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Shotgun project creation steps

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Revision as of 10:30, 29 July 2022 by Paul Dreisen (talk | contribs) (Creation Steps in Shotgun)
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Welcome!

This page contains some information and a step by step tutorial on how to create new Shotgun projects at Parasol Island.

Creation steps in the Agentursoftware.

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  • Choose a proper name for your project without any special characters like "#-$§%&/()/&äöü"
  • Think twice if you will need the project folders on our server, for producing the images or movies we do only need ONE folder, not a folder for each "Nachkalkulation" or "Adaption"
  • If the project is done bei FLM and ANM we only need one folder created on the server because we will only do the work in one of them. In case this happends, only create the ANM project on the server.
  • After taking all these steps you can create the project in the Agentursoftware.

Creation Steps in Shotgun

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  • We do have a working script which creates the newly created project in Shotgun and on the server. The creation is not automated, so please contact michael.dinitz@parasol-island.com or paul.dreisen@parasol-island.com.
  • Find the project in Shotgun by copying the name from the Agentursoftware and paste it in the search field on the upper right side of the Shotgun website. Error creating thumbnail: File missing

Make the Shotgun project usefull

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  • After a project is created in Shotgun it will be completely empty. So you will need to fill it up with the most important information.
  • Here is a guideline which information should be added for a perfect project start.

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Next steps from a producer point of view

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  • So now you do have a project filled with the most basic information to get it started.

- Some things are still missing: assets, shots and sequences (consider sequences as edits)

  1. Assets are the little parts a project is build from, for example the Lenor bottle which is used in a packshot
  2. Shots are the next bigger part in a project, they are build with the various assets and in this example the "packshot" contains the bottle created in the assets.
  3. Sequences are edited out of several shots, so they are in our case the end product in which we combine all the work before.

Depending on the project some of these "ingredients" can be instantly created, filled up with a task assigned to one of our artist do do it. Examples would be.

  • A Pitch image (-> create a shot called "Pitch")
  • A mood cut (-> create a sequence called "Moodcut...)
  • A penguin (-> create a asset called "Penguin")
  • .... there is no way of writing down everything which could happen, so the more information we have, the better and faster our artists can do their work.