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Player workflow to requeue frames in Deadline

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  • Player workflow to requeue frames in Deadline

    We use Player as a primary frame sequence viewer for everything we render. Double clicking a task in Deadline Monitor open Player and loads the footage, pretty typical. I find myself frequently tracking down bad frames and having to check the frame number and go back to deadline and scroll in the list to requeue it. It'd be slick if there was a pipeline to press a button in Player and send the command back to deadline to requeue it. Anyone done something similar?
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  • #2
    Hi there,

    I honestly doubt that it would be possible, since it would require chaos player to talk to deadline repository and find out which job it is, which frames are to requeue etc. Its a long shot to have that working. With that said, I really don't think you should be experiencing that many dropped frames, I would suggest finding out the root cause of the failed frames and solve that, as in return it would save you much time and sanity down the road.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

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    • #3
      Yeah I acknowledge it's a longshot, just felt like there could be an easier way so thought I'd post the idea to see if anyone else has a potential solve. I understand the intricacies involved with Player not having a direct connection to Deadline, or that being out of scope for Player directly. But I was thinking since I'm launching Player from Deadline in the first place, maybe the job id could be passed along through that process somehow. Worst case scenario, a potential workflow I could envision would be a Deadline script that stores the most recently viewed job id to a local file, but as far as I know Player's command execution workflow is more for automating layer setups in Player - I'm not aware of any Player ability to execute elsewhere, so I ask...

      And sure, I find the root cause and fix it per job/shot when possible, of course. That doesn't necessarily prevent something going wrong on the next one, on a different machine or when we're talking multiple artists at multiple locations, simultaneous different projects going on at once, with a variety of different plugin dependencies, etc the notion that never there shall be another bad frame rendered is a bit idealistic IMO. Requeuing frames is a feature of Deadline for a reason. When a project is due tomorrow and I need to patch a few frames, anything to make that go quicker helps.

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