
As you might know there has been a significant change in the latest Shotgun API that’s somehow transparent to the CPython users, but presents a rather significant roadblock for IronPython users (including our duberPython bridge, that is based on the IronPython engine).
First, let’s discuss what’s changed in the API so dramatically that it breaks IronPython compatibility. It’s the introduction of a JSON formatting that requires a few specific CPython libraries that are not available in IronPython. The effect it has on CPython users is a faster data transfer to/from Shotgun, but other than that, the API looks to be unchanged from a user point of view. You still keep calling the same methods and you’re getting back the same objects. From IronPython point of view, you’ll hit a roadblock as there are a few modifications you’ll have to make to the Shotgun modules in order to make them run in IPy without issues.
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As with my previous post, I’m preparing a few handy tools for 3ds Max artists using Mari and Nuke. This bit is the fun part with Nuke: live communication between 3ds Max and Nuke.
Stay tuned!

I’m starting to write a useful set of tools for Mari and 3ds Max users. This is the very beginning – establishing reliable communication from 3ds Max’s MAXScript console directly to Mari.
I’ll keep you posted.
Here’s a video demonstrating the power and practical usage of Shotgun (data) brought over to 3ds Max natively via our Python plugin, duberPython.

I’m, along with Gavin Greenwalt from Straightface, featured in Thinkbox’s study that took a look into the Deadline Power Management feature and how it can help save your studio money in the end.
Go ahead, it’s an interesting read.

Every TD knows that command line tools are among the most powerful in their arsenal of tricks and secrets.
I want to mention RVIO, as today it saved me quite a lot of time (again), which is absolutely key when a deadline is coming.
My client requested a minor tweak of animation (a lip sync, to be concrete) on an almost finished shot. So, the general approach would be to do the change, have the animation data go through the pipeline and at the end have the finished frames ready to be loaded in an existing edit, which then gets rendered out and the final result gets showed to the client.
All fine, until you realize your render farm is completely full with other shots, so you have to skip the “beauty” pass rendering and only present the client with a, somehow, polished preview directly from your 3D package, which isn’t the safest way, trust me. But this client is great and understands that what he sees is actually only a preview of the animation.
So, the last piece of puzzle to solve is to get the preview assembled with additional layers of information (such as frame number, shot name etc…), basically a slightly customized overlay. All this sounds nice and simple, you just open up (in my case) Premiere Pro, swap the layers, render out the portion you need and be done with it.
But this certainly isn’t the TD way.
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Just a quick shout about the compatibility of duberPython and the latest and greatest IronPython 2.7.1 release (released a couple of days ago). All working smoothly and quickly, as expected.
Should you need more info on duberPython or what we’re doing with it and Shotgun or Tactic, just drop me a line and I’ll be more than happy to show you how cool duberPython is.

I’d test driven RV a few months ago to see what all the fuss was about. I was kind of satisfied with RV at that time, but didn’t really have a strong reason to switch from my beloved FrameCycler. Now, however, I needed a strong platform for conforming, ingesting and generally managing my review and delivery pipeline. My two immediate options were MetaRender and RVIO.
First of all, I am not a big fan of acquisitions. I admit it’s sometimes to the better for all of the parties involved, but sometimes, for the worse. I personally don’t see Adobe investing too much (at least not in the begining) to FrameCycler and MetaRender. They admitted they were more interested in the color grading suites. Secondly, RVIO provides a bit more robust framework for transcoding etc… and seems overall more powerful.
So, that’s the reason right there, I’m slowly switching to RV mainly thanks to RVIO. I wish FrameCycler all the very best, I certainly don’t want to see it go and it most likely won’t go anywhere, but, I think there are more interesting things happening on the RV side.

That’s right, folks! I am thrilled to announce, that Pixomondo, the company behind some of the most challenging VFX shows, such as Sucker Punch, Iron Man 2 or 2012, has purchased and implemented our duberPython plugin for 3ds Max, allowing them to tightly integrate software, such as Shotgun, into their complex pipeline.
We’ve also helped with scripting Shotgun wrappers and optimizing the duberPython engine to suite Pixomondo’s needs. This resulted in a more refined, streamlined and faster IronPython connection for 3ds Max TDs, scripters, developers or even regular users.
A few key points of duberPython:
- It allows for direct calling of Python code from within MAXScript
- Also allows for Python script files to be called with unlimited number of arguments
- duberPython supports behind-the-scenes data type conversions between Python and MAXScript
- duberPython is a dotNET assembly, which means it’s a 3ds Max version and release agnostic (can run on Max 9 to 2012, both x64 and x86)
- duberPython is built on IronPython and thus supports the latest dotNET version and 3ds Max releases
- duberPython was created for the sole purpose of enabling 3ds Max users to use tools like Tactic or Shotgun
- duberPython is available for licensing! Get in touch for more info.
I’d love to show you more, so, you can either wait for me to make a nice presentation and put it up here, or, you can get in touch and I’ll give you a private presentation and provide you with a fully functional, time-limited, version of duberPython.

I’ve been really lucky to have been able to use Shotgun as a developer for some time now (getting to know the API, integrating it into 3ds Max pipelines, etc…).
Now, for the first time, I’ve actually tried to use it on a production we’re working on here at duber studio. The reason is the sheer amount of shots needed to be done, even though they are not very complicated.
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