Ah, oks, thanks for the info anyways, I appretiate it.
I’ll be building (most likely it seems) a system based on a SQL (not sure which right now) DB with direct connections from Max, PS, Nuke, additionally Maya and some other progs. we use here, plus some additional connections directly from within Windows for adding etc… assets from the local machines.
I, under ANY circumstances, don’t want my artists to touch the servers from within windows, so I’ll have to design the system etc… the way the apps. will be able to access the servers, but users won’t. Hope it’ll work the way I want.
Then, and that’ll be the last touch, I’ll have somebody to write the web interface, read only, as you have, for asset reviews and general overviews of what’s happening, incl. connections to our renderfarm.
Hopefully, if all this works, by the begining of the next year, we’ll have our studio setup and ready for action. Then we shoul have at least one internal project finished on this system and see if it works as designed or if we need something else.
Basically, all I need is a connection interface from within our apps. the rest is just sugar on top, not necessary for the production. So, even though Shotgun and Tactic both look very, very good and I bet all my fingers they’re super-useful, they’re also most likely way too expensive and perhaps way too robust, so, the current plan is to develop this system in-house and if it doesn’t work and some larger projects come in, we’ll go this way with Shotgun and Tactic.
[QUOTE=lkruel;4096]Well, games are a tad different because we have a database that is actually running in game and knows what asset to spawn where, how much health they have, how fast they move, so on and so forth. Then I have the asset DB which the script populates, and the web frontend connects the 2.
We use perforce which works pretty well for us, I have a python interface to it which lets me talk to it from Maya. And it’s integrated to the game editor by default (Unreal). Technically you could have perforce be tied to the webfrontend by we use the web mainly as a readOnly interface, not editting.[/QUOTE]