Stitch Pipeline is a metadata format that has the similar idea in mind as XML, but is specifically formatted for visual effects (VFX). The main idea is to define information in a scene into a simple format that is humanly readable and editable. The extension ".stc" is used for stitch files. Stitch stays true to the idea of metadata in that as metadata is built, it in itself becomes data and can be stacked. A .stc file calls another .stc file, and so on.
Contents
The Format
In its current state, stitch is broken down into multiple different types of files with minor differences, but which share the same concept. There are basic building blocks that each of the stitch files have in common.
More information on specific kinds of defineType:
The Stitch format is malleable. Meaning that the name-structure for each type of file can be used differently. Look at the example below, the name "group" is used as a null with a transform in a Geometry: file in a Shader: it is used as a separation block.
The separator defineType is a special name where there is only information that is being defined for one type: element, shader, light, etc.
There is also the brackets {} that are required to enclose each type of data. For example, defineLight key {} encloses the entire define group below and lightSphere key_LightSphere {} encloses the entire lightSphere group but it still inside of the defineLight key {} group.
Below you will see two different files. These are used to save and created a light. One is used to hold shader information and the other holds light geometry information.
lightGeom.stc
group Model { transform: {0.0 0.0 0.0 0.0 0.0 0.0 1.0 1.0 1.0} defineLight key { lightSphere key_LightSphere { transform: {0.0 0.0 0.0 0.0 0.0 0.0 1e-12 1e-12 1e-12} } light Model.key { transform: {0.0 0.0 0.0 -45.0 35.2643896828 30.0 1e+12 1e+12 1e+12} } } }lightShader.stc
defineLight key { material: /home/user/lights/spotlight { category: fill, parRayContrib: 0.0 intensity: 0.75 maxintensity: 0.825000047684 lightcolorR: 1.0 lightcolorG: 1.0 lightcolorB: 1.0 shadowCam Model.key_ShadowCamera { ShadowCameraLinker True resolution 1024 samples 4 } } }Stitch Pipeline Files
Along with the Stitch file format there is also a base set of files that "hook" together. These files are created during each stage of production. For example, the following is how an asset would be taken through the phases from modeling to rendering.
Example: Create an asset named "eagle01" and save it in format .gto
NOTICE: In these files there is only 1 number. This is not a version, it is a numbering system that allows multiple models with similar names to exist like eagle01, eagle01 and so on. This works well for packages like Massive and such or even if you have a flock with small similar characteristics.
Modeling
Rigging
The easiest way to do rigging is to save it with the model with no change to the stitch files; stitch enables separating such as rigging from the model.
LookDev
Matchmove
Shot Production
At this point, we are finished with a model asset. We can go on to shot production. There are various steps for shot production and they are based on what was created already.
You will see below some of the variances that exist.
Layout
(Layout is an optional section and depends on the shot type.)
Animation
The files needed for animation are based on what has been created already.
Shot Directory
The shot files are dependent on what information is in the published area. Coordinators should know where the shot currently sits.
There are multiple scenarios from which a shot can be built. In this example, we have a bg plate, animation, the eagle model, and a layout scene for shadow elements.