Can you tell us a bit more about that?
What does public API mean?
Is your hint that Pixar approach is too big issue for a smaller studio (20-50 people)? I would also interested about what you wrote: fully portable. So what does it mean
pshipkov wrote: Last year i built similar system - a generic/unified data container + function set that can store and track everything across the board. It has a public API, command interface and GUI (asset browser) that work in standalone, Maya, Houdini, etc in a completely non-destructive manner.
Everybody in production plays in a single sandbox that works across multiple studio locations.
My approach is simpler than what Pixar is doing, but i believe it is also more flexible and scalable. For example we had scenes with hundreds and thousands elements and the resolve was very fast.
Among other things like caching mechanisms, representations, version control, there is a complete undo/redo stack that allows the artists to walk for and back through the history of any asset or group of assets and see interactively what happened to them from their "birth" to "this" moment.
Also i like things to be fully portable, but not rooted in particular pipeline or workflow, so one can plop it in another studio, modify/override the "source" module to interface with whatever directory structure (optional database, etc) and move on.