Lass Uns Treffen!
Shotgun will be at FMX talking art, technology and business with 3,000 of our industry friends. This year’s theme, The Realtime Experience, falls right in line with our goal of reducing friction to help VFX, animation and games studios go faster in production. We’d love to meet up if you’re there too.

Here’s where we’ll be:

Available to meet you one on one anytime during the Conference.

Presenting with Warner Bros., Scanline and The Third Floor: “300 Ways to Visualize an Empire from Previs to Final.” Wed. April 23, König-Karl-Halle, 11:00 – 12:00 www.fmx.de/program2014/event/3767
Don Parker will detail the production management infrastructure that connected the different departments and vendors.

Participating in a panel discussion: “Virtual Production/Long Distance Methodologies.”
Thurs, April 24, Raum Ulm, 14:00 – 15:30 www.fmx.de/program2014/event/3743
Don will join with panelists from Autodesk, Cloudpic, ReelFX, Filmakademie Baden-Württemberg and Double Negative to dive into issues of pipeline, teamwork, crewing, education and collaboration in the world of remote/long distance production.

Socializing: Looking forward to seeing you at assorted happy hours and parties!

See you there,
The Shotgunners
More Goodness in Shotgun 5.3
While the new Client Review Site has taken the spotlight, Shotgun 5.3, released April 12, includes other new features that ease friction in your day-to-day, including:

Screening Room Web Player Enhancements – An updated frame/time remaining counter and audio mute button, and re-orientation of action menus to the timeline provide more fluid usability, while progressive media loading and enhanced buffering deliver faster playback in the browser. We’ve also added a mute toggle, which comes in handy for those using Screening Room with Skype.


Big Buck Bunny - footage courtesy of (CC) Blender Foundation, www.blender.org

Playlist Locking – Prevent unexpected changes to your playlist, whether you’re using the Client Review Site or just working with large teams.




Contextual Labels for Notes – Notes displaying in Activity Streams now have context badges that identify what they’re part of and where the note came from.

See the Release Notes for a complete list of features and fixes and as always, let us know what else you’d like to see.

Labels:

Sharing Simplified: Shotgun Client Review Site is Here!
Over the weekend we released the new Shotgun Client Review Site. Now you can share media with clients outside the studio on mobile devices securely, with one click, through free, unlimited client accounts. Because the Client Review Site is completely integrated with the rest of your production, there’s no missed information and no need to transfer media or notes anywhere else -- all feedback is tracked and recorded in Shotgun. The goal was to turn an extremely labor-intensive process into a single click, for you and for your clients, to get things moving faster.



Here’s how it works:

Sharing – Since your media is already in Shotgun, you simply drop the work to be reviewed directly into the Shotgun browser using the Media tool, add it to a playlist and click ‘share.’ The playlist is published directly to a secure page of your site designed specifically for client presentations and an email is sent to the client. You can share media to as many clients as you need to through unlimited free client accounts.

Reviewing – The client gets an email with your studio’s branding and a link to access the playlist, which they can view from their desktop or mobile device. They see a simple layout and can comment with notes or even draw directly on the frames.

Automatic Notes Integration – You’re notified as soon as the client makes a comment. Client notes and annotated frames come right back into Shotgun automatically, linked and addressed to the right people, with permission options in place for who can see them so feedback can be clarified before it hits the production floor. There’s no need to import notes from multiple spreadsheets or email ever again!


“Shotgun with Client Review is the best of both worlds -- we have exactly what we want with shot tracking and exactly what we want with client review,” said VFX Producer Mike Gaines, who beta tested the Shotgun Client Review site in production on episodic TV shows. “Having both in the same workflow so that the client can give us a note and it’s automatically in the Shotgun database is the perfect synergy of those two things. Clients are loving it too. Before we were emailing links to download files back and forth and some people couldn’t play files and it was a big mess, then tracking notes and approvals in addition to that was mind-numbing. This has been a godsend for us; a one-stop-shop for all of our tracking needs and client review needs, all talking to each other.”

Thanks to Mike and all of the studios who collaborated with us to beta test the Client Review site in production -- your feedback has been invaluable!

We look forward to hearing about your experience. Give it a try and let us know what you think.

Try Shotgun for Free

The Product Team will host webinars to introduce the new features, talk through what's next, and answer any of your questions on Wednesday, 4/16: 5-6pm PT and Thursday 4/17: 9-10am PT. Just email us at contact support@shotgunsoftware.com if you'd like to join.

Big Buck Bunny - footage courtesy of (CC) Blender Foundation, www.blender.org

Labels:

Our Heart is Not Bleeding

What’s The Issue?

Earlier this week there was a public disclosure of an OpenSSL bug referred to as Heartbleed. It’s a very serious problem, and affects a large number of sites on the internet.

What We Have Done

Our security team checked our servers immediately, and verified that all of our client-facing servers were not affected by this vulnerability since they are running an older version of OpenSSL that did not have the flaw.

But because this flaw was so widespread and existed for two years in the wild, we were concerned about the possibility that our secret keys could have been compromised some other way, such as when we uploaded them to our certificate provider. So to be extra safe we reissued our SSL certificates with a new secret key.

We use Zendesk for our support forums, and their servers did need to be patched, so we also reissued the SSL certs used on our Zendesk sites (support.shotgunsoftware.com and toolkit.shotgunsoftware.com).

What You Should Do

Because our servers were not vulnerable, you don’t need to do anything for your <client>.shotgunstudio.com site. That said, it’s never a bad idea to change your passwords on a regular basis, particularly if you (or any of the users on your site) are using the same password on other sites that may have been compromised.

If you have an account on our Zendesk support sites (support.shotgunsoftware.com or toolkit.shotgunsoftware.com) you should change your password for that account.
Hiero to Nuke and back again
The Foundry's popular Hiero products have been integrated with the Shotgun Toolkit for more than a year. Recently, working closely with customers at several studios, we've developed new features that unlock the full Hiero-to-Nuke and Nuke-to-Hiero workflows.
Launching Hiero
It all starts when you launch Hiero from the Project's menu and go through your standard ingest process, exporting using the Shotgun Shot Processor thereby creating your Shots, Tasks (this workflow is described in detail here).  A new task type has been added since that video was made -- the Shotgun Nuke Project File task.  This task does the same thing as the built-in Hiero Nuke Project File task, but the scripts have Toolkit aware write nodes, and the results are published to Shotgun once the task completes.

Hiero export
Because these files are created in a Shotgun Toolkit compatible way, the publish is available when a compositor opens up his/her task in Nuke and uses the Toolkit file manager to browser for publishes.  The file manager lets you open up a new script based on that initial Hiero publish, which has read nodes for the source media and Toolkit write nodes (which know where the pipeline expects the renders to be written) already added.
Opening the publish
This script is the baseline for the comp.  You can quickly get to work, and when you are ready, render out the Toolkit write node and publish the results.  That publish will go into Shotgun and be available for review.
Work based off of the Hiero publish
Publishing the comp render
Once there are comps to pick up, back in Hiero you can use the Build Track context menu to select the render destination that has been added to the export settings by default.  By using that render destination, any publishes are automatically detected and built into a new track. And now all of that media from Nuke is available to the editor.
Building a track
This configuration is easy to setup.  You need to make sure that the paths that you use for Nuke publishes are compatible with Hiero's pathing system (which excludes things like resolution from the filenames) and that the Nuke scripts which Hiero publishes are named so that the publishes are delivered back to a spot where Hiero expects them. While the details are a bit technical, this is a pretty quick change -- in fact, the image posted here actually shows all the changes needed. (Anyone interested in the technical details can email us at toolkitsupport@shotgunsoftware.com. We’re happy to walk you through them).
Toolkit configuration
We have also merged in a change from Sebastian Haas (thanks Sebastian!) that lets you easily add any Shotgun data from your Shot to the export paths in Hiero easily, simply by editing your Toolkit configuration. Check out the custom_template_fields and hook_resolve_custom_strings configuration options here for more info.

We hope you enjoy these new features!  As always, emails us at toolkitsupport@shotgunsoftware.com with any questions, suggestions, or feature requests.

Labels:

Catch up with Shotgun at NAB

Remote collaboration, multi-studio workflows, cloud-based production, security requirements, changing business models – it’s a lot to address and you’re probably heading to NAB to feed your head. We’re thinking about the same things and building tools to help ease your pain. We’d love to meet, understand your latest challenges and share our newest developments. Here’s where we’ll be:

- Available to meet you one on one anytime during the show  

- Speaking: Content Creation in the Cloud: Post Production – Tuesday April 8, 2:00, S225 http://bit.ly/OScVTt

-Customer presentation: Cluster Studios, VFX for Commercials -- The Foundry booth SL6329

-Kicking back: looking forward to seeing you in Vegas’ finest social establishments!


See you there,
The Shotgunners
Shotgun for Games: Announcing Perforce Integration
We’re pleased to announce that we’ve integrated Shotgun’s production management and review tools with Perforce, the games industry’s top solution for source control. Our new plug-in for Shotgun’s Toolkit speeds game development by linking tracking, scheduling, publishing, review, and more with Perforce, directly from within Maya, Photoshop, and other creative tools artists use every day. It unlocks a unified pipeline that helps teams collaborate more efficiently and go faster in development.

Take a look...



Perforce integration for Shotgun is in private beta now and will be available for public beta the week of March 17. Sign up here and we’ll email you the link to download and become part of the program. Or, keep your eye on our blog for availability news.



See it in action at GDC!

If you’re going to GDC (March 17-21 in San Francisco) we’re showing Shotgun/Perforce integration there -- we’ll be in the Perforce booth (824) Friday 10-12 and in a suite at the Four Seasons all week. Email us if you want to come by and see it or if you want to set up a private demo in our fancy hotel suite.

How does Perforce integration help game development go faster?

This new tool connects some important dots for everyone on the team that saves precious time.

- Artists can check assets in and out of Perforce directly from within Maya, Photoshop and other top tools, using Shotgun’s artist-friendly user interface – never having to leave their creative applications.

- Managers can easily connect art-tracking data such as character art lists and tasks directly to Perforce check-ins in each asset’s update stream, to keep teams apprised of latest versions. Reports based on Perforce check-ins and the option to query and drill down into check-ins provide access to asset details.

- Pipeline engineers can leverage the growing library of Shotgun Toolkit applications -- launchers, loaders, publishers, asset browsers and more; with source available on GitHub -- to customize, extend, and build essential artist tools quickly and deploy them rapidly to their teams. Shotgun provides frameworks to handle Perforce interaction so engineers don’t have to start from scratch.

Leads have immediate access when the review process and notes from Shotgun are connected to the assets checked into Perforce. Studios can link reviewable media with Perforce check-in and/or automate the creation of reviewable media with check-in.

- All project participants can see important asset information such as creative briefs and notes in the same location as the Perforce check-ins. Through an automatic project update feed, thumbnail images for each check-in are created and added into Shotgun’s update streams so everyone can see the latest version of any specific asset or across the entire project in a familiar social-media style feed.

Support for Shotgun/Perforce integration is a free software update to Shotgun’s Pipeline Toolkit for all clients.

Get more info on Perforce at perforce.com.

Labels:

Shotgun Hackathon 2013!
Behold the annual Shotgun Crew Hackathon -- where there are no rules and the winner gets a honey baked ham (or in this case, 9lbs of bacon)!

The Hackathon lasts two days.  Day 1 is for building.  Day 2 is for pitching back to the company. Here's what we built:

Project: Notes Part Deux
Johnny & Beau

Made notes more efficient and informative with rich-text formatting, easy mentioning and linking capabilities and simple to-do lists.


Project:  Art Wall
Don & Neil

Developed an animated "video wall" that displays all the work submitted by artists in an animated stream, designed for large monitors in public spaces throughout the studio.  The goal is to keep everyone in touch with how a project is evolving and get everyone excited about the film / game / episode they're working on together.  It's like a real-time "weeklies" reel.  A user can launch it from any "Versions" page, which allows an admin to customize the filters that power the wall.



Project: Tracking Client Contacts
Tommy



Used the the "Person" entity in Shotgun to make it easier to mine client data while assembling lists for client communication. By adding the contact type, users can simply filter the contacts they are looking for.

Project: EverGun
Deuce

EverGun combines the best features of Evernote with Shotgun to enable artists, supervisors and coordinators to create notes on the go. Create notes in Evernote, tag them with things you're tracking in Shotgun, and then sync them directly to Shotgun.


Project: Shotgun Status Page
Derek 


Created a new status page enabling users to have immediate access to Shotgun’s current status, view past status summaries and subscribe to status updates via sms, email, twitter, or rss feeds. We liked this one so much that we quickly productized it!  Check it out:  http://status.shotgunsoftware.com


Project: Mobile Support in Shotgun
Fozzie

Users can receive text messages when a version is ready for review in Shotgun. Texts include the name of the version and an embedded thumbnail. This was accomplished with a Python script and the Shotgun Event Daemon.


Project: iOS Prototype
Matt

Created a way to load, view version details and watch versions in Shotgun from an iOS device.


Project: Toolkit Reports App
Mandy

Created a Toolkit app to generate customer reports using Reportlab. Each hook in the app represents a different report than can be generated on the fly from pages in Shotgun.




Project: SgQr
Rob



Created a two part system. First an Action Menu Item that generates an Excel spreadsheet with embedded qr code images that embed the URLs for the detail pages of selected entities. Second an iPad app that has an embedded python interpreter running the shotgun api. The app uses the iPad camera to scan a QR code then connects to Shotgun and shows some details of the linked entities. If the entity is a Version with playable media, embed a media player to play it back.



Project: CloudFront & Deploy SG from Web Page
Brandon

Implemented Amazon CloudFront support for Shotgun which allows for faster loading of media by caching it geographically closer to the end user. Brandon also created a web interface for deploying Shotgun.

Project: Branding (Color!)
Rebecca

Our black and white palate is too boring for Rebecca, so she presented new design ideas including themed cell phone cases, t-shirts, travel coffee mugs, business cards, and logos.




Project: The Sound of Shotgun
Professor Welker



Ever wonder what your project *sounds* like?  The Prof set up sound notifications to alert users when changes are being made throughout their studio's Shotgun site. Different sounds are assigned to actions such as changing Task Statuses, submitting Versions, and creating Notes.  Hilarious!

Project: The Shotty
Mason

Designed a prototype for the first ever Shotgun Trophy, to be handed out to our pipeline heroes and other folks in the community doing amazing work.


Project: C# Integration with Toolkit
Alan


Began to develop c# assembly integration with the pipeline toolkit by creating a generic c# engine and specialized it specifically for Unity.

Project: Shotgun Shell
Colin


Shotgun shell was an attempt at building a Unix like command line shell that ran on top of the Shotgun web gui. The shell had a number of simple commands (see attached screen with help command ) that could be chained together with pipe and redirect. Here's one command example:

whoami | cat_entity | grep projects | grid


shows in a focus grids all the projects that I am working on and the second example I change the Type field on all those projects to "Other".

And the Winners are…

Most Awesome
(i.e. it’s creative, we loved it, and we could see productizing in the future)



Notes Part Deux by Johnny and Beau

Most "Awesome"
(Notice the air quotes.  i.e. it's creative, it's funny, we loved it, but we'd probably never use it)


Sound of Shotgun by Professor Welker

Johnny and Professor Welker both received honey baked hams, while Beau preferred his pork winnings in the form of bacon… so we sent him 9lbs of it!


Which ideas here would you like to see us productize? 

Big Buck Bunny - footage courtesy of (CC) Blender Foundation, www.blender.org
Welcome to the Shotgun Community, Blur Studio!
Blur has been blowing minds with their visuals for almost two decades. Whether for game cinematics, feature films, commercials, trailers or their own productions, their focus on creativity is impossible to miss. We announced today that Blur has standardized on Shotgun studio wide. You can read more here: http://bit.ly/1cyBuQf

While they’ve just joined us officially, Blur is not new to the Shotgun family. They have worked closely with us over the years when we were neighbors (the building looked so much better painted blue!) and were instrumental, along with RodeoFX and Psyop, in helping us integrate Softimage for the Shotgun Toolkit. Thanks to Tim Miller and the whole team at Blur for your support and friendship. We’re looking forward to helping everyone in your studio to move faster and stay focused on creating.

Cheers!
The Shotgun Crew


Pipeline Supervisor Jeff Beeland piloting Shotgun at Blur
Update and Sneak Peek: Client Review Site


We’re looking forward to getting our Client Review Site into your hands so you can share your work with clients or anyone outside of the studio securely and with ease. With the Client Review Site we've replaced the often time-intensive external review process with a fluid and fast toolset that just requires a few clicks. And because we know a lot of your clients are on the run, the site is designed to work on mobile phones. Share your work via unlimited free client accounts and wait for the feedback to roll in. What’s exciting is that all your client’s notes go directly into Shotgun linked and addressed to all the right folks (but with permission options in place that allow you to decide who can see them). We’re even giving the client notes a little extra style sauce so you’ll always be able to identify notes made by clients:
Client notes include special permissions around who can seem them -- so you can clarify feedback before it hits the production floor.

Free client accounts, easy sharing, and mobile support -- so, when can you have it? Well, we've been hard at work getting the release ready. We just finished major development and are now polishing it up and getting it ready to test in production with a group of clients (part of our “pilot program”). If you're interested in getting involved in the Client Review Site pilot, shoot me an email and let's talk about how you can join the fun. That's it for now, but be sure to subscribe to our blog for the latest updates.

Labels:

<< Older Posts    

Our Story

We are industry folk who love production. A handful of us met while building...
Read More
Subscribe to updates via email

Follow Us