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Ask HN: How you manage files on your computer?

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Re: Ask HN: How you manage files on your computer?

#11
I have files which only I have access to and files which are shared with small group of people and public internet files. `Private`, `Shared`, `Public`.

Files may be my own work or others work. I cannot allow to loos my files. `Created, Copy`.

Files may be text like small live with history demanded or large infrequently changed with no history needed. `Text, Binary`.

I can eat files in different forms. 'Audio, Image, Text, Interactive, Video`

I may maintain `Blob, Link` s.

I may have files which are `Encrypted, NotEncrypted`.

I may have files for different kinds of work or parts of my persona `Red, Black, White, Gray`

I may use files `Often, Seldom`

I may be source of files or consumer. `Read, Write`.

I could add more, but better to stop and count.

I am noob in math, but guess I may have:

3 * 2 * 2 * 5 * 2 * 4 * 2 * 2 = 1920 kinds of folders.

So my file organization is choosing on of 1920 options to name the folder and put files. Some times name is hierarchical. E.g. `/private/encrypted/`

Re: Ask HN: How you manage files on your computer?

#12
post #10
post #2

I'm pretty simple. I remember briefly experimenting with deep nested logical folder hierarchies in windows 98 when I was like 10 years old, no experiments became habits because I just didn't have that many files to store back then. NES roms and like 3 songs. These days I have all my code in ~/code, a sub folder for each project. I've got apparently accumulated 120 project folders in the last 5 years. Anything else I…

I have a CG folder, in it there are modeling, painting, rigging, animation, fx, etc folders, based on the type of project. If I want to render a complete scene, I'll put it in "props" or a "set" folder. In it there are folders by software type - hou, silo, ps; and also some for generated files - geo, cache, render, render_comp, and out (for final render). Also there's CG/assets where I put textures, references, houdi…

Got any tips on making rigging not feel unimaginably tedious? It's fun when you finally get a nice IK handled rig created, but getting there is always a nightmare for me. :(

Re: Ask HN: How you manage files on your computer?

#13
post #12
post #10

Earlier quoted context omitted.

I have a CG folder, in it there are modeling, painting, rigging, animation, fx, etc folders, based on the type of project. If I want to render a complete scene, I'll put it in "props" or a "set" folder. In it there are folders by software type - hou, silo, ps; and also some for generated files - geo, cache, render, render_comp, and out (for final render). Also there's CG/assets where I put textures, references, houdi…

Got any tips on making rigging not feel unimaginably tedious? It's fun when you finally get a nice IK handled rig created, but getting there is always a nightmare for me. :(

Well, I use houdini, that's my solution =)

In hou it's really fun and flexible, and most of the repetitive stuff can be automated away. There's almost always a new cool challenge to solve, a creative improvement to be made.

Having said that, there's hardly a part of CG art that doesn't get tedious at times. Modeling, UVs, texturing, animation, rendering... It all has it's repetitive boring moments.

Look at it like at knitting, or putting together a giant puzzle, or playing minecraft. There are moments where you gotta think and be creative, and then there are moments where you can just enjoy the meditative, comforting, familiar process. It can be fun in it's own way.

Also, if things get really boring, you can always listen to music, audiobooks, or your favorite sitcom in the background =)

Re: Ask HN: How you manage files on your computer?

#14
post #13
post #12

Earlier quoted context omitted.

Got any tips on making rigging not feel unimaginably tedious? It's fun when you finally get a nice IK handled rig created, but getting there is always a nightmare for me. :(

Well, I use houdini, that's my solution =) In hou it's really fun and flexible, and most of the repetitive stuff can be automated away. There's almost always a new cool challenge to solve, a creative improvement to be made. Having said that, there's hardly a part of CG art that doesn't get tedious at times. Modeling, UVs, texturing, animation, rendering... It all has it's repetitive boring moments. Look at it like at…

I may give houdini a try. I've only ever tried rigging in blender and zbrush. Blender is my package of choice for hard surface modelling, but the rigging workflow is just.. onerous. Zspheres are way easier, but I don't like the hard surface topology most of the time. Zspheres are also missing a lot of the advanced rigging features blender has. Usability has its tradeoffs I guess.

Thanks for the chat Rayalez! :)

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