
11 October 2005
Setting Up Directory Structures for Lightwave
by Victor
Osaka

In this article we address three topics regarding
directory structures. The first is ease of
use through standardizing how you create your directory structure.
By using the described method, animation life can be much easier. The
second topic is protecting your stock
files by using proper directory methods. And the third is how
this method can make backing up even easier.
EASE OF
USE:
Consider the directory structure on the following chart. It offers some
important advantages:
1. Say you have an on-site assignment and
you are working with several other animators. For some reason you need
to take some time off. Another animator is assigned to continue the
project. A standardized structure will allow them to continue the assignment
with ease.
2. Or perhaps you are on-site but need to
work on the project at home. If the structure is the same as at work,
then there will be a minimum of keyboard massaging to use the scene file
since the only difference is the root. "Big deal" you say!
After years of working at many studios, it is clear to me that if more
people use standardization the better off we will all be.
Look at the chart, below, it is relatively
simple. On the root create a folder called "jobs." Within it
you will have your project folders. Try to give the project name a two
digit numeric suffix. In the chart below this project folder is called
"Disney_03" (which is the third of many Disney projects).
Now, within the project called
"Disney_03", there are several folders beginning with
"Alpha" and ending with "Tools." The associated
files within each folder uses a specific suffix.
These can prove to be very useful in the normal course of a project. A
folder called "Notes" is very handy. Any notes on the project
should be kept here. And I recommend you keep copius notes.
Tip: If you create a dummy structure
having the listed 10 folders under a temporary project name - keep it on
anther hard drive! This will allow you to simply drag it into the
"Jobs" folder (it will copy itself automatically if the
original is on another drive). Immediately give it a new project name.
With no trouble at all your entire project structure will be created.
You might even consider placing into this dummy structure objects which
are used in most all Lightwave scenes (such as a null point called
"CamTrack.lwo" described later or
FractalReflections.iff).
Suffix Issues: Note in
the following chart, that the file naming convention (in blue) shows an
extension for each type file. This is a great advantage, especially
when you need to search or create an exclusion list for any particular
type of file. You can use wild-cards (ex. *.srf for surface files).
You'll notice that there is no final
rendering folder in the structure above. I recommend that you have
another hard drive dedicated to rendering. This drive sees more reads
and writes than any other drive (assuming you archive or delete your
renderings after delivery to the client or to video). Problems with disk
file fragmentation are all too common when you render to the system or
project drives. A separate drive will help with clean up and
defragmentation chores as well.
CONVERTING EXISTING PROJECT
FILES:
So, what do you do if your structure is messed up? Simply create the
directories as shown in the chart above and put everything in the proper
folders (be sure you add the suffix) and reload the scene. Remember that
when Lightwave is loading your scene, it need only encounter the first
image and the first object before it asks you to find the files. After
you find these two first files, you can simply hit return key twice for
each of the remaining instances. It is now very fast. Be sure to save
your scene file before you quit layout.
STOCK
FILES:
Consider keeping a separate folder on a dedicated drive for your
stock images and stock objects (a drive separate from your
"system" files drive and your "projects" drive).
After a while this folder will get very big, so plan on getting a good
sized drive (especially if you decide on using it as a scratch disk or
virtual memory disk).
There are two more compelling reasons for
following this directory structure. First, by keeping all of your stock files
on a separate hard disk (in its own directory and not nested within a
project folder or mixed in with other non-related files), you can easily
back up by simply dragging that folder onto a backup device. Secondly, you can lock out or limit access by other users so as not to
have files modified or deleted by accident.
As stated before, you should consider
creating a dummy structure having the 10 folders with a temporary
project name (I suggest keeping it on the "stock" files hard
drive). This will allow you to simply drag it into the jobs folder. With
no trouble at all your entire project structure will be created. Place
into the "objects" folder an object called "CamTrack.lwo."
This is simply a null object which when loaded as the first object in a
new Lightwave scene, it will always remain at the top of your objects
list -- now you can use the shift-up arrow key in Layout to find it fast.
Obviously, it is used as the target for the camera. Also, consider
placing "FractalReflection.iff" in the images folder as it is
one of the most used images in Lightwavedom.
BACKING UP:
As shown above, when you separate your "project"
files from all other files, backing up can be as easy as "drag and
drop." But, remember that it must be on a separate hard drive
to be truly "drag and drop." You can, of course, always select
the project folder with the right mouse button and select
"copy" if you use only one drive. Then click in the
destination backup folder and select "paste." But, a word of
caution: "don't put all you eggs in one basket." Drives can
fail!
Also, some projects must be resurrected
after a long period of time. If you keep all of the related files in the
"project" folder structure, you can do a simple "drag and
drop" to restore the entire project and get back to work.
I use an Exabyte tape drive for my
backups. It is fine except for one problem, the tapes do not last
forever. It is recommended that the data be placed on new tapes at least
every five years.

Learn more about the
multi-talented Victor Osaka at his website, www.3dman.com
or drop him an email at Cyber3D@cyberverse.com

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