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Pyblish

Pyblish let’s you create content pipelines, and is aimed at VFX & games.
It’s a plugin based system, that’s dcc independent, so you can use the same pipeline in different apps, such as max, ,maya, Blender, substance, …

It’s great especially for validation, so artists can run the tool and it will tell them what’s wrong with their file.

Pyblish is created around the concept of plugins:

  • collector plugins collect instances, which are saved in the context
    (e.g. collect meshes)
    why use instance collection in validation
  • validator plugins validate instances
    (e.g. the mesh has no n-gons)
  • extraction plugins export instances
    (e.g. export the mesh from dcc to disk)
  • integration plugins handle various integrations
    (e.g. update Jira or the CMS for the mesh)

The plugin workflow is very powerful, allowing for the creation of a more modular pipeline. Whereas the traditional gamedev pipeline is often unique for each studio and hardcoded to the project, making it hard to reuse.

Limitations

  • Pyblish has it’s root in the VFX industry, so some parts make less sense for gamedev.
  • It’s maintained by only 1 person, Marcus. Who’s not actively working on it anymore.
  • My studies on the limits of Pyblish: Pyblish issues

my notes