Multi-Project Workflows and Scene Breakdown 2

Hello Shotgun community! I’m from the Autodesk Automotive team and we’ve been working to standardize multi-project workflows within Shotgun Toolkit!

Why are we doing this?
Just like in many feature films, video games or television series, automotive design teams need to re-use already built assets/components across projects. Our customers are using this new capability to build an asset library and to re-use assets across projects.

What’s New?
To improve this workflow, we’ve done 3 things.

1. “Linked Projects” Field

  • In the last few months, we pushed a new field called “linked_projects” on the Asset entity that lets you link Assets to multiple projects. By simply linking one asset to a different project you use the Loader to import or reference these linked assets.

In this example, I use library assets and link them to a destination project

2. Import Linked Assets with the Loader

  • In our key engines of Alias and VRED, we’ve added a tab to the loader to easily import/reference these linked Assets. You can add this same logic to the engines that you use. Here are the Alias and VRED Loader settings for your reference.

3. Tk-multi-breakdown2

  • To support all of this, we’ve built a new “Tech Preview” of the Breakdown app (tk-multi-breakdown2).
  • The Breakdown2 should give you all of the features of the original Breakdown app, but we’ve improved it in a few ways:

See the user docs of Breakdown 2 on GitHub, and the developer docs on the developer shotgun website.

Okay, how can I use all of these new tools?

  • The “linked_project” field should already exist in your site (cloud sites).
  • Reference our Loader2 tab example from Alias or VRED, and apply that to the engines’ your studio uses.
  • Finally, find the tech-preview branch of Breakdown2 on Github.
  • You can also manually add the breakdown2 app it to your config. (Make sure to include the following unreleased dependencies)

What Next?

We want to hear from you! Does this workflow fit for your film, animation or games production? Reply (via this community post) and let us know your feedback!

Don’t hesitate to add any questions or comments.


That’s very good news !

That’s great! It something I asked for a long time!

Do you think there’s an upside of using this workflow for studios that already made custom solutions to make possible to load/publish assets across projects? Currently this workflow works for us, but many concessions were had to be made and a considerable amount of code had to be written.

For example, is this linked field available else where? Shots/Sequences/Custom entities? The big problem with doing last time I looked was that it was impossible to link entities between projects, was this fixed?

Hi! Rob here from the SG team. Can you explain more what you mean when you say “For example, is this linked field available else where? Shots/Sequences/Custom entities?”

Are you talking about sharing Shots or Sequences between projects?

Hello Rob! No, I’m asking about linking Assets from one project to another project’s Shot/Sequence/Custom Entity.

The workflow would be the following:

We have assets A, B and C in the our Asset Library project. I want to link asset A and B to shot_10 and asset C to shot_20 of project Foo. So when an artist opens shot_10 he or she can import asset A and B, but not asset C, since it isn’t linked with that shot. Is that clear?


This makes total sense. thanks for the clarification. I’m going to have a chat about this idea with a few others on the team and will get back to you!