher](artist_tools_publisher.md). ### Loading rigs -You can load rig with [Loader](artist_tools_loader). Go **AYON → Load...**, +You can load rig with [Loader](artist_tools_loader.md). Go **AYON → Load...**, select your rig, right click on it and click **Link rig (blend)**. ## Layouts in Blender @@ -240,7 +240,7 @@ layout from selected products and version manage such set via AYON toolset. ### Publishing a layout Working with Layout is easy. Just load your assets into scene with -[Loader](artist_tools_loader) (**AYON → Load...**). Populate your scene as +[Loader](artist_tools_loader.md) (**AYON → Load...**). Populate your scene as you wish, translate each piece to fit your need. When ready, select all imported stuff and go **AYON → Create...** and select **Layout**. When selecting rigs, you need to select only the armature, the geometry will automatically be included. @@ -250,7 +250,7 @@ Now you can publish is with **AYON → Publish**. ### Loading layouts -You can load a Layout using [Loader](artist_tools_loader) +You can load a Layout using [Loader](artist_tools_loader.md) (**AYON → Load...**). Select your layout, right click on it and select **Link Layout (blend)**. This will populate your scene with all those models you've put into layout. diff --git a/website/docs/addon_core_settings.md b/website/docs/addon_core_settings.md index f08884d3..00b32ea9 100644 --- a/website/docs/addon_core_settings.md +++ b/website/docs/addon_core_settings.md @@ -36,13 +36,13 @@ Globally applied environment variables that will be appended to any AYON process - Uses `subst` command, if configured volume character in `Destination` field already exists, no re-mapping is done for that character(volume). :::info -Project settings can have project specific values. Each new project is using studio values defined in **studio settings** but these values can be modified or overridden per project. Refer to Settings related to [Working with settings](admin_settings) for more details. +Project settings can have project specific values. Each new project is using studio values defined in **studio settings** but these values can be modified or overridden per project. Refer to Settings related to [Working with settings](admin_settings.md) for more details. ::: ## Tools ### Creator -Settings related to [Creator tool](artist_tools_creator). +Settings related to [Creator tool](artist_tools_creator.md). #### Product name profiles ![core_tools_creator_product_template](assets/core_tools_creator_product_template.png) @@ -75,7 +75,7 @@ Some creators may have other keys as their context may require more information ### Workfiles -Settings related to [Workfile tool](artist_tools_workfiles). +Settings related to [Workfile tool](artist_tools_workfiles.md). #### Open last workfile at launch This feature allows you to define a rule for each task/host or toggle the feature globally to all tasks as they are visible in the picture. @@ -86,7 +86,7 @@ This feature allows you to define a rule for each task/host or toggle the featur #### Template name profiles -Allows to select [anatomy template](admin_settings_project_anatomy#templates) based on context of product being published. +Allows to select [anatomy template](admin_settings_project_anatomy.md#templates) based on context of product being published. For example for `render` profile you might want to publish and store assets in different location (based on anatomy setting) then for `publish` profile. Profile filtering is used to select between appropriate template for each context of published products. @@ -148,7 +148,7 @@ AYON distributes its own OCIO configs. Those can be found in `{ayon install dir} ### Using OCIO config Global config path is set by default to AYON distributed configs. At the moment there are only two - **aces_1.2** and **nuke-default**. Since this path input is not platform specific it is required to use at least an environment variable for platform specific config root directory. Order of paths matter so first existing path found is used. -Each OCIO config path input supports formatting using environment variables and [anatomy template keys](admin_settings_project_anatomy#available-template-keys). The default global OCIO config path is `{AYON_ROOT}/vendor/bin/ocioconfig/OpenColorIOConfigs/aces_1.2/config.ocio`. +Each OCIO config path input supports formatting using environment variables and [anatomy template keys](admin_settings_project_anatomy.md#available-template-keys). The default global OCIO config path is `{AYON_ROOT}/vendor/bin/ocioconfig/OpenColorIOConfigs/aces_1.2/config.ocio`. If the project settings for a particular host has its own OCIO config **enabled** and set to at least one path and the path exists, it overrides the global OCIO config for that host. @@ -362,13 +362,13 @@ Create profiles to control how the plugin functions: - Choose specific products, hosts, and tasks that the plugin will identify and work with. 2. Burnin definitions: - a. **Name**: Burnin definition name. - - b. **Placeholders Customization**: Tailor the placeholder text using [template keys](admin_settings_project_anatomy#available-template-keys), allowing flexibility for each user and context. + - b. **Placeholders Customization**: Tailor the placeholder text using [template keys](admin_settings_project_anatomy.md#available-template-keys), allowing flexibility for each user and context. - c. **Additional Filtering**: Add extra filters to manage the use of multiple burnin definitions effectively. - d. **Expansion (+)**: Add more definitions to fit your need. 3. **Expansion (+)**: Add more profiles. :::info Placeholders and template keys -To see a list of available template keys, please visit the [template keys](admin_settings_project_anatomy#available-template-keys) section. +To see a list of available template keys, please visit the [template keys](admin_settings_project_anatomy.md#available-template-keys) section. Additionally, be aware that some keys are exclusive to specific hosts. Nevertheless, these keys should function properly as we often align the addon features to ensure compatibility. ::: diff --git a/website/docs/addon_ftrack_actions.md b/website/docs/addon_ftrack_actions.md index a9a32f5a..8fa4b7a4 100644 --- a/website/docs/addon_ftrack_actions.md +++ b/website/docs/addon_ftrack_actions.md @@ -80,7 +80,7 @@ Project Manager or Supervisor must set project's applications during project pre Synchronization to AYON is key process to keep AYON data updated. Action updates selected entities (Project, Shot, Sequence, etc.) and all nested entities to AYON database. If action is successfully finished [Sync Hier Attrs](#sync-hier-attrs) action is triggered. There are 2 versions of **Sync to AYON**, first labeled as **server** second as **local**. -* **server** version will be processed with [event server](addon_ftrack_admin#event-server) +* **server** version will be processed with [event server](addon_ftrack_admin.md#event-server) * **local** version will be processed with user's AYON tray application It is recommended to use **local** version if possible to avoid unnecessary deceleration of event server. diff --git a/website/docs/addon_harmony_artist.md b/website/docs/addon_harmony_artist.md index 7be771bc..e69f60b8 100644 --- a/website/docs/addon_harmony_artist.md +++ b/website/docs/addon_harmony_artist.md @@ -14,11 +14,11 @@ import versions from '@site/docs/assets/json/Ayon_addons_version.json' ## Available Tools -- [Work Files](artist_tools_workfiles) -- [Create](artist_tools_creator) -- [Load](artist_tools_loader) -- [Publish](artist_tools_publisher) -- [Manage](artist_tools_inventory) +- [Work Files](artist_tools_workfiles.md) +- [Create](artist_tools_creator.md) +- [Load](artist_tools_loader.md) +- [Publish](artist_tools_publisher.md) +- [Manage](artist_tools_inventory.md) :::note Only one tool can be open at a time. If you open a tool while another tool is open, it will wait in queue for the existing tool to be closed. Once the existing tool is closed, the new tool will open. diff --git a/website/docs/addon_hiero_artist.md b/website/docs/addon_hiero_artist.md index e957c1a4..48c9ce5f 100644 --- a/website/docs/addon_hiero_artist.md +++ b/website/docs/addon_hiero_artist.md @@ -23,11 +23,11 @@ All the information also applies to **_Nuke Studio_**(NKS), but for simplicity w ## AYON global tools -- [Work Files](artist_tools_workfiles) -- [Create](artist_tools_creator) -- [Load](artist_tools_loader) -- [Manage (Inventory)](artist_tools_inventory) -- [Publish](artist_tools_publisher) +- [Work Files](artist_tools_workfiles.md) +- [Create](artist_tools_creator.md) +- [Load](artist_tools_loader.md) +- [Manage (Inventory)](artist_tools_inventory.md) +- [Publish](artist_tools_publisher.md) ## Hiero specific tools diff --git a/website/docs/addon_houdini_admin.md b/website/docs/addon_houdini_admin.md index f15d9579..89204dff 100644 --- a/website/docs/addon_houdini_admin.md +++ b/website/docs/addon_houdini_admin.md @@ -16,7 +16,7 @@ import versions from '@site/docs/assets/json/Ayon_addons_version.json' ### Add Self Publish Button -Enabling this setting will cause Houdini creator to add a **self publish button** when creating new publish instances. More Info on how how the **self publish button** works [here](addon_houdini_artist#ayon-publishing-process) +Enabling this setting will cause Houdini creator to add a **self publish button** when creating new publish instances. More Info on how how the **self publish button** works [here](addon_houdini_artist.md#ayon-publishing-process) ![general_settings_self_publish_button](assets/houdini/admin/general_settings_self_publish_button.png) @@ -41,7 +41,7 @@ Allows admins to have a list of vars (e.g. JOB) with (dynamic) values that will ## Color Management (ImageIO) -Allows admins to override the global color management settings, check [Host specific overrides](https://ayon.ynput.io/docs/admin_colorspace#host-specific-overrides) +Allows admins to override the global color management settings, check [Host specific overrides](admin_colorspace.md#host-specific-overrides) ![houdini-color-management](assets/houdini/admin/houdini-color-management.png) diff --git a/website/docs/addon_houdini_artist.md b/website/docs/addon_houdini_artist.md index 878b139f..6d3f7ba5 100644 --- a/website/docs/addon_houdini_artist.md +++ b/website/docs/addon_houdini_artist.md @@ -13,12 +13,12 @@ import versions from '@site/docs/assets/json/Ayon_addons_version.json' ## AYON global tools -- [Work Files](artist_tools_workfiles) -- [Create](artist_tools_creator) -- [Load](artist_tools_loader) -- [Manage (Inventory)](artist_tools_inventory) -- [Publish](artist_tools_publisher) -- [Library Loader](artist_tools_library_loader) +- [Work Files](artist_tools_workfiles.md) +- [Create](artist_tools_creator.md) +- [Load](artist_tools_loader.md) +- [Manage (Inventory)](artist_tools_inventory.md) +- [Publish](artist_tools_publisher.md) +- [Library Loader](artist_tools_library_loader.md) ## Ayon Menu @@ -423,7 +423,7 @@ Loading is done by ![menu_load_load_library](assets/houdini/artist/menu_load_load_library.png) Loaded stuff is by default wrapped in subnetwork node called `AVALON_CONTAINERS`. -Artist can move nodes inside `AVALON_CONTAINERS` out without losing management ability. For more info, Go to [Load](artist_tools_loader) and [Library Loader](artist_tools_library_loader) +Artist can move nodes inside `AVALON_CONTAINERS` out without losing management ability. For more info, Go to [Load](artist_tools_loader.md) and [Library Loader](artist_tools_library_loader.md) import loader_tool_demo from './assets/houdini/artist/loader_tool_demo.mp4' @@ -449,7 +449,7 @@ Key features: 2. Switch Asset 3. Inventory Actions -For more info, Go to [Manage (Inventory)](artist_tools_inventory) +For more info, Go to [Manage (Inventory)](artist_tools_inventory.md) ![Inventory_manage_products](assets/houdini/artist/Inventory_manage_products.png) diff --git a/website/docs/addon_kitsu_artist.md b/website/docs/addon_kitsu_artist.md index 46e5d8be..3031517b 100644 --- a/website/docs/addon_kitsu_artist.md +++ b/website/docs/addon_kitsu_artist.md @@ -31,7 +31,7 @@ If they are enabled in Kitsu addon settings. :::note Notes - Depending on the kitsu addon configuration, publisher also can update the task status. -- Admins are able to configure `Custom Comment Template`, [learn More](addon_kitsu_admin#custom-comment-template-example). +- Admins are able to configure `Custom Comment Template`, [learn More](addon_kitsu_admin.md#custom-comment-template-example). ::: | Publish Comment | Kitsu Note and Review | diff --git a/website/docs/addon_maya_artist.md b/website/docs/addon_maya_artist.md index a74119a6..f049904c 100644 --- a/website/docs/addon_maya_artist.md +++ b/website/docs/addon_maya_artist.md @@ -13,12 +13,12 @@ import versions from '@site/docs/assets/json/Ayon_addons_version.json' ## AYON global tools -- [Work Files](artist_tools_workfiles) -- [Create](artist_tools_creator) -- [Load](artist_tools_loader) -- [Manage (Inventory)](artist_tools_inventory) -- [Publish](artist_tools_publisher) -- [Library Loader](artist_tools_library_loader) +- [Work Files](artist_tools_workfiles.md) +- [Create](artist_tools_creator.md) +- [Load](artist_tools_loader.md) +- [Manage (Inventory)](artist_tools_inventory.md) +- [Publish](artist_tools_publisher.md) +- [Library Loader](artist_tools_library_loader.md) ## Working with AYON in Maya @@ -97,7 +97,7 @@ Now let's publish it. Go **AYON → Publish...**. You will be presented with fol ![Model publish](assets/maya/artist/model_pre_publish.jpg) Note that content of this window can differs by your pipeline configuration. -For more detail see [Publisher](artist_tools_publisher). +For more detail see [Publisher](artist_tools_publisher.md). Items in left column are instances you will be publishing. You can disable them by clicking on square next to them. Green square indicate they are ready for @@ -162,7 +162,7 @@ OBJ publisher needs to be enabled in the Settings. `ayon+settings://maya/publish ![OBJ Extractor in Setting](assets/maya/artist/obj_extractor_settings.png) To check for yourself that model is published, open -[Asset Loader](artist_tools_loader) - **AYON → Load...**. +[Asset Loader](artist_tools_loader.md) - **AYON → Load...**. There you should see your model, named `modelMain`. You can load your model by either referencing or importing. @@ -233,8 +233,8 @@ there are few yellow icons in left shelf: ![Maya - shortcut icons](assets/maya/artist/shortcut_buttons.jpg) -Those are shortcuts for **Look Manager**, [Work Files](artist_tools_workfiles), -[Load](artist_tools_loader), and [Manage (Inventory)](artist_tools_inventory). +Those are shortcuts for **Look Manager**, [Work Files](artist_tools_workfiles.md), +[Load](artist_tools_loader.md), and [Manage (Inventory)](artist_tools_inventory.md). Those can be found even in top menu, but that depends on your studio setup. @@ -327,7 +327,7 @@ have any missing dependencies. ### Loading rigs -You can load rig with [Loader](artist_tools_loader). Go **AYON → Load...**, +You can load rig with [Loader](artist_tools_loader.md). Go **AYON → Load...**, select your rig, right click on it and **Reference** it. ## Point caches @@ -417,7 +417,7 @@ AYON allows to version and manage those sets. ### Publishing Set dress / Layout Working with Set dresses is very easy. Just load your assets into scene with -[Loader](artist_tools_loader) (**AYON → Load...**). Populate your scene as +[Loader](artist_tools_loader.md) (**AYON → Load...**). Populate your scene as you wish, translate each piece to fit your need. When ready, select all imported stuff and go **AYON → Create...** and select **Set Dress** or **Layout**. This will create set containing your selection and marking it for publishing. @@ -430,7 +430,7 @@ Now you can publish is with **AYON → Publish**. ### Loading Set dress / Layout -You can load Set dress / Layout using [Loader](artist_tools_loader) +You can load Set dress / Layout using [Loader](artist_tools_loader.md) (**AYON → Load...**). Select you layout or set dress, right click on it and select **Reference Maya Ascii (ma)**. This will populate your scene with all those models you've put into layout. @@ -597,7 +597,7 @@ after it is rendered, it will be attached to your model product. ### Tile Rendering :::note Deadline -This feature is only supported when using Deadline. See [here](addon_deadline_admin#ayontileassembler-plugin) for setup. +This feature is only supported when using Deadline. See [here](addon_deadline_admin.md#ayontileassembler-plugin) for setup. ::: On the render instance objectset you'll find: @@ -704,7 +704,7 @@ That will create video file, pass it to another extractor creating burnins in it and finally uploading this video to ftrack with your model (or other type) published version. All parts of this process - like what burnins, what type of video file, settings for Maya playblast - can be customized by your TDs. For more information -about customizing review process refer to [admin section](addon_core_settings#publish-plugins). +about customizing review process refer to [admin section](addon_core_settings.md#publish-plugins). If you don't move `modelMain` into `reviewMain`, review will be generated but it will be published as separate entity. diff --git a/website/docs/addon_maya_multiverse_artist.md b/website/docs/addon_maya_multiverse_artist.md index b14a8767..307a34ab 100644 --- a/website/docs/addon_maya_multiverse_artist.md +++ b/website/docs/addon_maya_multiverse_artist.md @@ -13,8 +13,7 @@ import versions from '@site/docs/assets/json/Ayon_addons_version.json' ## Working with Multiverse in AYON -AYON supports creating, publishing and loading of [Multiverse | USD]( -https://multi-verse.io) data. The minimum Multiverse version supported is v6.7, +AYON supports creating, publishing and loading of [Multiverse | USD](https://multi-verse.io) data. The minimum Multiverse version supported is v6.7, and version 7.0 is recommended. In a nutshell it is possible to: @@ -88,8 +87,7 @@ on the [Multiverse official documentation](https://multi-verse.io/docs). In Multiverse we use some terminology that relates to USD I/O: terms like "Assets", "Compounds", "Compositions", "Overrides" and "Layering". -Please hop to the new [Multiverse Introduction]( -https://j-cube.jp/solutions/multiverse/docs/usage/introduction) page on the +Please hop to the new [Multiverse Introduction](https://j-cube.jp/solutions/multiverse/docs/usage/introduction) page on the official documentation to understand them before reading the next sections. @@ -145,8 +143,7 @@ specific USD primitives, or entire hierarchies, into the Maya scene as Maya data selectively from MEOW, it also tracks what is being imported with a "live connection" , so upon modification, it is possible to write (create & publish) the modifies data as a USD file for being layered on top of its relative -Compound. See the [Multiverse Importer]( -https://j-cube.jp/solutions/multiverse/docs/usage/importer)) documentation. +Compound. See the [Multiverse Importer](https://j-cube.jp/solutions/multiverse/docs/usage/importer) documentation. ::: ### Look @@ -241,11 +238,9 @@ procedural fashion. ### Example Multiverse Pipeline and API An example diagram of the data flow in a Maya pipeline using Multiverse is -available, see the [Multiverse Pipeline]( -https://j-cube.jp/solutions/multiverse/docs/pipeline) documentation. +available, see the [Multiverse Pipeline](https://j-cube.jp/solutions/multiverse/docs/pipeline) documentation. A very easy to use Python API to automate any task is available, the API is user friendly and does not require any knowledge of the vast and complex USD -APIs. See the [Multiverse Python API]( -https://j-cube.jp/solutions/multiverse/docs/dev/python-api.html) documentation. +APIs. See the [Multiverse Python API](https://j-cube.jp/solutions/multiverse/docs/dev/python-api.html) documentation. diff --git a/website/docs/addon_maya_xgen_artist.md b/website/docs/addon_maya_xgen_artist.md index 29ad2b79..48020c63 100644 --- a/website/docs/addon_maya_xgen_artist.md +++ b/website/docs/addon_maya_xgen_artist.md @@ -98,7 +98,7 @@ For example publishing `xgenMain` version 1 with the attribute `renderer` set to ### Connecting Xgen to animation -When loading in an Xgen version, it does not have any connections to anything in the workfile, so its static in the position it was published in. Use the [Connect Geometry](addon_maya_artist#connect-geometry) action to connect Xgen to any matching loaded animated geometry. +When loading in an Xgen version, it does not have any connections to anything in the workfile, so its static in the position it was published in. Use the [Connect Geometry](addon_maya_artist.md#connect-geometry) action to connect Xgen to any matching loaded animated geometry. ![Xgen Manage](assets/maya/artist/xgen_connect_geo.gif) @@ -134,7 +134,7 @@ The animation container gets connected with the Xgen container, so if the animat First check **AYON Setup** section below if all correctly setup within AYON settings. -To render with Xgen, follow the [Rendering With AYON](addon_maya_artist#rendering-with-ayon) guide. AYON will manage all necessary actions related to Xgen and its source files, including baking patches and other requirements for successful rendering of the animated sequence. +To render with Xgen, follow the [Rendering With AYON](addon_maya_artist.md#rendering-with-ayon) guide. AYON will manage all necessary actions related to Xgen and its source files, including baking patches and other requirements for successful rendering of the animated sequence. :::note Details When submitting a workfile with Xgen for rendering, all Xgen-related files are collected and published as the workfile's resources. This means the published workfile is no longer referencing the workspace's Xgen files and carries all dependencies exclusive to the rendering workfile. diff --git a/website/docs/addon_nuke_admin.md b/website/docs/addon_nuke_admin.md index b40ffd94..a33d4074 100644 --- a/website/docs/addon_nuke_admin.md +++ b/website/docs/addon_nuke_admin.md @@ -33,7 +33,7 @@ All Workfile Builder related settings can be found here. This is a list of avail :::important Auto Load Last Version -In case you want to set the auto load of the latest available version of workfiles, you can do it from [here](addon_core_settings#open-last-workfile-at-launch). +In case you want to set the auto load of the latest available version of workfiles, you can do it from [here](addon_core_settings.md#open-last-workfile-at-launch). ::: ### Create first workfile diff --git a/website/docs/addon_nuke_artist.md b/website/docs/addon_nuke_artist.md index 355867ce..538fc31e 100644 --- a/website/docs/addon_nuke_artist.md +++ b/website/docs/addon_nuke_artist.md @@ -23,12 +23,12 @@ For more details, check out the comparison between different Nuke licenses [here ## AYON global tools -- [Work Files](artist_tools_workfiles) -- [Create](artist_tools_creator) -- [Publish](artist_tools_publisher) -- [Load](artist_tools_loader) -- [Manage (Inventory)](artist_tools_inventory) -- [Library Loader](artist_tools_library_loader) +- [Work Files](artist_tools_workfiles.md) +- [Create](artist_tools_creator.md) +- [Publish](artist_tools_publisher.md) +- [Load](artist_tools_loader.md) +- [Manage (Inventory)](artist_tools_inventory.md) +- [Library Loader](artist_tools_library_loader.md) ## Nuke specific tools @@ -213,7 +213,7 @@ The Next Available Version checks the work folder for already used versions and Subversion can be used to distinguish or name versions. For example used to add shortened artist name. -More about [workfiles](artist_tools_workfiles). +More about [workfiles](artist_tools_workfiles.md). :::tip Admin Tips @@ -306,7 +306,7 @@ Artist can add Note before firing the publish button. The Note is meant for easy If you run the publish and decide to not publish the render product, you can turn it off right in the Publish dialog by clicking on the toggle. -More info about [Using Pyblish](artist_tools_publisher) +More info about [Using Pyblish](artist_tools_publisher.md) :::tip Admin Tip - Configuring validators You can configure Nuke validators like Output Resolution in: @@ -330,7 +330,7 @@ If you choose to publish on the farm, you will render and do reviews on the farm So far there is no option for using existing frames (from your local / check render) and just do the review on the farm. -More info about [configuring reviews](addon_core_settings#extract-review). +More info about [configuring reviews](addon_core_settings.md#extract-review). :::tip Admin Tip - Configuring Reviews You can configure reviewsin **Studio Settings → Project → Global → Publish plugins → ExtractReview / ExtractBurnin** diff --git a/website/docs/addon_openrv_artist.md b/website/docs/addon_openrv_artist.md index a30ed238..9128a619 100644 --- a/website/docs/addon_openrv_artist.md +++ b/website/docs/addon_openrv_artist.md @@ -20,10 +20,10 @@ Open RV is an image and sequence viewer for VFX and animation artists. Open RV i ## AYON global tools -- [Load](artist_tools_loader) -- [Publish](artist_tools_publisher) -- [Manage (Inventory)](artist_tools_inventory) -- [Work Files](artist_tools_workfiles) +- [Load](artist_tools_loader.md) +- [Publish](artist_tools_publisher.md) +- [Manage (Inventory)](artist_tools_inventory.md) +- [Work Files](artist_tools_workfiles.md) ## Usage diff --git a/website/docs/addon_photoshop_artist.md b/website/docs/addon_photoshop_artist.md index 23624c48..f9dcb68e 100644 --- a/website/docs/addon_photoshop_artist.md +++ b/website/docs/addon_photoshop_artist.md @@ -13,11 +13,11 @@ import versions from '@site/docs/assets/json/Ayon_addons_version.json' ## Available Tools -- [Work Files](artist_tools_workfiles) -- [Create](artist_tools_creator) -- [Load](artist_tools_loader) -- [Publish](artist_tools_publisher) -- [Manage](artist_tools_inventory) +- [Work Files](artist_tools_workfiles.md) +- [Create](artist_tools_creator.md) +- [Load](artist_tools_loader.md) +- [Publish](artist_tools_publisher.md) +- [Manage](artist_tools_inventory.md) ## Working With AYON in Photoshop diff --git a/website/docs/addon_resolve_artist.md b/website/docs/addon_resolve_artist.md index 99863688..29830f09 100644 --- a/website/docs/addon_resolve_artist.md +++ b/website/docs/addon_resolve_artist.md @@ -25,18 +25,18 @@ Resolve Studio is the only version that works with the Ayon toolkit because of e ## AYON global tools -- [Work Files](artist_tools_workfiles) -- [Create](artist_tools_creator) -- [Load](artist_tools_loader) -- [Manage (Inventory)](artist_tools_inventory) -- [Publish](artist_tools_publisher) +- [Work Files](artist_tools_workfiles.md) +- [Create](artist_tools_creator.md) +- [Load](artist_tools_loader.md) +- [Manage (Inventory)](artist_tools_inventory.md) +- [Publish](artist_tools_publisher.md)
## Creating Shots from timeline items -Before a clip can be published with [Publisher](artist_tools_publisher) timeline item has to be marked with AYON metadata markers. This way it is converted to a publishable product. +Before a clip can be published with [Publisher](artist_tools_publisher.md) timeline item has to be marked with AYON metadata markers. This way it is converted to a publishable product. Lets do it step by step. diff --git a/website/docs/addon_site_sync_admin.md b/website/docs/addon_site_sync_admin.md index 20453d90..b1f47b70 100644 --- a/website/docs/addon_site_sync_admin.md +++ b/website/docs/addon_site_sync_admin.md @@ -91,7 +91,10 @@ Here artist could also change all user based configuration based on provider (fo ![Local overrides](assets/site_sync_local_setting.png) :::info -Various use cases are explained in [Introduction to Site Sync in OpenPype / AYON | YouTube](https://www.youtube.com/watch?v=NEJ3kCeggn0) +Various use cases are explained in the following YT video. + + + ::: @@ -129,12 +132,12 @@ Configuration would look like this: ![Configure project](assets/site_sync_project_settings.png) -*Site Sync* for Google Drive works using its API: https://developers.google.com/drive/api/v3/about-sdk +*Site Sync* for Google Drive works using its API: [Google Drive API overview](https://developers.google.com/drive/api/guides/about-sdk) -To configure Google Drive side you would need to have access to Google Cloud Platform project: https://console.cloud.google.com/ +To configure Google Drive side you would need to have access to Google Cloud Platform project: [Google Cloud](https://console.cloud.google.com/) To get working connection to Google Drive there are some necessary steps: -- first you need to enable GDrive API: https://developers.google.com/drive/api/v3/enable-drive-api +- first you need to enable GDrive API: [Enable the Drive API](https://developers.google.com/drive/api/guides/enable-sdk) - next you need to create user, choose **Service Account** (for basic configuration no roles for account are necessary) - add new key for created account and download .json file with credentials - share destination folder on the Google Drive with created account (directly in GDrive web application) diff --git a/website/docs/addon_substancepainter_artist.md b/website/docs/addon_substancepainter_artist.md index 800c621d..5d6465bb 100644 --- a/website/docs/addon_substancepainter_artist.md +++ b/website/docs/addon_substancepainter_artist.md @@ -13,12 +13,12 @@ import versions from '@site/docs/assets/json/Ayon_addons_version.json' ## AYON global tools -- [Work Files](artist_tools_workfiles) -- [Create](artist_tools_creator) -- [Load](artist_tools_loader) -- [Manage (Inventory)](artist_tools_inventory) -- [Publish](artist_tools_publisher) -- [Library Loader](artist_tools_library_loader) +- [Work Files](artist_tools_workfiles.md) +- [Create](artist_tools_creator.md) +- [Load](artist_tools_loader.md) +- [Manage (Inventory)](artist_tools_inventory.md) +- [Publish](artist_tools_publisher.md) +- [Library Loader](artist_tools_library_loader.md) ## Working with AYON in Substance Painter diff --git a/website/docs/addon_traypublisher_admin.md b/website/docs/addon_traypublisher_admin.md index 96bb410f..65e43445 100644 --- a/website/docs/addon_traypublisher_admin.md +++ b/website/docs/addon_traypublisher_admin.md @@ -16,7 +16,7 @@ import TabItem from '@theme/TabItem'; Project settings can have project specific values. Each new project is using studio values defined in **studio settings** but these values can be modified or overridden per project. -Refer to Settings related to [Working with settings](admin_settings) for more details. +Refer to Settings related to [Working with settings](admin_settings.md) for more details. ## Creator Plugins diff --git a/website/docs/addon_traypublisher_artist.md b/website/docs/addon_traypublisher_artist.md index ae052374..a299e999 100644 --- a/website/docs/addon_traypublisher_artist.md +++ b/website/docs/addon_traypublisher_artist.md @@ -32,14 +32,14 @@ How to use it ? :::info Tray CLI Interface Tray Publisher also provides a CLI Interface. -For more info: [Tray Publisher Admin Docs](addon_traypublisher_admin#cli-interface). +For more info: [Tray Publisher Admin Docs](addon_traypublisher_admin.md#cli-interface). ::: ## Default Product Types ### Simple Create Plugins :::tip Simple Create Plugins -Admins are able to change (remove/add/modify) simple create plugins via [Tray publisher addon settings](https://ayon.ynput.io/docs/addon_traypublisher_admin#creator-plugins). +Admins are able to change (remove/add/modify) simple create plugins via [Tray publisher addon settings](addon_traypublisher_admin.md#creator-plugins). ::: - `workfiles`: Workfiles are full scenes from any application that are directly edited by artists. They represent a state of work on a task at a given point and are usually not directly referenced into other scenes. diff --git a/website/docs/addon_tvpaint_artist.md b/website/docs/addon_tvpaint_artist.md index fe488a3f..cdea18bd 100644 --- a/website/docs/addon_tvpaint_artist.md +++ b/website/docs/addon_tvpaint_artist.md @@ -12,11 +12,11 @@ import versions from '@site/docs/assets/json/Ayon_addons_version.json' -- [Work Files](artist_tools_workfiles) -- [Load](artist_tools_loader) -- [Scene Inventory](artist_tools_inventory) -- [Publish](artist_tools_publisher) -- [Library](artist_tools_library_loader) +- [Work Files](artist_tools_workfiles.md) +- [Load](artist_tools_loader.md) +- [Scene Inventory](artist_tools_inventory.md) +- [Publish](artist_tools_publisher.md) +- [Library](artist_tools_library_loader.md) ## Setup diff --git a/website/docs/addon_unreal_artist.md b/website/docs/addon_unreal_artist.md index 7f8b3992..cc15d2ad 100644 --- a/website/docs/addon_unreal_artist.md +++ b/website/docs/addon_unreal_artist.md @@ -32,7 +32,7 @@ AYON supports the latest Unreal Engine versions. To use it, you need to install :::info If you encounter following warning when you run Unreal, your installation is missing Qt bindings. -[Here are the steps](addon_unreal_admin#manually-installing-qt-bindings) to fix it. +[Here are the steps](addon_unreal_admin.md#manually-installing-qt-bindings) to fix it. ![Unreal missing Qt Bindings](assets/unreal_qtbindings_warning.png) ::: @@ -65,9 +65,9 @@ import loaderVideoUE2 from './assets/video/unreal_menu.mp4' The AYON menu will be the main tool to interact with AYON in Unreal. It will allow you to create, load, publish and manage assets. -- [Load](artist_tools_loader) is the tool to load assets from AYON into Unreal. -- [Publisher](artist_tools_publisher) is the tool to create and publish assets from Unreal to AYON. -- [Manage (Inventory)](artist_tools_inventory) is the tool to manage loaded assets. +- [Load](artist_tools_loader.md) is the tool to load assets from AYON into Unreal. +- [Publisher](artist_tools_publisher.md) is the tool to create and publish assets from Unreal to AYON. +- [Manage (Inventory)](artist_tools_inventory.md) is the tool to manage loaded assets. - *Render* starts the render for a selected `AyonPublishInstance`. - *Build Sequence Hierarchy* builds the shot structure in regards to the folder hierarchy. - *Experimental tools* contains tools under developement. diff --git a/website/docs/addon_usd_artist_contribution_workflow.md b/website/docs/addon_usd_artist_contribution_workflow.md index 4d4654a2..0ce634cd 100644 --- a/website/docs/addon_usd_artist_contribution_workflow.md +++ b/website/docs/addon_usd_artist_contribution_workflow.md @@ -52,7 +52,7 @@ You can configure the USD contribution for an instance using the publisher UI on ![AYON USD Contribution to Asset in Publisher UI](assets/usd/ayon_usd_contribution_to_asset.png) _This example publishes an asset contribution to the look department layer_ -Asset contributions usually have [Add as variant **enabled**](addon_usd_artist_contribution_workflow#add-as-variant-enabled) so that multiple contributions to that department layer each become a variant. Publishing product `lookMain` and product `lookDamaged` with both set to add as variant will provide a variant set where you can switch between the two. +Asset contributions usually have [Add as variant **enabled**](#add-as-variant-enabled) so that multiple contributions to that department layer each become a variant. Publishing product `lookMain` and product `lookDamaged` with both set to add as variant will provide a variant set where you can switch between the two. :::tip Enable the _Set as default variant selection_ to make that product become the default variant in target variant set. @@ -65,7 +65,7 @@ _This example publishes a shot contribution to the FX department layer_ Shot contributions usually have a different target product, like `usdShot`. -In the majority of cases when contributing to a shot you want to [**disable** Add As Variant](addon_usd_artist_contribution_workflow#add-as-variant-disabled) because for a shot, if multiple contributions are made to one department layer those should usually live alongside each other and are *not* variants of each other. +In the majority of cases when contributing to a shot you want to [**disable** Add As Variant](#add-as-variant-disabled) because for a shot, if multiple contributions are made to one department layer those should usually live alongside each other and are *not* variants of each other. :::warning Currently it is a manual process to target `usdShot` instead of `usdAsset` for shot contributions. diff --git a/website/docs/addon_usd_artist_faq.md b/website/docs/addon_usd_artist_faq.md index 857dc815..df93614c 100644 --- a/website/docs/addon_usd_artist_faq.md +++ b/website/docs/addon_usd_artist_faq.md @@ -42,7 +42,7 @@ You are lacking the default primitive it expects. **Initialize as asset vs shot** -As explained in [Getting Started](addon_usd_artist_get_started) +As explained in [Getting Started](addon_usd_artist_get_started.md) - `Asset` Layer supports: - Load/unload the asset - Have different layers to hold data from different departments @@ -220,7 +220,7 @@ Resultant Products: Using the AYON USD Contribution Workflow manual 're-assigning' all the time for assets should be redundant for the majority of the workflow. (Preferably this should never be needed, but some sections like animation from shot layers may still fall outside of that scope.) -1. Use the [AYON USD Contribution workflow](addon_usd_artist_contribution_workflow) where the asset build is built automatically from single product contributions into the root primitive. +1. Use the [AYON USD Contribution workflow](addon_usd_artist_contribution_workflow.md) where the asset build is built automatically from single product contributions into the root primitive. 2. Load the `usdAsset` - avoid using the individual layers. You should not need to load those individually since they are all in the main asset. Now, in a shot based workflow you just load the asset and since e.g. Maya animation caches are not already overlaid over a USD asset structure that is one of the moments where you *will* need to define the path you're overlaying to. diff --git a/website/docs/addon_usd_artist_get_started.md b/website/docs/addon_usd_artist_get_started.md index 2136b9c7..622b1770 100644 --- a/website/docs/addon_usd_artist_get_started.md +++ b/website/docs/addon_usd_artist_get_started.md @@ -10,7 +10,7 @@ A quick start into AYON x USD Within the USD workflow we usually make a big distinction between **Assets** and **Shots**. -Assets usually follow [strict asset guidelines](addon_usd_artist_usd_intro#usd-asset-structure-guidelines) and fall under a **single root primitive** also referred to as its default primitive. +Assets usually follow [strict asset guidelines](addon_usd_artist_usd_intro.md#usd-asset-structure-guidelines) and fall under a **single root primitive** also referred to as its default primitive. This is because Assets are usually *referenced* into a USD stage which means they overlay a single primitive (the root) into the scene you're referencing into. Shots usually contain multiple root prims, from referenced assets, to lights, to render settings and more. diff --git a/website/docs/addon_usd_artist_houdini_workflow.md b/website/docs/addon_usd_artist_houdini_workflow.md index 05f804f8..36a08119 100644 --- a/website/docs/addon_usd_artist_houdini_workflow.md +++ b/website/docs/addon_usd_artist_houdini_workflow.md @@ -150,7 +150,7 @@ The `ayon-houdini` USD publishing logic detects these anonymous layers that will The Explicit Save Path's **filename** acts as suffix for the product name generating the additional products: - `{product_name}_{explict_save_filename}` -It is totally fine to generate *more* layers at once and have them published, and this will work *with* and *without* the [AYON USD Contribution Workflow](addon_usd_artist_contribution_workflow). +It is totally fine to generate *more* layers at once and have them published, and this will work *with* and *without* the [AYON USD Contribution Workflow](addon_usd_artist_contribution_workflow.md). However, there may be many cases where you do essentially not want this extra layer. For example, a SOP import by default generates that additional sublayer, but you may *just* want to write out that SOP data completely into the resulting USD file - not in an extra sublayer USD file that is layered into a USD file. diff --git a/website/docs/addon_usd_artist_maya_workflow.md b/website/docs/addon_usd_artist_maya_workflow.md index bba24cca..ee4f36bc 100644 --- a/website/docs/addon_usd_artist_maya_workflow.md +++ b/website/docs/addon_usd_artist_maya_workflow.md @@ -99,7 +99,7 @@ You can load USD products back to Maya into Maya USD Proxy Shapes. Different Loaders are being implemented, like referencing the data as regular maya geometry or "referencing" directly into an existing Maya USD Proxy. -See: https://github.com/ynput/ayon-maya/pull/61 +See: [Implement loading directly into a Maya USD Proxy Shape #61](https://github.com/ynput/ayon-maya/pull/61) ::: diff --git a/website/docs/addon_version_control_admin_get_started.md b/website/docs/addon_version_control_admin_get_started.md index 54ca9697..04a1f74d 100644 --- a/website/docs/addon_version_control_admin_get_started.md +++ b/website/docs/addon_version_control_admin_get_started.md @@ -89,7 +89,7 @@ New additional mini tool is provided for artists before they open Unreal via AYO This marker, or tag, points to commit/changelist and could be pushed to Deadline integration where Deadline syncs to this particular commit before rendering. -This requires to have AYON integration to Deadline installed. Please check https://ayon.ynput.io/docs/addon_deadline_admin for more details. +This requires to have AYON integration to Deadline installed. Please check [Deadline Admin Docs](addon_deadline_admin.md) for more details. Usage of Perforce in Deadline submissions could be controlled by toggling on/off of automatically created instance of `changelist_metadata` product type in AYON Publisher. diff --git a/website/docs/admin_colorspace.md b/website/docs/admin_colorspace.md index 6c598296..a99fb961 100644 --- a/website/docs/admin_colorspace.md +++ b/website/docs/admin_colorspace.md @@ -85,29 +85,29 @@ File rules feature is mainly supported for OCIO v1. It is used to derive colorsp #### OCIO managed ![distribution ocio managed](assets/settings/admin_colorspace_distribution_1.png) -When the host uses the OCIO config from AYON settings, the colorspace distribution is most accurately rendered. File rules come into play only during transcoding or when creating reviewable files. Upon publishing, the resulting colorspace distribution is indicated by the [**colorspaceData**](dev_colorspace#data-model) key in the representation document. If the representation lacks a [**colorspaceData**](dev_colorspace#data-model) key, the loading process resorts to File rules. +When the host uses the OCIO config from AYON settings, the colorspace distribution is most accurately rendered. File rules come into play only during transcoding or when creating reviewable files. Upon publishing, the resulting colorspace distribution is indicated by the [**colorspaceData**](dev_colorspace.md#data-model) key in the representation document. If the representation lacks a [**colorspaceData**](dev_colorspace.md#data-model) key, the loading process resorts to File rules. #### Remapped internal colorspace ![distribution remapped](assets/settings/admin_colorspace_distribution_2.png) -When the host uses the internal colorspace, the colorspace distribution employs the remapping rules which operate at the host level. File rules are only used during transcoding or when creating reviewable files. When publishing, the resulting colorspace distribution is indicated by the [**colorspaceData**](dev_colorspace#data-model) key in the representation document. +When the host uses the internal colorspace, the colorspace distribution employs the remapping rules which operate at the host level. File rules are only used during transcoding or when creating reviewable files. When publishing, the resulting colorspace distribution is indicated by the [**colorspaceData**](dev_colorspace.md#data-model) key in the representation document. -During loading of the representation, there is a chance that the [**colorspaceData**](dev_colorspace#data-model) key might be missing. In such a scenario, the loading process follows two steps. Firstly if necessary, it resorts to File rules matching, and then, it remaps the colorspace to match the internal colorspace names. +During loading of the representation, there is a chance that the [**colorspaceData**](dev_colorspace.md#data-model) key might be missing. In such a scenario, the loading process follows two steps. Firstly if necessary, it resorts to File rules matching, and then, it remaps the colorspace to match the internal colorspace names. #### Derived colorspace ![distribution derived](assets/settings/admin_colorspace_distribution_3.png) -When the host does not have any internal colorspace management, the colorspace distribution is derived from the file path. File rules are only used during transcoding or when creating reviewable files. When publishing, the resulting colorspace distribution is indicated by the [**colorspaceData**](dev_colorspace#data-model) key in the representation document. +When the host does not have any internal colorspace management, the colorspace distribution is derived from the file path. File rules are only used during transcoding or when creating reviewable files. When publishing, the resulting colorspace distribution is indicated by the [**colorspaceData**](dev_colorspace.md#data-model) key in the representation document. -Since the host does not have any internal colorspace management, the loading process is ignoring [**colorspaceData**](dev_colorspace#data-model). +Since the host does not have any internal colorspace management, the loading process is ignoring [**colorspaceData**](dev_colorspace.md#data-model). ## Configuration of global settings ### Activating colorspace management on project ![admin_colorspace_settings_global](assets/settings/admin_colorspace_settings_global_1.png) -Colorspace management and distribution is disabled by default all project at the global level. Once it is enabled it is applied to all hosts. It is possible to override the global settings at the [host level](admin_colorspace#configuration-of-host-settings). +Colorspace management and distribution is disabled by default all project at the global level. Once it is enabled it is applied to all hosts. It is possible to override the global settings at the [host level](#configuration-of-host-settings). :::warning Studio default @@ -118,7 +118,7 @@ Please be aware that activating the studio default project colorspace management ### Config order ![admin_colorspace_settings_global](assets/settings/admin_colorspace_settings_global_3.png) -It's worth noting that the order in which the configuration paths are defined matters, with higher priority given to paths listed earlier in the configuration list. In the example image above, the production team decided to switch a project to use the `nuke-default` ([v1, linear, sRGB, rec709](https://opencolorio.readthedocs.io/en/latest/configurations/nuke_default.html)) OCIO config. This implies that all hosts will implement this config for publishing and loading within the [mentioned scope](admin_colorspace#how-does-colorspace-distribution-work-at-host-level). +It's worth noting that the order in which the configuration paths are defined matters, with higher priority given to paths listed earlier in the configuration list. In the example image above, the production team decided to switch a project to use the `nuke-default` ([v1, linear, sRGB, rec709](https://opencolorio.readthedocs.io/en/latest/configurations/nuke_default.html)) OCIO config. This implies that all hosts will implement this config for publishing and loading within the [mentioned scope](#host-level-colorspace-distribution-workflow). ### Project level config ![admin_colorspace_settings_global](assets/settings/admin_colorspace_settings_global_2.png) @@ -130,7 +130,7 @@ avoids any hard-coding of paths that may be specific to one particular system. The example image above shows project level OCIO config file. This way the production is securing that any future changes on studio OCIO config file will not break any of old projects. It is recommended to use the project's OCIO config as starting point for all derivations of host level OCIO configs. ### File rules activation -File rules are disabled by default. Once it is enabled it is applied to all hosts. It is possible to override them at the [host level](admin_colorspace#configuration-of-host-settings). +File rules are disabled by default. Once it is enabled it is applied to all hosts. It is possible to override them at the [host level](#configuration-of-host-settings). ![admin_colorspace_settings_global](assets/settings/admin_colorspace_settings_global_4.png) @@ -183,31 +183,31 @@ If the global File rules are disabled, but the host level File rules are enabled ## Upgrading from previous versions Upgrading may not always be a straightforward process, and we understand that its complexity can be frustrating. We strive to keep the upgrade process as simple as possible and to avoid any breaking changes. However, sometimes it's not possible, and we may need to introduce some breaking changes. This section aims to help you understand what needs to be done after the upgrade. -### 1. Example of usage - [DCCs](admin_colorspace#used-acronyms) are set to native linear rec709 colorspace +### 1. Example of usage - [DCCs](#used-acronyms) are set to native linear rec709 colorspace #### Actual configuration: A studio is having on-going production with project configured imageio at op 3.15. All hosts are set to `linear rec709` space with following combination of settings: -- Nuke host [**CMS**](admin_colorspace#used-acronyms) custom config was not activated and it used `nuke-default` +- Nuke host [**CMS**](#used-acronyms) custom config was not activated and it used `nuke-default` - Maya was set to internal ocio config in v2 `maya-scene-linear-rec709` - Global imageio custom config was set to `nuke-default` #### Required action after the upgrade: -No need to do anything. Be aware that once the Global [**CMS**](admin_colorspace#used-acronyms) is enabled, the default config is set to `aces_1.2` and it will be applied to all hosts. If you want to keep the same behavior as before the upgrade, you need to set the Global [**CMS**](admin_colorspace#used-acronyms) to `nuke-default` config or disable it. +No need to do anything. Be aware that once the Global [**CMS**](#used-acronyms) is enabled, the default config is set to `aces_1.2` and it will be applied to all hosts. If you want to keep the same behavior as before the upgrade, you need to set the Global [**CMS**](#used-acronyms) to `nuke-default` config or disable it. -### 2. Example of usage - [DCCs](admin_colorspace#used-acronyms) are set to native ACES OCIO config +### 2. Example of usage - [DCCs](#used-acronyms) are set to native ACES OCIO config #### Actual configuration: A studio is having on-going production with project configured imageio at op 3.15. All hosts are set to `ACES 1.2` space with following combination of settings: - - Nuke host [**CMS**](admin_colorspace#used-acronyms) custom config was not activated and it used OCIO with provided `aces_1.2` + - Nuke host [**CMS**](#used-acronyms) custom config was not activated and it used OCIO with provided `aces_1.2` - Maya was set to internal ocio config in v2 `maya-aces_1.2` - Global imageio custom config was set to distributed `aces_1.2` #### Required action after the upgrade: -No need to do anything. Be aware that once the Global [**CMS**](admin_colorspace#used-acronyms) is enabled, the default config is set to `aces_1.2` and it will be applied to all hosts. If you want to keep the same behavior as before the upgrade, you need to set the Global [**CMS**](admin_colorspace#used-acronyms) to `aces_1.2` config or disable it. +No need to do anything. Be aware that once the Global [**CMS**](#used-acronyms) is enabled, the default config is set to `aces_1.2` and it will be applied to all hosts. If you want to keep the same behavior as before the upgrade, you need to set the Global [**CMS**](#used-acronyms) to `aces_1.2` config or disable it. ### 3. Example of usage - Global custom ocio config used #### Actual configuration: A studio is having on-going production with project configured imageio at op 3.15. All hosts are set to custom config path via OCIO env var with following combination of settings: - - Nuke host [**CMS**](admin_colorspace#used-acronyms) is having defined creator nodes to corresponding colorspace name found in provided OCIO config + - Nuke host [**CMS**](#used-acronyms) is having defined creator nodes to corresponding colorspace name found in provided OCIO config - Maya is having activated OCIO v2 via OCIO env var and it is using provided OCIO config - Global File rules were defined to: - capture all render family products to be **acescg** colorspace @@ -215,9 +215,9 @@ A studio is having on-going production with project configured imageio at op 3.1 - capture all mp4 extensions to be **Output Rec.709** colorspace #### Required action after the upgrade: -1. Enable Global [**CMS**](admin_colorspace#used-acronyms). +1. Enable Global [**CMS**](#used-acronyms). 2. Add Studio OCIO config into any folder within Root defined storage (the suggested approach will enhance the security of the distribution, ensuring its smooth operation across various platforms and workflows). -3. Add path to the project config into Global [**CMS**](admin_colorspace#used-acronyms) or host config paths to first position from top. Path should not be absolute and should point at Anatomy root storage template - e.g. `{root[work]}/configs/ocio/aces_1.2/config.ocio` +3. Add path to the project config into Global [**CMS**](#used-acronyms) or host config paths to first position from top. Path should not be absolute and should point at Anatomy root storage template - e.g. `{root[work]}/configs/ocio/aces_1.2/config.ocio` 4. Enable Global File rules. ### Used acronyms: diff --git a/website/docs/admin_server_deployment.md b/website/docs/admin_server_deployment.md index c92c3e10..5f6e0ad4 100644 --- a/website/docs/admin_server_deployment.md +++ b/website/docs/admin_server_deployment.md @@ -32,7 +32,7 @@ values={[ 2. Tweak the `docker-compose.yml` file according to your requirements. 3. You may use the `.env` file to set environment variables. 4. Manually install addons to the `addons` directory or automatically install later on (recommended). -5. Modify the default settings in the `settings/template.json` file (see [provisioning page](https://ayon.ynput.io/docs/admin_server_provisioning/#configuration-file)). +5. Modify the default settings in the `settings/template.json` file (see [provisioning page](admin_server_provisioning.md#configuration-file)). 6. Run the stack using `docker compose up -d` 7. Run `make setup` 8. Once the setup is complete, navigate to [http://localhost:5000/](http://localhost:5000/) @@ -49,7 +49,7 @@ values={[ 3. You may use the `.env` file to set environment variables. 4. Comment-out or delete the `- "/etc/localtime:/etc/localtime:ro"` line from the `docker-compose.yml` file. 5. Manually install addons to the `addons` directory or automatically install later on (recommended). -6. Modify the default settings in the `settings/template.json` file (see [provisioning page](https://ayon.ynput.io/docs/admin_server_provisioning/#configuration-file)). +6. Modify the default settings in the `settings/template.json` file (see [provisioning page](admin_server_provisioning.md#configuration-file)). 7. Run the stack using `docker compose up -d` 8. Run `manage.ps1 setup` to set up the server. If you get a permission error, you may need to set your execution policy to `RemoteSigned` by running `Set-ExecutionPolicy RemoteSigned` in PowerShell [stackoverflow](https://stackoverflow.com/questions/10635/why-are-my-powershell-scripts-not-running). 9. Once the setup is complete, navigate to [http://localhost:5000/](http://localhost:5000/) in your web browser and log in as `admin/admin`. @@ -64,7 +64,7 @@ values={[ 2. Tweak the `docker-compose.yml` file according to your requirements. 3. You may use the `.env` file to set environment variables. 4. Manually install addons to the `addons` directory or automatically install later on (recommended). -5. Modify the default settings in the `settings/template.json` file (see [provisioning page](https://ayon.ynput.io/docs/admin_server_provisioning/#configuration-file)). +5. Modify the default settings in the `settings/template.json` file (see [provisioning page](admin_server_provisioning.md#configuration-file)). 6. Run the stack using `docker compose up -d` 7. Run `make setup` 8. Once the setup is complete, navigate to [http://localhost:5000/](http://localhost:5000/) in your web browser and log in as `admin/admin`. diff --git a/website/docs/admin_settings_project_anatomy.md b/website/docs/admin_settings_project_anatomy.md index 32850518..dce4f9bd 100644 --- a/website/docs/admin_settings_project_anatomy.md +++ b/website/docs/admin_settings_project_anatomy.md @@ -147,13 +147,13 @@ Project attributes are used as default values for new _folders_ created under a Templates are not supporting use of `{folder[type]}` yet. ::: -Read more about [Folders](artist_concepts#folder) +Read more about [Folders](artist_concepts.md#folder) ![folders](assets/settings/anatomy_folder_types.png) ## Task Types -Read more about [Tasks](artist_concepts#task) +Read more about [Tasks](artist_concepts.md#task) Available task types on a project. Each task on an asset is referencing a task type on the project which allows access to additional task type attributes. At this moment only `short_name` is available (can be used in templates as `{task[short_name]}`). diff --git a/website/docs/artist_getting_started.md b/website/docs/artist_getting_started.md index 039d508f..acc75898 100644 --- a/website/docs/artist_getting_started.md +++ b/website/docs/artist_getting_started.md @@ -125,4 +125,4 @@ password: `v3ry53cur3p455w0rd` ## Advanced Usage -For more advanced usage of **AYON Launcher** app, like running with console, staging, or develop mode, please visit [Admin section](admin_launcher_run#arguments). +For more advanced usage of **AYON Launcher** app, like running with console, staging, or develop mode, please visit [Admin section](admin_launcher_run.md#arguments). diff --git a/website/docs/artist_inbox.md b/website/docs/artist_inbox.md index 42f9dda7..ac4bb17e 100644 --- a/website/docs/artist_inbox.md +++ b/website/docs/artist_inbox.md @@ -8,7 +8,7 @@ sidebar_label: Inbox and Notifications The inbox was introduced in `1.2.0`. ::: -![Inbox overview](./assets/inbox/inbox_important.png) +![Inbox overview](assets/inbox/inbox_important.png) ## Overview @@ -35,7 +35,7 @@ The inbox has full keyboard support! Hover over any message and press `X` to mar - Status changes - Assignee changes -[Read more about importance](./artist_inbox.md#importance-table) +[Read more about importance](artist_inbox.md#importance-table) ## Watchers @@ -45,7 +45,7 @@ Watchers are often added automatically. For example, posting a comment on an ent You can manually update your watcher status using the bell icon in the toolbar at the top of the entity’s details panel. A blue bell indicates that you are watching the entity. -![Watchers dropdown](./assets/inbox/watchers.png) +![Watchers dropdown](assets/inbox/watchers.png) Watchers was introduced in `1.3.1` @@ -68,8 +68,8 @@ Enable browser push notifications to stay aware of new important inbox messages. You can also enable notification sounds for added awareness. -![Turn on notifications](./assets/inbox/inbox_enable.png) -![Turn on notifications in account](./assets/inbox/notifications_account_settings.png) +![Turn on notifications](assets/inbox/inbox_enable.png) +![Turn on notifications in account](assets/inbox/notifications_account_settings.png) :::tip Desktop notifications and notification sounds work independently to one another. diff --git a/website/docs/artist_my_tasks_page.md b/website/docs/artist_my_tasks_page.md index 6542fccd..583cf5d3 100644 --- a/website/docs/artist_my_tasks_page.md +++ b/website/docs/artist_my_tasks_page.md @@ -20,7 +20,7 @@ This page displays all your **assigned** tasks. To see the complete project cont ## Board View -The task board, also known as Kanban, visually organizes your tasks by status. Click a task to open the details panel, revealing more information like its activity feed, versions, and attributes. Within the activity feed, you can discuss the task and leave comments. [Read more about the activity feed](artist_activity_feed). +The task board, also known as Kanban, visually organizes your tasks by status. Click a task to open the details panel, revealing more information like its activity feed, versions, and attributes. Within the activity feed, you can discuss the task and leave comments. [Read more about the activity feed](artist_activity_feed.md). ### Status Management diff --git a/website/docs/artist_reviewables.mdx b/website/docs/artist_reviewables.mdx index 84ccc02a..d3179575 100644 --- a/website/docs/artist_reviewables.mdx +++ b/website/docs/artist_reviewables.mdx @@ -9,7 +9,7 @@ description: Upload videos and images to be reviewed. Reviewables were introduced in `1.3.0`. ::: -![Spinning robot in a web view player](./assets/review/reviewables_viewer_robot.png) +![Spinning robot in a web view player](assets/review/reviewables_viewer_robot.png) ## Overview @@ -29,7 +29,7 @@ Here are some examples of how reviewables could be utilized: Every version has a "Files" tab that can be used to view, manage and upload new reviewables. To upload a reviewable drag and drop a media file over the reviewables area or click the dropzone to pick a file. -![A tab with multiple reviewables and a file upload dropzone](./assets/review/reviewables_tab_highlighted.png) +![A tab with multiple reviewables and a file upload dropzone](assets/review/reviewables_tab_highlighted.png) ### Default File Support @@ -42,7 +42,7 @@ By default the viewer supports web standard file types that don't need any conve :::info You will see a message to let you know if a reviewable file is not viewable, however anyone with access can still download the file. -![Three reviewables, two that need converting](./assets/review/reviewables_conversion_required.png) +![Three reviewables, two that need converting](assets/review/reviewables_conversion_required.png) ::: ### Transcoding File Support @@ -56,7 +56,7 @@ File types that are not natively supported by the browser need to be converted u :::tip Transcoded media will have filenames with `.transcoded.` in them. You can always download the original uploaded file. -![Three reviewables, two that need converting](./assets/review/reviewables_transcoded.png) +![Three reviewables, two that need converting](assets/review/reviewables_transcoded.png) ::: ## Web Viewer @@ -67,7 +67,7 @@ You can quickly view a Reviewable by using the Web Viewer. To open the viewer: 2. Click on any entity thumbnail 3. Press spacebar on any selection for folders, tasks and versions. -![3 different ways to open the viewer](./assets/review/reviewables_open.png) +![3 different ways to open the viewer](assets/review/reviewables_open.png) ### Player Controls @@ -84,13 +84,13 @@ The viewer comes with all the player controls you would expect and we plan to ad - Grid overlay - Scrubbable timeline -![A video player with all the controls](./assets/review/reviewables_viewer_robot.png) +![A video player with all the controls](assets/review/reviewables_viewer_robot.png) ### Comparing Versions The viewer makes it incredibly easy to compare different versions of the same reviewable. Go to any frame and select the next or previous version. If there's a matching reviewable it will be displayed on the same frame. -![Series of buttons for changing the version](./assets/review/reviewables_version_selector.png) +![Series of buttons for changing the version](assets/review/reviewables_version_selector.png) import versionsSwitching from "./assets/review/viewer_versions_switching_v002.mov"; diff --git a/website/docs/artist_task_progress_page.mdx b/website/docs/artist_task_progress_page.mdx index b49c78a1..dc1daa4f 100644 --- a/website/docs/artist_task_progress_page.mdx +++ b/website/docs/artist_task_progress_page.mdx @@ -8,7 +8,7 @@ sidebar_label: Task Progress Page The Task Progress page was introduced in `1.4.0`. ::: -![Tasks for three folders](./assets/task_progress/task_progress_overview.png) +![Tasks for three folders](assets/task_progress/task_progress_overview.png) ### Overview @@ -32,7 +32,7 @@ import showcase from "./assets/task_progress/task_progress_showcase_v002_min.mp4 To update a task's status or assignees, first select the task cell, then click on the left or middle section. -![Editing the assignees of a task](./assets/task_progress/task_progress_editing.png) +![Editing the assignees of a task](assets/task_progress/task_progress_editing.png) :::tip When selecting multiple tasks and adding or removing a user, the original assignees for each task will be updated to include or exclude that user. For example, adding "John" to tasks will keep the current assignees intact while adding "John" to each task. @@ -42,7 +42,7 @@ When selecting multiple tasks and adding or removing a user, the original assign For more details or additional changes to a task, open the details panel by double-clicking on the task. -![Selected task with a panel open with more details](./assets/task_progress/task_progress_details_panel.png) +![Selected task with a panel open with more details](assets/task_progress/task_progress_details_panel.png) :::tip To quickly view a task's reviewables, press the `Spacebar` on a selected task. Tasks with available reviewables will display a play button in the top-right corner. diff --git a/website/docs/artist_tools.md b/website/docs/artist_tools.md index 4951cc14..c27ae2dd 100644 --- a/website/docs/artist_tools.md +++ b/website/docs/artist_tools.md @@ -8,10 +8,10 @@ sidebar_label: Tools AYON offers a collection of core tools in tandem with the Integrations: -- [Creator](artist_tools_creator) -- [Loader](artist_tools_loader) -- [Library Loader](artist_tools_library_loader) -- [Publisher](artist_tools_publisher) -- [Inventory](artist_tools_inventory) -- [Workfiles](artist_tools_workfiles) -- [Look Assigner](artist_tools_look_assigner) +- [Creator](artist_tools_creator.md) +- [Loader](artist_tools_loader.md) +- [Library Loader](artist_tools_library_loader.md) +- [Publisher](artist_tools_publisher.md) +- [Inventory](artist_tools_inventory.md) +- [Workfiles](artist_tools_workfiles.md) +- [Look Assigner](artist_tools_look_assigner.md) diff --git a/website/docs/artist_tools_inventory.md b/website/docs/artist_tools_inventory.md index 09076c71..68d053e0 100644 --- a/website/docs/artist_tools_inventory.md +++ b/website/docs/artist_tools_inventory.md @@ -7,7 +7,7 @@ description: Manage already loaded products. # Inventory -With Scene Inventory, you can browse, update and change assets already loaded via [Loader](artist_tools_loader) in your current workfile scene / script. +With Scene Inventory, you can browse, update and change assets already loaded via [Loader](artist_tools_loader.md) in your current workfile scene / script. You can think of it as sort of a manager with list of assets in your scene with acompanying information and data. To use it go to **AYON** Menu > **Manage** which opens **Inventory** for use. diff --git a/website/docs/artist_tools_library_loader.md b/website/docs/artist_tools_library_loader.md index 6b38e8a3..45136146 100644 --- a/website/docs/artist_tools_library_loader.md +++ b/website/docs/artist_tools_library_loader.md @@ -7,7 +7,7 @@ description: Allows loading published products from projects of type "Library". # Library Loader -Library loader is extended [loader](artist_tools_loader) which allows to load published products from Library projects. Controls are same but library loader has extra Combo Box which allows you to choose project you want to load from. +Library loader is extended [loader](artist_tools_loader.md) which allows to load published products from Library projects. Controls are same but library loader has extra Combo Box which allows you to choose project you want to load from.
diff --git a/website/docs/dev_addon_creation.md b/website/docs/dev_addon_creation.md index 89cb3276..1894177d 100644 --- a/website/docs/dev_addon_creation.md +++ b/website/docs/dev_addon_creation.md @@ -18,8 +18,8 @@ Below is a list of purposes that were developed over time. - **DCC Host Addon:** Host addon integrates AYON into your favorite DCC. It unlocks AYON pipeline powers straight with pyblish adoption. - **Connector Addon:** Connector addons connects AYON to external services. e.g. - - **Farm Manager Connector:** connects AYON to farm managers like [Deadline](https://ayon.ynput.io/features?addons=deadline). - - **Production Tracker Connector:** connects AYON to external production tracker like [Flow(Shotgrid)](https://ayon.ynput.io/features?addons=shotgrid) or [ftrack](https://ayon.ynput.io/features?addons=ftrack). + - **Farm Manager Connector:** connects AYON to farm managers like [Deadline](/features?addons=deadline). + - **Production Tracker Connector:** connects AYON to external production tracker like [Flow(Shotgrid)](/features?addons=shotgrid) or [ftrack](/features?addons=ftrack). - **Binaries Distribution Addon**: which downloads and distributes binaries to users like 3rd party addon which downloads ocio configs. ## Typical Addon Repo Structure @@ -530,7 +530,7 @@ Oversimplified, we have 3 categories of Host implementations: - We use socket based communication with DCC to show UIs in our process (PS, AE, Harmony, TVPaint, ...). - We don't directly integrate the DCC, but we're able to achieve some degree of integration (Wrap, Celaction, ...). -For more info about how to implement a host integration please fgo to [Host implementation](docs/dev_host_implementation) +For more info about how to implement a host integration please fgo to [Host implementation](dev_host_implementation.md) ## Private and Public Dirs `private` and `public`, as description in the [Readme](https://github.com/ynput/ayon-example-addon?tab=readme-ov-file#private) says, They contains static content available for download. diff --git a/website/docs/dev_addon_intro.md b/website/docs/dev_addon_intro.md index a74b8698..2abcfa0d 100644 --- a/website/docs/dev_addon_intro.md +++ b/website/docs/dev_addon_intro.md @@ -102,7 +102,7 @@ for item in containers: ### Publish workflow -previously discussed in [What is publishing? | AYON Docs](docs/artist_publish#what-is-publishing) and [What is "publishing"? | Pyblish Wiki](https://github.com/pyblish/pyblish/wiki/What-is-publishing) +previously discussed in [What is publishing? | AYON Docs](artist_publish.md#what-is-publishing) and [What is "publishing"? | Pyblish Wiki](https://github.com/pyblish/pyblish/wiki/What-is-publishing) ![](assets/addon_dev/publish_diagram.png) @@ -122,7 +122,7 @@ A `Model` product in Maya should have UVs to pass [Mesh Has UVs](https://github. :::tip Product-Types Vs Representations -It's super important to differentiate between **[product-types](docs/artist_concepts/#product)** and **[representations](docs/artist_concepts/#representation)** when dealing with AYON, and in short: +It's super important to differentiate between **[product-types](artist_concepts.md#product)** and **[representations](artist_concepts.md#representation)** when dealing with AYON, and in short: * **Product-Type**: A product containing a specific type of information, e.g. * **pointcache/animation**: a character animation output as cache of its geometry only (no controls, no bones; just geometry cached) diff --git a/website/docs/dev_api_cpp.md b/website/docs/dev_api_cpp.md index 8a59e536..3bf87c84 100644 --- a/website/docs/dev_api_cpp.md +++ b/website/docs/dev_api_cpp.md @@ -45,7 +45,7 @@ Here's an example cpp project structure #### Fetch Dependencies -Please refer to [Fetch and Build The library](dev_api_cpp#fetch-and-build-the-library) section above for the instructions +Please refer to [Fetch and Build The library](#fetch-and-build-the-library) section above for the instructions and repeat them inside `ext` folder in your project folder. #### CPP Project Files diff --git a/website/docs/dev_launcher.md b/website/docs/dev_launcher.md index 924780f9..f4492c83 100644 --- a/website/docs/dev_launcher.md +++ b/website/docs/dev_launcher.md @@ -23,9 +23,9 @@ AYON is written in Python 3 with specific elements still running in Python2 unti [CX_Freeze](https://cx-freeze.readthedocs.io/en/latest) is used to freeze the Python code and all of its dependencies, and [Poetry](https://python-poetry.org/) for virtual environment management. We provide comprehensive build steps: -* [Windows](dev_launcher_build_windows) -* [macOS](dev_launcher_build_macos) -* [Linux](dev_launcher_build_linux) +* [Windows](dev_launcher_build_windows.md) +* [macOS](dev_launcher_build_macos.md) +* [Linux](dev_launcher_build_linux.md) Output of the build process is installer with metadata file that can be distributed to workstations. @@ -130,7 +130,7 @@ Changing their values will change where addons and dependency packages are store ::: ## Developer mode -[Developer mode](dev_dev_mode) enables to skip the standard distribution process of addons to use local sources of addon code instead. This is useful for development of addon. Developer mode must be enabled and configured on AYON server. +[Developer mode](dev_dev_mode.md) enables to skip the standard distribution process of addons to use local sources of addon code instead. This is useful for development of addon. Developer mode must be enabled and configured on AYON server. There are 2 ways to start in developer mode using command line arguments: 1. Start AYON launcher with `--bundle `. Dev bundle cannot be set as production or staging. diff --git a/website/docs/server_api_architecture.md b/website/docs/server_api_architecture.md index bdb95b33..70a0296f 100644 --- a/website/docs/server_api_architecture.md +++ b/website/docs/server_api_architecture.md @@ -10,8 +10,8 @@ The backend exposes two APIs and redux is setup to handle both under a single ap There are still a lot of legacy queries that inject instead of enhance. Over time we hope to convert these legacy queries to the new methodology. ::: -- REST - https://ayon.dev/doc/api -- GraphQL - https://ayon.dev/explorer +- [REST API](dev_api_rest.md) +- [GraphQL](dev_api_graphql.md) ## Code Generation @@ -19,7 +19,7 @@ We use code generation tools to automatically generate types and queries based o Here is an overview of what is generated (green) and how it is consumed in the app. -![RTK Query oveview](./assets/server/api_querying_overview_diagram.png) +![RTK Query oveview](assets/server/api_querying_overview_diagram.png) **RTK Query docs** @@ -67,7 +67,7 @@ In this tutorial, we will use the **List Bundles** endpoint as an example. - Navigate to `http://localhost:3000/doc/api` to find the endpoint name. Look for `List Bundles -> listBundles`. - ![Get Project Stats](./assets/server/rest_api_endpoint_example.png) + ![Get Project Stats](assets/server/rest_api_endpoint_example.png) :::note The query might already be in use. Perform a global search for `listBundles` to check if it's already set up and can be reused. @@ -86,7 +86,7 @@ In this tutorial, we will use the **List Bundles** endpoint as an example. - The generated queries are split into different files. Ensure you import the correct API reference when enhancing these queries. For this example, import the API from `src/api/rest/bundles.ts` as it contains the query. - ![Import API](./assets/server/rest_api_import_and_enhance.png) + ![Import API](assets/server/rest_api_import_and_enhance.png) :::note Although the queries have already been "injected" into the api we now "enhance" these queries and then export the enhanced queries as React hooks. @@ -96,7 +96,7 @@ In this tutorial, we will use the **List Bundles** endpoint as an example. - Perform any necessary enhancements to the query. - ![Provide tags to endpoints](./assets/server/enhance_with_provide_tags.png) + ![Provide tags to endpoints](assets/server/enhance_with_provide_tags.png) 6. **Export the Enhanced Query:** - Export the enhanced query as a hook to be consumed in a React component. @@ -109,17 +109,17 @@ Writing graphql queries are similar but involve one extra step at the start to d _We use PascalCase so that it's easier to distinguish between rest and graphql queries._ -![Writing gql query](./assets/server/writing_gql_query.png) +![Writing gql query](assets/server/writing_gql_query.png) 2. Create a new file called {GetQueryName}.graphql and write your query. Intellisense should provide suggestions and eslint should highlight when a field has an error. - ![Writing gql query](./assets/server/writing_gql_query_2.png) + ![Writing gql query](assets/server/writing_gql_query_2.png) 3. Once finished `run yarn generate-gql`. This will take your new .graphql file and generate a RTK Query from it whilst also generating the matching types. _You can check this at the bottom of /src/api/graphql.ts _ 4. Enhance the query similar to how the rest queries are enhanced; except in this case we use API.graphql.enhanceEndpoints . - ![Enhancing gql query](./assets/server/enhance_gql.png) + ![Enhancing gql query](assets/server/enhance_gql.png) 5. Follow the same steps from step 3 of creating rest queries. @@ -129,8 +129,8 @@ Often you will want to transform the data inside the query to better structure i We do this by overriding the result type for the query to match the actual response type. As you can see the the query responds with a boolean and we need to tell typescript this. -![Overriding types](./assets/server/overwriting_types.png) +![Overriding types](assets/server/overwriting_types.png) Now when we use the query hook we should see the new type we defined as the data. If we hadn't done this then the type would have been the generated query from step 3. -![Using types](./assets/server/query_hook_types.png) +![Using types](assets/server/query_hook_types.png) diff --git a/website/docs/server_introduction.md b/website/docs/server_introduction.md index b43858ad..f061424e 100644 --- a/website/docs/server_introduction.md +++ b/website/docs/server_introduction.md @@ -20,7 +20,7 @@ Running the docker container is also a great way to start developing on the fron This is a general overview of the different parts of AYON. The server development is written in different parts and then deployed as one docker container that interacts with the AYON Launcher (client). -![Ayon server overview diagram](./assets/server/ayon_server_diagram.png) +![Ayon server overview diagram](assets/server/ayon_server_diagram.png) ## AYON Backend diff --git a/website/docs/server_theme.md b/website/docs/server_theme.md index 723a26a3..2e160a25 100644 --- a/website/docs/server_theme.md +++ b/website/docs/server_theme.md @@ -54,7 +54,7 @@ Developer mode actions and UI use a specific purple color to make them standout This color is a custom color outside of the theme color. -![Purple UI elements for developer mode actions](./assets/server/develoepr_mode_purple.png) +![Purple UI elements for developer mode actions](assets/server/develoepr_mode_purple.png) ```CSS var(--color-hl-developer); @@ -68,7 +68,7 @@ This color is a custom color outside of the theme color. Two specific colors are used to specify the difference between "production" and "staging". These color are outside of the theme color. -![Production and Staging UI elements](./assets/server/prod_and_staging.png) +![Production and Staging UI elements](assets/server/prod_and_staging.png) ```CSS var(--color-hl-production)