File Manager (Asset Tracker)

Use the File Manager to manage individual assets.

Most of the File menu commands are available only when you're logged in.

Checkout

Lets you check out the highlighted assets in the Asset Tracking dialog list of assets, if the assets are available for checking out. This opens a dialog that lets you confirm the checkout, specify whether to replace the local copies with the checked-out version, and enter a comment.

If you enter a comment, it's copied to the Working Comment dialog.

Tip: Always be sure to check out an asset before modifying it, even if you have a writable version on a local drive. This prevents other users from modifying the file at the same time, and lets you maintain strict version control over the asset.
Checkin

Lets you check in the highlighted assets in the Asset Tracking dialog list of assets. This opens a dialog that lets you confirm the checkin, specify whether to keep the assets checked out, and enter a comment. Also, if the assets have been edited but not saved locally, you're prompted to save first.

Checking in an asset increments the current version number of the asset as stored in the database, and saves the current Comment text along with the asset.

Undo Checkout

Reverses a checkout, setting the highlighted assets' status to checked in, without saving any changes.

Add Files

Lets you add files in the scene, such as bitmaps used in materials, to the provider database. To add a file, load it (such as a scene file) or add it to the scene (such as a bitmap used in a material), highlight it in the Asset Tracking dialog, and then use Add Files.

You can add multiple files at the same time.

Note: You cannot add a file that doesn't exist on a local drive, such as an unsaved scene file. Also, you cannot add a file that's not in the working folder, as specified via Options. For best results, before adding a file, make sure it exists in a local folder within a structure that mirrors the one in the Vault.
Get Latest

Downloads the most recent (highest-numbered) version of the highlighted asset from the database. Use this when a teammate has updated an asset such as a bitmap.

History

Opens a History dialog from which you can get any version of the highlighted asset. When the dialog opens, highlight the version to get by clicking it and then click Get Version. You can also right-click the asset and choose Get Version from the context menu.

Properties

Opens a read-only dialog that shows information about the highlighted asset such as vault and local locations, versions, and check-out status.

Get From Provider

Lets you copy files from the database to the local working folder. Use the Get Files dialog to navigate to the folder from which to get files, highlight any number of files, and then click Open. The highlighted files and any dependent files, such as bitmaps and XRefs, are copied to the local folder, using the same folder hierarchy as that of the database.

Working Comment

Opens a dialog that containing a common text buffer for the current session.

When you check out a file, any comment you enter in the Asset Tracking dialog is copied to the Working Comment dialog. You can edit this text at any point during the session. When you check a file back in, all Working Comment text appears in the Asset Tracking dialog; you can edit it as necessary without affecting the original text before completing the check in. The checked-in comments remain with that version of the file in the Vault.

Browse

Lets you browse the local directories for missing files such as bitmaps. Use the Browse dialog to find the file, and then click Open.

View Image File

Opens a window showing the highlighted image file. The file must be present in a local directory.

Reveal In Explorer

Opens a Windows Explorer dialog showing the location of the highlighted asset.

Custom Dependencies

Opens a dialog that lets you specify files to be dependents of the current scene; files that aren't necessarily present in the current scene but should be associated with it. On the Custom Dependencies dialog, click the Add button and then use the Add Custom Dependencies file browser to open dependent files.

The Custom Dependencies function lets you associate files that aren’t true scene dependencies. A true dependent file is required for rendering, animation, exporting, and so on. A custom dependency might be reference art work, a text file with scene documentation or tasks to accomplish, custom scripts, and so on. Basically, any collection of files that should “travel along” with the scene.

One potential use for a custom dependency is as a way to perform simple project management. For example, you could add a file called GameTitle-A.txt as a custom dependency to any scene file associated with GameTitle-A. You could then instruct the provider client, such as Vault Explorer, to display all files that are dependent on GameTitle-A.txt, which would give you a list of files associated with that project.

Refresh

Reloads the asset listing from the local scene and updates the window contents.