9

Asset Tracking Dialog 491
Che ckin
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,
specif y w hether to keep the assets checked out,
and enter a comment. Also, if the assets have been
edited but not saved loca l ly, 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
highlighte d assets st atus to checked in, without
saving any changes.
Add Files—Lets you add files in the scene, such
as bitmaps u sed in m aterials, to the provider
database. To add a file, load it (such as a scene fi le)
or add it to the scene (such as a bitmap used in a
material),highlightitintheAssetTrackingdialog,
andthenuseAddFiles.
Youcanaddmultiplefilesatthesametime.
Note: Youcannotaddafilethatdoesntexistona
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
w ithin a st ructure that mirrors the one in the Vault.
For details, see this procedure (page 3–489).
Get Latest—Downloads the most recent
(highest-numbered) version of the highlighted
asset from the database. Use this when a teammate
hasupdatedanassetsuchasabitmap.
Histor y Opens a History dialog from which you
can get any version of the high lighted asset. When
the dialog opens, highlight the version to get by
clicking it and then click Get Version. You can also
rig ht-click the asset and choose Get Version from
the context menu.
Proper t ies—Opensaread-onlydialogthatshows
information about the highlighted asset such as
vault and local locations, versions, and check-out
status.
Get From Provider—Lets you copy fi les from the
database to the local working folder. Use the Get
Filesdialogtonavigatetothefolderfromwhich
to get files, highlight any number of files, and
then click Open . The high lighted fi les and any
dependent files, such as bitmaps and XRefs, are
copiedtothelocalfolder,usingthesamefolder
hierarchy as that of the database.
Working Comment—Opens a dialog that containing
a common text buffer for the c urrent session.
When you check out a file, any comment you
enterintheAssetTrackingdialogiscopiedto
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.
BrowseLets you browse the local directories for
missing files such as bitmaps. Use the Browse
dialog to find the file, and then click Open.
V iew Image File—Opens a window showing the
highlighted image file. The file must be present
inalocaldirectory.
Reveal In Explorer—OpensaWindowsExplorer
dialog showing the location of the highligh ted
asset.
Custom D ependencies—Opens a dialog that lets
youspecifyfilestobedependentsofthecurrent
scene; files that aren’t necessarily present in the
currentscenebutshouldbeassociatedwith
it. On the Custom Dependencies dialog , click
the Add button and then u se t he Add Custom
Dependencies file browser to open dependent files.