Sins provides a full pipeline which is easy to use. Here are some tutorials about how to use the plugins in each dcc.
Here's a complete workflow of the process from asset modeling to shot comp.
- Asset level
- Create assets and variants.
- Model in maya, Create and switch variants and Submit playblast. After review pass, Submit mod. You can also use usd to combine an asset based on components. Before this, you may Export component.
- Do rigging and Submit rig.
- Import mod in katana. You can also Create variant and switch in katana. Do lookdev and Export lookfile in katana. The usd material can be view in maya via GL(Hydra) viewport. If you use arnold for material, it can also be seen in Arnold(Hydra).
- Import mod usd in maya and do layout for set asset. For some asset, you may need to Do layout in houdini, for easy instance work.
- Shot level
- Create project and sequences. Create shots and import storyboard reference in hiero.
- Create usd shots.
- Do layout for base shot and submit.
- Initialize scene in maya.
- Import rig, do camera animation, then Submit playblast.
- After review pass, Submit camera. If you do some layout overrides in the scene, need to Submit shot layout. If you do asset animation, need to Submit shot animation. You can do layout and camera in lay step task and do animation in ani step task, or both in same step task. Sins doesn't have limitation about this.
- Initializate scene in houdini.
- Do pyro or dynamic simulation in houdini and Submit flipbook.
- After review pass, Export and submit efx cache.
- Import pre-lgt in katana and do lighting. Render from katana. You can also Export light from katana, which can be import back in maya and view.
- Import lgt images in nuke and do comp. Render from nuke and Submit.
- After any versions submit to Sins with preview, you can Review in rv.