In this article, we will compare the version control systems of Maya and Unreal, explore the key differences in file handling, and walk through a Git-based example using Anchorpoint. As more animation studios adopt the Unreal Engine for real-time production, one question keeps coming up: "How do we handle version control?". If you're transitioning from a Maya-based pipeline, you've likely used Flow (formerly Shotgun/ Shotgrid) together with a custom scripted pipeline, to manage versions and asset updates. However, Unreal isn’t Maya. Things work differently, especially when you throw a versioning system like Git or Perforce into the mix. Version control with Maya vs with Unreal In Maya pipelines, version control is often tied to large binary .ma or .mb files. You can use Flow to publish versions and track approvals while using file-based versioning, like scene_v001.ma or scene_v002.ma.
File type - .ma, .mb (binary, single file) Collaboration - one person per file Version history - man...
Hello Stranger!
This article is exclusively for Digital Production Subscribers.
If you are already subscribed, please log in below,
if you aren't subscribed, What are you waiting for?
Subscribers get
exclusive access to many articles like the one you just wanted to read,
can directly contact the authors or the newsroom,
can download many cool things from the archives,
support one of the last independent platforms weithout an "Algorithm"
and are granted exclusive bragging rights for being a better person!
Get an overview on what's available here, and access everything on the site!
If you need another reason,
here is a picture of the editorial cat,
which you'll be supporting as well!