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Global Validator

Goal

Enable artists and supervisors to configure high-level aspects of what is valid and what is not.

Implementation

Firstly, collect high-level "metadata" from each and every family. Data such as whether normals are inverted (model), whether every model has a shader, or not (lookdev), whether every published version has an equivalent local working file available, whether animation is contained within a fixed area (e.g. a 200x200m grid).

Secondly, a single validator takes the high-level metadata into consideration and contrasts it against a user-created "specification".

Specification

{
  "allowInvertedNormals": false,
  "animationArea": [200, 200],
  "enforceShader": true,
  "preventPerFaceShader": false
}

The specification is stored alongside a (1) user, (2) asset, (3) project or (4) the entire pipeline, where the more specific specifications override less the specific. That is, a level-4 specification enforcing shaders on every single asset may be overruled by a specification made for a particular asset.

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