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Basic Concepts

Introduction

Ignite works directly with the file system when it comes to project structure. There is no database in between which allows you to make manual changes. There are a few restrictions though so it is recommended you work through the UI as much as you can.

Each directory can be one of the following types:

Overview

The recommended structure is that each project is sectioned into at least a couple of Groups. One of them should be used for asset builds and the other one for shots. Ultimately you will be creating scenes and exporting assets within Tasks, but it is advisable you nest these into further Directories for organisational purposes.

Asset Builds

Each asset build should be in its own Build directory and should contain the following Tasks:

  • For a single artist setup you can do all the work within a single "Asset" Task.

  • For multiple artists or a department-like setup you can create multiple Tasks like "Model", "Surface" and "FX". Each one of these will have their own exports and a final "Asset" Task can be used to composite everything together and export the final asset build.

If you wish to categorise your asset builds, for example “vehicles” “buildings” “characters” etc, you should use the generic Directory type directories inside your asset builds Group (same for any further sub-categories) and create your Builds within them.

Shots

Shot Tasks should live inside Shot directories, with the shot nesting depending on your output expectations. You should use the generic Directory type directories for anything in-between Groups and Shots. Here’s a few examples of how you can structure your shots: Shots E01 0010 0020 0030 E02 0010 0020 0030 Shots S01 E01 0010 0020 0030 Shots SEQ02 0010 0020 0030 SEQ01 0010 0020 0030