Last updated 2 days ago
Launch 3ds Max
3ds Max must be launched via the Launcher, as it sets the studio environment when starting apps.
Locate AYON Icon in the OS tray (if hidden dive in the tray toolbar).
If you cannot locate the AYON icon ...it is not probably running so check Getting Started with AYON Pipeline first.
By clicking the icon AYON Menu
rolls out.

Choose AYON Menu > Launcher
to open the Launcher
window.
When opened you can choose the project to work in from the list. Then choose the particular asset you want to work on then choose task and finally run 3ds Max by its icon in the tools.

AYON Tools
When launching 3ds Max via AYON Launcher there should be AYON Menu visible in 3ds Max top header after start. This is the core functional area for you as a user. Most of your actions will take place here.

AYON Global Tools
Workfile Actions
Set Resolution: Set the render resolution as defined on the current task in AYON.
Set Frame Range: Set the timeline frame range and FPS as defined on the current task in AYON.
Set Colorspace: Set the OCIO conifg as defined on the current task in AYON.
Pipeline Tools
Working With Scene Files
In AYON menu first go to Workfiles menu item so Work Files Window shows up.
Here you can perform Save / Load actions as you would normally do with File Save
and File Open
in the standard 3ds Max File Menu
and navigate to different project components like assets, tasks, workfiles etc.
User should use Workfiles menu exclusively for Opening/Saving when dealing with work files not standard File Menu
even though user still being able perform file operations via this menu but preferably just performing quick saves during work session not saving actual workfile versions.

You first choose particular asset and assigned task and corresponding workfile you would like to open.
If not any workfile present simply hit Save As
and keep Subversion
empty and hit Ok
.

AYON correctly names it and add version to the workfile. This basically happens whenever user trigger Save As
action. Resulting into incremental version numbers like
workfileName_v001
workfileName_v002
Basically meaning user is free of guessing what is the correct naming and other necessities to keep everything in order and managed.
Note: user still has also other options for naming like
Subversion
,Artist's Note
but we won't dive into those now.
Here you can see resulting work file after Save As
action.

Understanding Contextโ
As seen on our example AYON created pretty first workfile and named it il_asset_art_v002.max
meaning it sits in the Project il
being it asset
asset and workfile being art
task and obviously v002
telling user its first existing version of this workfile.
It is good to be aware that whenever you as a user choose folder
and task
you happen to be in so called context meaning that all user actions are in relation with particular asset
. This could be quickly seen in host application header and AYON Menu
and its accompanying tools.

Whenever you choose different
folder
and itstask
in Work Files window you are basically changing context to the current asset/task you have chosen.
This concludes the basics of working with workfiles in 3ds Max using AYON and its tools. Following chapters will cover other aspects like creating multiple assets types and their publishing for later usage in the production.
Creating and Publishing Instances
Keep in mind to check AYON Glossary and About AYON Pipeline So you have clear idea about terminology.
Introโ
Current AYON integration supports many products such as:
camera
product type being 3ds Max Camera object with/without animation outputted as native .max, FBX, Alembic formatmaxScene
product type being 3ds Max scene outputted as native .max formatmodel
product type basically any geometry outputted as abc, obj, fbx, usd and max scene.Pointcache
product type being basically any geometry outputted as Alembic cache (.abc) format.Point Cloud
prt
and TyCachetyc
product types being 3ds Max cache generated from tyFlow plugin and outputted as PRT(Pointcloud)/TYC(TyCache) format.
As tyFlow is an external plugin from 3ds Max, make sure to get it install before using the product types.redshiftproxy
product type being 3ds Max objects converted and outputted as RS format. As Redshift is an external plugin from 3ds Max, user require to install redshift before using the product type.maxrender
product type being 3ds Max scene submitted to AWS Thinkbox Deadline. Currently supports 3ds Max standard renderers, Vray and Redshift for multipass submissions. Only supports Arnold for beauty (RGBA) render submission.review
product type being 3ds Max scene creating preview animation and outputted as video and image sequences(if users select keep image sequences)workfile
product type a copy of your workfile at the moment of publishing.
Publishing Point Cache (Alembic)โ
Simply select any animated geometry you want to export as alembic format and go AYON -> Create and select Point Cache. Make sure to keep your geometry selected before Publish. The output format of the geometry is Alembic (abc).
Loading Point Cacheโ
When you load the Point Cache via AYON -> Load, it creates the container which includes the Alembic object parented to the point cache object.
Publishing Cameraโ
Select the camera you want to export and go AYON -> Create and select Camera. User can go Publish and decide the export options by turning on/off the camera extractors.

MAX Alembic compatibility
The exported Alembic from the current alembic extractor may only be loaded in Max. It may not be compatible with the alembic loader in other DCCs such as Maya.
Loading Cameraโ
The Loader provides several options to load camera. You can import camera in either native Max, Fbx and Alembic (abc) format.
Similar to the Point Cache Instance, the Alembic camera loader will creates the container which includes the Alembic object parented to the point cache object.
The Fbx and max scene Loader import the published camera object which is parented to the newly created container.

Publishing MaxSceneโ
Select any type of objects in the scene you want to export and go AYON -> Create and select Max Scene.
Loading MaxSceneโ
Similar to other max scene loader, it will create the new containers which includes the published max scene object.
Renderโing
After choosing your render setting, select the target camera for rendering in the scene and go AYON -> Create and select Render. When you go to Publish, you can set up the preferences in either creator or AYON setting before the deadline submission.


The Render Instance supports AOV renders for VRay, Redshift, and 3ds Max default renderers(i.e QuickSliver Hardware Renderer, ART Renderer, Scanline Renderer, VUE File Renderer). Merely supports beauty render for Arnold due to the pymxs API limitation.
Make sure removing the old render instance and create the new one if you switch from one renderer to another
Point Cloud/TyCacheโ
Point Cloud Instance only works when tyFlow plugin installed in 3ds Max TyCache Instance only works when tyFlow Pro plugin installed in 3ds Max
Publishing Point Cloudโ
Select the tyFlow object(s) you want to export and go AYON -> Create and select Point Cloud. The exported object(s) would be in PRT format You can add the attributes which needs to be exported in Point Cloud Addon setting before publishing.
Publishing TyCacheโ
Select the tyFlow object(s) you want to export and go AYON -> Create and select TyCache, you can choose the attribute data of tyCache to be exported in TYC format.

TyCache Attributes Option
For users to have more information to know what the attributes they are exporting.
Channels | |
Age |
|
Groups |
|
Position |
|
Rotation |
|
Scale |
|
Velocity |
|
Spin |
|
Shape |
|
Material ID |
|
Mapping |
|
Materials |
|
Custom Float |
|
Custom Vectors |
|
Custom TMs |
|
PhysX Data |
|
Mesh Files | |
Backup at regular itnervals |
|
Geometry Settings | |
Include cloth geometry |
|
Include actor skinned meshes |
|
Include actor skinned meshes ID |
|
Include actor skinned meshes ID value |
|
Include terrain geometry |
|
Include VDB geometry |
|
Include spline path geometry |
|
Include additional geometry |
|
Activate render-only modifiers |
|
Splines Settings | |
Include Spline Paths operators |
|
Include additional splines |
|
Loading Point Cloud/TyCacheโ
When you load the point cloud through AYON -> Load, Max will create tycache object in the 3ds Max modifier's list and load the published PRT.
Publishing Redshift Proxyโ
Redshift Proxy only works when Redshift is installed in 3ds Max and it is the current renderer in the scene.
Select the object(s) you want to convert as redshift proxy and go AYON -> Create and select RedshiftProxy. The exported objects will be outputted as RS format.
Loading Redshift Proxyโ
You can load the redshift proxy through AYON -> Load, it will then load the redshift proxy with the converted object(s).
Reviewโ
Select the target camera you want to create preview animation and go AYON -> Create and select Review. You can set up the preferences(e.g. resolution) before creating the instance.
Admins can define default values in Create Review addon setting.

You can always edit if you want to create preview animation with different settings. You can also choose what to include in the preview animation.

Validatorsโ
Validate Frame Rangeโ
This validator checks if the frame range in the scene aligns with that in the AYON project settings. Admins can set default value and mark it as an option plugin in Validate Frame Range addon setting.
If the validator is marked as optional. Youโll be able switch on/ off in in the Publisher Tab.
