Scene Harvest
Batch-extracts mesh, rig, material and dependency data from Maya and USD scenes into Parquet datasets, with checkpoint and resume, a desktop app and charts.
View on GitHubI build the Python, Maya and USD tooling that gets artists' work from scene to screen. Ten years in VFX and animation, most recently as Senior Pipeline Developer and Lead Support Developer at Pixomondo on House of the Dragon, Star Trek and The Boys.
Shows and films I supported as a pipeline developer recently.
Studio systems I developed over several years and dozens of releases, used daily across departments and sites. The code belongs to the studio, so these are written as case studies.
Heavy environments and crowds made layout, animation and lighting scenes slow to open and painful to swap.
A custom Maya plug-in node and command set that holds every representation of an asset (proxy, render, GPU cache, Alembic, USD, renderer standins) and switches between them per department, with an asset manager UI and attribute editor templates.
Assets, animation caches and shading moved between Maya, Houdini and the farm in different formats, and every handoff was rebuilt by hand.
The studio's import/export layer: chunked Alembic and USD export with custom mayaUSD chasers, scene rebuilds from USD data, and a DCC-neutral library that generates per-asset and per-shot USD stages with references, payloads, variants and shading overrides.
Animators and layout artists spent time setting up cameras, overlays and color for every review, and results varied by artist.
A playblast system with per-camera capture, HUD overlays, color-managed output and a queue of post actions: multiview comps through Nuke, encoding, publishing a Version to ShotGrid and opening it in RV for review.
Assets and caches were approved without being seen under real lighting, so problems surfaced late in shots.
An automated QC render pipeline that assembles a scene from published caches and USD standins, sets up render layers for Arnold, V-Ray or Maya Software, submits to Deadline and publishes the results back to ShotGrid.
Maya and USD tools I build and maintain in the open, tested and ready to drop into a studio pipeline.
Batch-extracts mesh, rig, material and dependency data from Maya and USD scenes into Parquet datasets, with checkpoint and resume, a desktop app and charts.
View on GitHubGlowing motion and sword-slash trails for any animated object in Maya, fitted to the motion, with a Qt window and drag-and-drop install.
View on GitHubCustom Maya transform node and command for switching asset representations, with undo, a context resolver, a panel and a right-click menu.
View on GitHubSkin-weight proxy cutting, IK/FK matching, an mGear component and rig validation, on a Maya shelf.
View on GitHubValidate-then-publish checks for Maya assets, ending in a USD asset with LOD variants and materials. A rethink of tools like Pyblish.
View on GitHubLead Support Developer and Senior Pipeline Developer. Maya and USD asset pipeline, publish and validation, render farm automation, and leading pipeline support.
CG Supervisor and Pipeline Developer.
Pipeline Developer and Rigging TD.