In this section you will see an overall process of how to configure the tool to run commands on your scenes using the Batch.io.

If you want to know how to create you own batch widget, you can take a look at Creating a custom Batch Widget section.

When you open the tool, the system will run the pre batch process. This is a really importante process because it will iterate through the scenes searching an saving all information about the scenes. It may be a little slow, but it only run on the first time execution. You can run the pre batch process for all scenes clicking in the “Pre Batch Button” every time you want to update the scenes information or by clicking in the refresh icon on the scene widgets for a individual scene. It is needed if you change the scene after the pre batch process was already called. When the process finish, you will be ready to start running your commands.

With pre batch ready, we can add, configure the batch widgets and start the batch process. You can see it in the movies below.

Configuring the batch widgets.

Add batch widgets and start the batch process.

With the process finished, we can check if it works. In the movie below we check the alembic caches generated by the “Alembic Cache” command. You can find then at “Import” tab.

In the movie below we check the render scenes generated in the “Create Render Scene” process by changing the main folder in the right top dropdown to “Render”. Repare that the pre batch process was started again, because the new scenes were not pre batched. In the movie below we open the scene using the context menu shown in the right click. You can find more UI options on at UI and Filter section.

Finally, in the movie below we can see the result playblast generated in the “Playblast” process. All caches, lights, constraints are working. In this case the object colors are vertex color embed on the alembic caches. The custom “Light Import” batch widget duplicated some lights and parent constraint on some locators cached on the “Alembic Cache” process.