[:arrow_left:](/WQum2tYYSXGaBjnU2wMxzQ)To Pirata Dashboard [:arrow_left:](/FQqugZ49RLOLDOdm0Z1GlQ?both)To TD Dashboard # **Sanity Check** TD_Pirata ###### tags: `TD` `Roadmap TD` `Sanity Check` `DashBoard` :::spoiler Script Dependencies: tk-framework-millimages\hooks\tk-multi-publish2\tk-maya\PirataEtCapitano02\publish_session_modeling.py calls millimages.maya.libraries.reads et checks millimages.maya.tools.PirataEtCapitano.modeling.mdl_checker ::: :::info Lancer le publish depuis shotgun afin de vérifier si la scène est publishable. CLiquer sur validation complete pour le détail du log. ::: ![](https://i.imgur.com/1sJl1hI.png) :::warning Le log décrit les erreurs bloquantes en rouge. Si après "End of sanity check" il est indiqué que la scène n'est pas prête à être publishée, un bouton "correct modeling" apparait. ::: ![](https://i.imgur.com/zWrx5kZ.png) Il lance l'outil suivant: ![](https://i.imgur.com/8errMpE.png) :arrow_right:[ Lien vers le détail de l'outil Modeling_Checker](https://hackmd.io/CyC_faH1S0W3PgL0qg0vGg?view) ------------------------------------------------------------------------------------------- Détail des checks effectués: **GLOBAL ON SCENE** - Check time unit (PAL). - Check if redshift loaded. (must be unload) - Check unauthorized nodes (not a transform, a shape besides default nodes). - Check unknown nodes. - Check namesspaces. - Check display layers (must be cleaned) - Check top node name. (must be same as scene) - Check top node pivot (must be world centred). - Check top node freeze transform. (must be frozen) - Check if scene has ref. (no ref allowed) - Check if scene has materials besides default.(must be only lambert) - Check if scene has selection sets. (must be cleaned) **ON GROUPS** - Check of nomenclatures (must start by U_, C_, L_, R_ and ends with _Grp) - Check if group is freeze transform - Check if group is hidden (must be visible) **ON MESH TRANSFORM** - Check of nomenclatures (must start by U_, C_, L_, R_ and ends with _Msh) - Check of shape's nomenclature (must be same as transform+Shape) - Check if mesh is Freeze Transf - Check if mesh has history (must be cleaned) - Check if mesh has double shape (must be cleaned) - Check if mesh is hidden (must be visible) - Check if mesh has wrong render stats (must be by default) - Check if mesh is an instance (must be cleaned) - Check if mesh has cleanup issues (must pass cleanup) - Check if mesh has poly color set on it's vertex. (must be cleaned) - Check if mesh has ngones (must pass cleanup) - Check if mesh has geo size issue (must be at least 4vtx, 4 edges and 1 face) **CAHIER DES CHARGES** - Nodetype: en théorie que des groupes, des transforms et des shapes / pas de controllers, locator, nurbs, sahders etc - 25 FPS - top node = nom de la scene sans la version + _MDL / groupe - Top node au centre du monde ? - Pas de references - ~~No render/display layer~~ Stby - Pas de groupe vide - Calcul bounding box pour éviter superposition (oubli du gabarit sous le high poly par exemple) - Pas de node redshift - Pas de redshift en mode par defaut dans la scene - Au moins une face, 4vtx, 4 edges - ~~UV set unique~~ - Pas de lamina faces - Pas d'edge zero lenghts - Pas assignation par face - Unique shader = lambert1, unique sg = initialShadingGroup - Naming shape: myTransform_01|myTransform_01Shape - Render stats - Visibilité on partout - Pas d'instance - Check render stats - Pivots, local/world space - Normals inversées, ngone, non-manifold etc. - Eventuel attributs obligatoires/interdits? -------------------------------------------------------------------------------------------