Merge remote-tracking branch 'upstream/develop' into enhancement/resolve-prelaunch-code-refactoring

This commit is contained in:
Alexey Bogomolov 2023-05-17 00:01:08 +03:00
commit 1ec604c9ce
331 changed files with 10318 additions and 2180 deletions

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@ -35,6 +35,14 @@ body:
label: Version
description: What version are you running? Look to OpenPype Tray
options:
- 3.15.7
- 3.15.7-nightly.3
- 3.15.7-nightly.2
- 3.15.7-nightly.1
- 3.15.6
- 3.15.6-nightly.3
- 3.15.6-nightly.2
- 3.15.6-nightly.1
- 3.15.5
- 3.15.5-nightly.2
- 3.15.5-nightly.1
@ -127,14 +135,6 @@ body:
- 3.14.1
- 3.14.1-nightly.4
- 3.14.1-nightly.3
- 3.14.1-nightly.2
- 3.14.1-nightly.1
- 3.14.0
- 3.14.0-nightly.1
- 3.13.1-nightly.3
- 3.13.1-nightly.2
- 3.13.1-nightly.1
- 3.13.0
validations:
required: true
- type: dropdown

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@ -18,10 +18,16 @@ jobs:
uses: ynput/gha-populate-form-version@main
with:
github_token: ${{ secrets.YNPUT_BOT_TOKEN }}
github_user: ${{ secrets.CI_USER }}
github_email: ${{ secrets.CI_EMAIL }}
registry: github
dropdown: _version
limit_to: 100
form: .github/ISSUE_TEMPLATE/bug_report.yml
commit_message: 'chore(): update bug report / version'
dry_run: no-push
- name: Push to protected develop branch
uses: CasperWA/push-protected@v2.10.0
with:
token: ${{ secrets.YNPUT_BOT_TOKEN }}
branch: develop
unprotect_reviews: true

6
.gitignore vendored
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@ -112,3 +112,9 @@ tools/run_eventserver.*
tools/dev_*
.github_changelog_generator
# Addons
########
/openpype/addons/*
!/openpype/addons/README.md

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@ -1,6 +1,551 @@
# Changelog
## [3.15.7](https://github.com/ynput/OpenPype/tree/3.15.7)
[Full Changelog](https://github.com/ynput/OpenPype/compare/3.15.6...3.15.7)
### **🆕 New features**
<details>
<summary>Addons directory <a href="https://github.com/ynput/OpenPype/pull/4893">#4893</a></summary>
This adds a directory for Addons, for easier distribution of studio specific code.
___
</details>
<details>
<summary>Kitsu - Add "image", "online" and "plate" to review families <a href="https://github.com/ynput/OpenPype/pull/4923">#4923</a></summary>
This PR adds "image", "online" and "plate" to the review families so they also can be uploaded to Kitsu.It also adds the `Add review to Kitsu` tag to the default png review. Without it the user would manually need to add it for single image uploads to Kitsu and might confuse users (it confused me first for a while as movies did work).
___
</details>
<details>
<summary>Feature/remove and load inv action <a href="https://github.com/ynput/OpenPype/pull/4930">#4930</a></summary>
Added the ability to remove and load a container, as a way to reset it.This can be useful in cases where a container breaks in a way that can be fixed by removing it, then reloading it.Also added the ability to add `InventoryAction` plugins by placing them in `openpype/plugins/inventory`.
___
</details>
### **🚀 Enhancements**
<details>
<summary>Load Rig References - Change Rig to Animation in Animation instance <a href="https://github.com/ynput/OpenPype/pull/4877">#4877</a></summary>
We are using the template builder to build an animation scene. All the rig placeholders are imported correctly, but the automatically created animation instances retain the rig family in their names and subsets. In our example, we need animationMain instead of rigMain, because this name will be used in the following steps like lighting.Here is the result we need. I checked, and it's not a template builder problem, because even if I load a rig as a reference, the result is the same. For me, since we are in the animation instance, it makes more sense to have animation instead of rig in the name. The naming is just fine if we use create from the Openpype menu.
___
</details>
<details>
<summary>Maya template builder - preserve all references when importing a template <a href="https://github.com/ynput/OpenPype/pull/4797">#4797</a></summary>
When building a template with Maya template builder, we import the template and also the references inside the template file. This causes some problems:
- We cannot use the references to version assets imported by the template.
- When we import the file, the internal reference files are also imported. As a side effect, Maya complains about a reference that no longer exists.`// Error: file: /xxx/maya/2023.3/linux/scripts/AETemplates/AEtransformRelated.mel line 58: Reference node 'turntable_mayaSceneMain_01_RN' is not associated with a reference file.`
___
</details>
<details>
<summary>Unreal: Renaming the integration plugin to Ayon. <a href="https://github.com/ynput/OpenPype/pull/4646">#4646</a></summary>
Renamed the .h, and .cpp files to Ayon. Also renamed the classes to with the Ayon keyword.
___
</details>
<details>
<summary>3dsMax: render dialogue needs to be closed <a href="https://github.com/ynput/OpenPype/pull/4729">#4729</a></summary>
Make sure the render setup dialog is in a closed state for the update of resolution and other render settings
___
</details>
<details>
<summary>Maya Template Builder - Remove default cameras from renderable cameras <a href="https://github.com/ynput/OpenPype/pull/4815">#4815</a></summary>
When we build an asset workfile with build workfile from template inside Maya, we load our turntable camera. But then we end up with 2 renderables camera : **persp** the one imported from the template.We need to remove the **persp** camera (or any other default camera) from renderable cameras when building the work file.
___
</details>
<details>
<summary>Validators for Frame Range in Max <a href="https://github.com/ynput/OpenPype/pull/4914">#4914</a></summary>
Switch Render Frame Range Type to 3 for specific ranges (initial setup for the range type is 4)Reset Frame Range will also set the frame range for render settingsRender Collector won't take the frame range from context data but take the range directly from render settingAdd validators for render frame range type and frame range respectively with repair action
___
</details>
<details>
<summary>Fusion: Saver creator settings <a href="https://github.com/ynput/OpenPype/pull/4943">#4943</a></summary>
Adding Saver creator settings and enhanced rendering path with template.
___
</details>
<details>
<summary>General: Project Anatomy on creators <a href="https://github.com/ynput/OpenPype/pull/4962">#4962</a></summary>
Anatomy object of current project is available on `CreateContext` and create plugins.
___
</details>
### **🐛 Bug fixes**
<details>
<summary>Maya: Validate shader name - OP-5903 <a href="https://github.com/ynput/OpenPype/pull/4971">#4971</a></summary>
Running the plugin would error with:
```
// TypeError: 'str' object cannot be interpreted as an integer
```Fixed and added setting `active`.
___
</details>
<details>
<summary>Houdini: Fix slow Houdini launch due to shelves generation <a href="https://github.com/ynput/OpenPype/pull/4829">#4829</a></summary>
Shelf generation during Houdini startup would add an insane amount of delay for the Houdini UI to launch correctly. By deferring the shelf generation this takes away the 5+ minutes of delay for the Houdini UI to launch.
___
</details>
<details>
<summary>Fusion - Fixed "optional validation" <a href="https://github.com/ynput/OpenPype/pull/4912">#4912</a></summary>
Added OptionalPyblishPluginMixin and is_active checks for all publish tools that should be optional
___
</details>
<details>
<summary>Bug: add missing `pyblish.util` import <a href="https://github.com/ynput/OpenPype/pull/4937">#4937</a></summary>
remote publishing was missing import of `remote_publish`. This is adding it back.
___
</details>
<details>
<summary>Unreal: Fix missing 'object_path' property <a href="https://github.com/ynput/OpenPype/pull/4938">#4938</a></summary>
Epic removed the `object_path` property from `AssetData`. This PR fixes usages of that property.Fixes #4936
___
</details>
<details>
<summary>Remove obsolete global validator <a href="https://github.com/ynput/OpenPype/pull/4939">#4939</a></summary>
Removing `Validate Sequence Frames` validator from global plugins as it wasn't handling correctly many things and was by mistake enabled, breaking functionality on Deadline.
___
</details>
<details>
<summary>General: fix build_workfile get_linked_assets missing project_name arg <a href="https://github.com/ynput/OpenPype/pull/4940">#4940</a></summary>
Linked assets collection don't work within `build_workfile` because `get_linked_assets` function call has a missing `project_name`argument.
- Added the `project_name` arg to the `get_linked_assets` function call.
___
</details>
<details>
<summary>General: fix Scene Inventory switch version error dialog missing parent arg on init <a href="https://github.com/ynput/OpenPype/pull/4941">#4941</a></summary>
QuickFix for the switch version error dialog to set inventory widget as parent.
___
</details>
<details>
<summary>Unreal: Fix camera frame range <a href="https://github.com/ynput/OpenPype/pull/4956">#4956</a></summary>
Fix the frame range of the level sequence for the Camera in Unreal.
___
</details>
<details>
<summary>Unreal: Fix missing parameter when updating Alembic StaticMesh <a href="https://github.com/ynput/OpenPype/pull/4957">#4957</a></summary>
Fix an error when updating an Alembic StaticMesh in Unreal, due to a missing parameter in a function call.
___
</details>
<details>
<summary>Unreal: Fix render extraction <a href="https://github.com/ynput/OpenPype/pull/4963">#4963</a></summary>
Fix a problem with the extraction of renders in Unreal.
___
</details>
<details>
<summary>Unreal: Remove Python 3.8 syntax from addon <a href="https://github.com/ynput/OpenPype/pull/4965">#4965</a></summary>
Removed Python 3.8 syntax from addon.
___
</details>
<details>
<summary>Ftrack: Fix editorial task creation <a href="https://github.com/ynput/OpenPype/pull/4966">#4966</a></summary>
Fix key assignment on instance data during editorial publishing in ftrack hierarchy integration.
___
</details>
### **Merged pull requests**
<details>
<summary>Add "shortcut" to Scripts Menu Definition <a href="https://github.com/ynput/OpenPype/pull/4927">#4927</a></summary>
Add the possibility to associate a shorcut for an entry in the script menu definition with the key "shortcut"
___
</details>
## [3.15.6](https://github.com/ynput/OpenPype/tree/3.15.6)
[Full Changelog](https://github.com/ynput/OpenPype/compare/3.15.5...3.15.6)
### **🆕 New features**
<details>
<summary>Substance Painter Integration <a href="https://github.com/ynput/OpenPype/pull/4283">#4283</a></summary>
<strong>This implements a part of #4205 by implementing a Substance Painter integration
</strong>Status:
- [x] Implement Host
- [x] start substance with last workfile using `AddLastWorkfileToLaunchArgs` prelaunch hook
- [x] Implement Qt tools
- [x] Implement loaders
- [x] Implemented a Set project mesh loader (this is relatively special case because a Project will always have exactly one mesh - a Substance Painter project cannot exist without a mesh).
- [x] Implement project open callback
- [x] On project open it notifies the user if the loaded model is outdated
- [x] Implement publishing logic
- [x] Workfile publishing
- [x] Export Texture Sets
- [x] Support OCIO using #4195 (draft brach is set up - see comment)
- [ ] Likely needs more testing on the OCIO front
- [x] Validate all outputs of the Export template are exported/generated
- [x] Allow validation to be optional **(issue: there's no API method to detect what maps will be exported without doing an actual export to disk)**
- [x] Support extracting/integration if not all outputs are generated
- [x] Support multiple materials/texture sets per instance
- [ ] Add validator that can enforce only a single texture set output if studio prefers that.
- [ ] Implement Export File Format (extensions) override in Creator
- [ ] Add settings so Admin can choose which extensions are available.
___
</details>
<details>
<summary>Data Exchange: Geometry in 3dsMax <a href="https://github.com/ynput/OpenPype/pull/4555">#4555</a></summary>
<strong>Introduces and updates a creator, extractors and loaders for model family
</strong>Introduces new creator, extractors and loaders for model family while adding model families into the existing max scene loader and extractor
- [x] creators
- [x] adding model family into max scene loader and extractor
- [x] fbx loader
- [x] fbx extractor
- [x] usd loader
- [x] usd extractor
- [x] validator for model family
- [x] obj loader(update function)
- [x] fix the update function of the loader as #4675
- [x] Add documentation
___
</details>
<details>
<summary>AfterEffects: add review flag to each instance <a href="https://github.com/ynput/OpenPype/pull/4884">#4884</a></summary>
Adds `mark_for_review` flag to the Creator to allow artists to disable review if necessary.Exposed this flag in Settings, by default set to True (eg. same behavior as previously).
___
</details>
### **🚀 Enhancements**
<details>
<summary>Houdini: Fix Validate Output Node (VDB) <a href="https://github.com/ynput/OpenPype/pull/4819">#4819</a></summary>
- Removes plug-in that was a duplicate of this plug-in.
- Optimize logging of many prims slightly
- Fix error reporting like https://github.com/ynput/OpenPype/pull/4818 did
___
</details>
<details>
<summary>Houdini: Add null node as output indicator when using TAB search <a href="https://github.com/ynput/OpenPype/pull/4834">#4834</a></summary>
___
</details>
<details>
<summary>Houdini: Don't error in collect review if camera is not set correctly <a href="https://github.com/ynput/OpenPype/pull/4874">#4874</a></summary>
Do not raise an error in collector when invalid path is set as camera path. Allow camera path to not be set correctly in review instance until validation so it's nicely shown in a validation report.
___
</details>
<details>
<summary>Project packager: Backup and restore can store only database <a href="https://github.com/ynput/OpenPype/pull/4879">#4879</a></summary>
Pack project functionality have option to zip only project database without project files. Unpack project can skip project copy if the folder is not found.Added helper functions to `openpype.client.mongo` that can be also used for tests as replacement of mongo dump.
___
</details>
<details>
<summary>Houdini: ExtractOpenGL for Review instance not optional <a href="https://github.com/ynput/OpenPype/pull/4881">#4881</a></summary>
Don't make ExtractOpenGL optional for review instance optional.
___
</details>
<details>
<summary>Publisher: Small style changes <a href="https://github.com/ynput/OpenPype/pull/4894">#4894</a></summary>
Small changes in styles and form of publisher UI.
___
</details>
<details>
<summary>Houdini: Workfile icon in new publisher <a href="https://github.com/ynput/OpenPype/pull/4898">#4898</a></summary>
Fix icon for the workfile instance in new publisher
___
</details>
<details>
<summary>Fusion: Simplify creator icons code <a href="https://github.com/ynput/OpenPype/pull/4899">#4899</a></summary>
Simplify code for setting the icons for the Fusion creators
___
</details>
<details>
<summary>Enhancement: Fix PySide 6.5 support for loader <a href="https://github.com/ynput/OpenPype/pull/4900">#4900</a></summary>
Fixes PySide 6.5 support in Loader.
___
</details>
### **🐛 Bug fixes**
<details>
<summary>Maya: Validate Attributes <a href="https://github.com/ynput/OpenPype/pull/4917">#4917</a></summary>
This plugin was broken due to bad fetching of data and wrong repair action.
___
</details>
<details>
<summary>Fix: Locally copied version of last published workfile is not incremented <a href="https://github.com/ynput/OpenPype/pull/4722">#4722</a></summary>
### Fix 1
When copied, the local workfile version keeps the published version number, when it must be +1 to follow OP's naming convention.
### Fix 2
Local workfile version's name is built from anatomy. This avoids to get workfiles with their publish template naming.
### Fix 3
In the case a subset has at least two tasks with published workfiles, for example `Modeling` and `Rigging`, launching `Rigging` was getting the first one with the `next` and trying to find representations, therefore `workfileModeling` and trying to match the current `task_name` (`Rigging`) with the `representation["context"]["task"]["name"]` of a Modeling representation, which was ending up to a `workfile_representation` to `None`, and exiting the process.
Trying to find the `task_name` in the `subset['name']` fixes it.
### Fix 4
Fetch input dependencies of workfile.
Replacing https://github.com/ynput/OpenPype/pull/4102 for changes to bring this home.
___
</details>
<details>
<summary>Maya: soft-fail when pan/zoom locked on camera when playblasting <a href="https://github.com/ynput/OpenPype/pull/4929">#4929</a></summary>
When pan/zoom enabled attribute on camera is locked, playblasting with pan/zoom fails because it is trying to restore it. This is fixing it by skipping over with warning.
___
</details>
### **Merged pull requests**
<details>
<summary>Maya Load References - Add Display Handle Setting <a href="https://github.com/ynput/OpenPype/pull/4904">#4904</a></summary>
When we load a reference in Maya using OpenPype loader, display handle is checked by default and prevent us to select easily the object in the viewport. I understand that some productions like to keep this option, so I propose to add display handle to the reference loader settings.
___
</details>
<details>
<summary>Photoshop: add autocreators for review and flat image <a href="https://github.com/ynput/OpenPype/pull/4871">#4871</a></summary>
Review and flatten image (produced when no instance of `image` family was created) were created somehow magically. This PRintroduces two new auto creators which allow artists to disable review or flatten image.For all `image` instances `Review` flag was added to provide functionality to create separate review per `image` instance. Previously was possible only to have separate instance of `review` family.Review is not enabled on `image` family by default. (Eg. follows original behavior)Review auto creator is enabled by default as it was before.Flatten image creator must be set in Settings in `project_settings/photoshop/create/AutoImageCreator`.
___
</details>
## [3.15.5](https://github.com/ynput/OpenPype/tree/3.15.5)

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@ -0,0 +1,3 @@
This directory is for storing external addons that needs to be included in the pipeline when distributed.
The directory is ignored by Git, but included in the zip and installation files.

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@ -25,6 +25,7 @@ class AddLastWorkfileToLaunchArgs(PreLaunchHook):
"blender",
"photoshop",
"tvpaint",
"substancepainter",
"aftereffects"
]

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@ -0,0 +1,37 @@
from openpype.lib import PreLaunchHook
from openpype.pipeline.colorspace import get_imageio_config
from openpype.pipeline.template_data import get_template_data
class PreLaunchHostSetOCIO(PreLaunchHook):
"""Set OCIO environment for the host"""
order = 0
app_groups = ["substancepainter"]
def execute(self):
"""Hook entry method."""
anatomy_data = get_template_data(
project_doc=self.data["project_doc"],
asset_doc=self.data["asset_doc"],
task_name=self.data["task_name"],
host_name=self.host_name,
system_settings=self.data["system_settings"]
)
ocio_config = get_imageio_config(
project_name=self.data["project_doc"]["name"],
host_name=self.host_name,
project_settings=self.data["project_settings"],
anatomy_data=anatomy_data,
anatomy=self.data["anatomy"]
)
if ocio_config:
ocio_path = ocio_config["path"]
self.log.info(f"Setting OCIO config path: {ocio_path}")
self.launch_context.env["OCIO"] = ocio_path
else:
self.log.debug("OCIO not set or enabled")

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@ -26,12 +26,9 @@ class RenderCreator(Creator):
create_allow_context_change = True
def __init__(self, project_settings, *args, **kwargs):
super(RenderCreator, self).__init__(project_settings, *args, **kwargs)
self._default_variants = (project_settings["aftereffects"]
["create"]
["RenderCreator"]
["defaults"])
# Settings
default_variants = []
mark_for_review = True
def create(self, subset_name_from_ui, data, pre_create_data):
stub = api.get_stub() # only after After Effects is up
@ -82,28 +79,40 @@ class RenderCreator(Creator):
use_farm = pre_create_data["farm"]
new_instance.creator_attributes["farm"] = use_farm
review = pre_create_data["mark_for_review"]
new_instance.creator_attributes["mark_for_review"] = review
api.get_stub().imprint(new_instance.id,
new_instance.data_to_store())
self._add_instance_to_context(new_instance)
stub.rename_item(comp.id, subset_name)
def get_default_variants(self):
return self._default_variants
def get_instance_attr_defs(self):
return [BoolDef("farm", label="Render on farm")]
def get_pre_create_attr_defs(self):
output = [
BoolDef("use_selection", default=True, label="Use selection"),
BoolDef("use_composition_name",
label="Use composition name in subset"),
UISeparatorDef(),
BoolDef("farm", label="Render on farm")
BoolDef("farm", label="Render on farm"),
BoolDef(
"mark_for_review",
label="Review",
default=self.mark_for_review
)
]
return output
def get_instance_attr_defs(self):
return [
BoolDef("farm", label="Render on farm"),
BoolDef(
"mark_for_review",
label="Review",
default=False
)
]
def get_icon(self):
return resources.get_openpype_splash_filepath()
@ -143,6 +152,13 @@ class RenderCreator(Creator):
api.get_stub().rename_item(comp_id,
new_comp_name)
def apply_settings(self, project_settings, system_settings):
plugin_settings = (
project_settings["aftereffects"]["create"]["RenderCreator"]
)
self.mark_for_review = plugin_settings["mark_for_review"]
def get_detail_description(self):
return """Creator for Render instances
@ -201,4 +217,7 @@ class RenderCreator(Creator):
instance_data["creator_attributes"] = {"farm": is_old_farm}
instance_data["family"] = self.family
if instance_data["creator_attributes"].get("mark_for_review") is None:
instance_data["creator_attributes"]["mark_for_review"] = True
return instance_data

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@ -88,10 +88,11 @@ class CollectAERender(publish.AbstractCollectRender):
raise ValueError("No file extension set in Render Queue")
render_item = render_q[0]
instance_families = inst.data.get("families", [])
subset_name = inst.data["subset"]
instance = AERenderInstance(
family="render",
families=inst.data.get("families", []),
families=instance_families,
version=version,
time="",
source=current_file,
@ -109,6 +110,7 @@ class CollectAERender(publish.AbstractCollectRender):
tileRendering=False,
tilesX=0,
tilesY=0,
review="review" in instance_families,
frameStart=frame_start,
frameEnd=frame_end,
frameStep=1,
@ -139,6 +141,9 @@ class CollectAERender(publish.AbstractCollectRender):
instance.toBeRenderedOn = "deadline"
instance.renderer = "aerender"
instance.farm = True # to skip integrate
if "review" in instance.families:
# to skip ExtractReview locally
instance.families.remove("review")
instances.append(instance)
instances_to_remove.append(inst)
@ -218,15 +223,4 @@ class CollectAERender(publish.AbstractCollectRender):
if fam not in instance.families:
instance.families.append(fam)
settings = get_project_settings(os.getenv("AVALON_PROJECT"))
reviewable_subset_filter = (settings["deadline"]
["publish"]
["ProcessSubmittedJobOnFarm"]
["aov_filter"].get(self.hosts[0]))
for aov_pattern in reviewable_subset_filter:
if re.match(aov_pattern, instance.subset):
instance.families.append("review")
instance.review = True
break
return instance

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@ -0,0 +1,25 @@
"""
Requires:
None
Provides:
instance -> family ("review")
"""
import pyblish.api
class CollectReview(pyblish.api.ContextPlugin):
"""Add review to families if instance created with 'mark_for_review' flag
"""
label = "Collect Review"
hosts = ["aftereffects"]
order = pyblish.api.CollectorOrder + 0.1
def process(self, context):
for instance in context:
creator_attributes = instance.data.get("creator_attributes") or {}
if (
creator_attributes.get("mark_for_review")
and "review" not in instance.data["families"]
):
instance.data["families"].append("review")

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@ -66,33 +66,9 @@ class ExtractLocalRender(publish.Extractor):
first_repre = not representations
if instance.data["review"] and first_repre:
repre_data["tags"] = ["review"]
thumbnail_path = os.path.join(staging_dir, files[0])
instance.data["thumbnailSource"] = thumbnail_path
representations.append(repre_data)
instance.data["representations"] = representations
ffmpeg_path = get_ffmpeg_tool_path("ffmpeg")
# Generate thumbnail.
thumbnail_path = os.path.join(staging_dir, "thumbnail.jpg")
args = [
ffmpeg_path, "-y",
"-i", first_file_path,
"-vf", "scale=300:-1",
"-vframes", "1",
thumbnail_path
]
self.log.debug("Thumbnail args:: {}".format(args))
try:
output = run_subprocess(args)
except TypeError:
self.log.warning("Error in creating thumbnail")
six.reraise(*sys.exc_info())
instance.data["representations"].append({
"name": "thumbnail",
"ext": "jpg",
"files": os.path.basename(thumbnail_path),
"stagingDir": staging_dir,
"tags": ["thumbnail"]
})

View file

@ -1,3 +1,4 @@
from copy import deepcopy
import os
from openpype.hosts.fusion.api import (
@ -11,15 +12,13 @@ from openpype.lib import (
)
from openpype.pipeline import (
legacy_io,
Creator,
Creator as NewCreator,
CreatedInstance,
)
from openpype.client import (
get_asset_by_name,
Anatomy
)
class CreateSaver(Creator):
class CreateSaver(NewCreator):
identifier = "io.openpype.creators.fusion.saver"
label = "Render (saver)"
name = "render"
@ -28,9 +27,24 @@ class CreateSaver(Creator):
description = "Fusion Saver to generate image sequence"
icon = "fa5.eye"
instance_attributes = ["reviewable"]
instance_attributes = [
"reviewable"
]
default_variants = [
"Main",
"Mask"
]
# TODO: This should be renamed together with Nuke so it is aligned
temp_rendering_path_template = (
"{workdir}/renders/fusion/{subset}/{subset}.{frame}.{ext}")
def create(self, subset_name, instance_data, pre_create_data):
instance_data.update({
"id": "pyblish.avalon.instance",
"subset": subset_name
})
# TODO: Add pre_create attributes to choose file format?
file_format = "OpenEXRFormat"
@ -39,7 +53,6 @@ class CreateSaver(Creator):
args = (-32768, -32768) # Magical position numbers
saver = comp.AddTool("Saver", *args)
instance_data["subset"] = subset_name
self._update_tool_with_data(saver, data=instance_data)
saver["OutputFormat"] = file_format
@ -78,7 +91,7 @@ class CreateSaver(Creator):
for tool in tools:
data = self.get_managed_tool_data(tool)
if not data:
data = self._collect_unmanaged_saver(tool)
continue
# Add instance
created_instance = CreatedInstance.from_existing(data, self)
@ -125,60 +138,35 @@ class CreateSaver(Creator):
original_subset = tool.GetData("openpype.subset")
subset = data["subset"]
if original_subset != subset:
# Subset change detected
# Update output filepath
workdir = os.path.normpath(legacy_io.Session["AVALON_WORKDIR"])
filename = f"{subset}..exr"
filepath = os.path.join(workdir, "render", subset, filename)
tool["Clip"] = filepath
self._configure_saver_tool(data, tool, subset)
# Rename tool
if tool.Name != subset:
print(f"Renaming {tool.Name} -> {subset}")
tool.SetAttrs({"TOOLS_Name": subset})
def _configure_saver_tool(self, data, tool, subset):
formatting_data = deepcopy(data)
def _collect_unmanaged_saver(self, tool):
# TODO: this should not be done this way - this should actually
# get the data as stored on the tool explicitly (however)
# that would disallow any 'regular saver' to be collected
# unless the instance data is stored on it to begin with
print("Collecting unmanaged saver..")
comp = tool.Comp()
# Allow regular non-managed savers to also be picked up
project = legacy_io.Session["AVALON_PROJECT"]
asset = legacy_io.Session["AVALON_ASSET"]
task = legacy_io.Session["AVALON_TASK"]
asset_doc = get_asset_by_name(project_name=project, asset_name=asset)
path = tool["Clip"][comp.TIME_UNDEFINED]
fname = os.path.basename(path)
fname, _ext = os.path.splitext(fname)
variant = fname.rstrip(".")
subset = self.get_subset_name(
variant=variant,
task_name=task,
asset_doc=asset_doc,
project_name=project,
# get frame padding from anatomy templates
anatomy = Anatomy()
frame_padding = int(
anatomy.templates["render"].get("frame_padding", 4)
)
attrs = tool.GetAttrs()
passthrough = attrs["TOOLB_PassThrough"]
return {
# Required data
"project": project,
"asset": asset,
"subset": subset,
"task": task,
"variant": variant,
"active": not passthrough,
"family": self.family,
# Unique identifier for instance and this creator
"id": "pyblish.avalon.instance",
"creator_identifier": self.identifier,
}
# Subset change detected
workdir = os.path.normpath(legacy_io.Session["AVALON_WORKDIR"])
formatting_data.update({
"workdir": workdir,
"frame": "0" * frame_padding,
"ext": "exr"
})
# build file path to render
filepath = self.temp_rendering_path_template.format(
**formatting_data)
tool["Clip"] = os.path.normpath(filepath)
# Rename tool
if tool.Name != subset:
print(f"Renaming {tool.Name} -> {subset}")
tool.SetAttrs({"TOOLS_Name": subset})
def get_managed_tool_data(self, tool):
"""Return data of the tool if it matches creator identifier"""
@ -238,3 +226,25 @@ class CreateSaver(Creator):
default=("reviewable" in self.instance_attributes),
label="Review",
)
def apply_settings(
self,
project_settings,
system_settings
):
"""Method called on initialization of plugin to apply settings."""
# plugin settings
plugin_settings = (
project_settings["fusion"]["create"][self.__class__.__name__]
)
# individual attributes
self.instance_attributes = plugin_settings.get(
"instance_attributes") or self.instance_attributes
self.default_variants = plugin_settings.get(
"default_variants") or self.default_variants
self.temp_rendering_path_template = (
plugin_settings.get("temp_rendering_path_template")
or self.temp_rendering_path_template
)

View file

@ -1,29 +1,39 @@
import pyblish.api
from openpype.pipeline import OptionalPyblishPluginMixin
from openpype.pipeline import KnownPublishError
class FusionIncrementCurrentFile(pyblish.api.ContextPlugin):
class FusionIncrementCurrentFile(
pyblish.api.ContextPlugin, OptionalPyblishPluginMixin
):
"""Increment the current file.
Saves the current file with an increased version number.
"""
label = "Increment current file"
label = "Increment workfile version"
order = pyblish.api.IntegratorOrder + 9.0
hosts = ["fusion"]
families = ["workfile"]
optional = True
def process(self, context):
if not self.is_active(context.data):
return
from openpype.lib import version_up
from openpype.pipeline.publish import get_errored_plugins_from_context
errored_plugins = get_errored_plugins_from_context(context)
if any(plugin.__name__ == "FusionSubmitDeadline"
for plugin in errored_plugins):
raise RuntimeError("Skipping incrementing current file because "
"submission to render farm failed.")
if any(
plugin.__name__ == "FusionSubmitDeadline"
for plugin in errored_plugins
):
raise KnownPublishError(
"Skipping incrementing current file because "
"submission to render farm failed."
)
comp = context.data.get("currentComp")
assert comp, "Must have comp"

View file

@ -1,12 +1,17 @@
import pyblish.api
from openpype.pipeline.publish import RepairAction
from openpype.pipeline import PublishValidationError
from openpype.pipeline import (
publish,
OptionalPyblishPluginMixin,
PublishValidationError,
)
from openpype.hosts.fusion.api.action import SelectInvalidAction
class ValidateBackgroundDepth(pyblish.api.InstancePlugin):
class ValidateBackgroundDepth(
pyblish.api.InstancePlugin, OptionalPyblishPluginMixin
):
"""Validate if all Background tool are set to float32 bit"""
order = pyblish.api.ValidatorOrder
@ -15,11 +20,10 @@ class ValidateBackgroundDepth(pyblish.api.InstancePlugin):
families = ["render"]
optional = True
actions = [SelectInvalidAction, RepairAction]
actions = [SelectInvalidAction, publish.RepairAction]
@classmethod
def get_invalid(cls, instance):
context = instance.context
comp = context.data.get("currentComp")
assert comp, "Must have Comp object"
@ -31,12 +35,16 @@ class ValidateBackgroundDepth(pyblish.api.InstancePlugin):
return [i for i in backgrounds if i.GetInput("Depth") != 4.0]
def process(self, instance):
if not self.is_active(instance.data):
return
invalid = self.get_invalid(instance)
if invalid:
raise PublishValidationError(
"Found {} Backgrounds tools which"
" are not set to float32".format(len(invalid)),
title=self.label)
title=self.label,
)
@classmethod
def repair(cls, instance):

View file

@ -0,0 +1,46 @@
import pyblish.api
import hou
from openpype.pipeline.publish import get_errored_instances_from_context
class SelectInvalidAction(pyblish.api.Action):
"""Select invalid nodes in Maya when plug-in failed.
To retrieve the invalid nodes this assumes a static `get_invalid()`
method is available on the plugin.
"""
label = "Select invalid"
on = "failed" # This action is only available on a failed plug-in
icon = "search" # Icon from Awesome Icon
def process(self, context, plugin):
errored_instances = get_errored_instances_from_context(context)
# Apply pyblish.logic to get the instances for the plug-in
instances = pyblish.api.instances_by_plugin(errored_instances, plugin)
# Get the invalid nodes for the plug-ins
self.log.info("Finding invalid nodes..")
invalid = list()
for instance in instances:
invalid_nodes = plugin.get_invalid(instance)
if invalid_nodes:
if isinstance(invalid_nodes, (list, tuple)):
invalid.extend(invalid_nodes)
else:
self.log.warning("Plug-in returned to be invalid, "
"but has no selectable nodes.")
hou.clearAllSelected()
if invalid:
self.log.info("Selecting invalid nodes: {}".format(
", ".join(node.path() for node in invalid)
))
for node in invalid:
node.setSelected(True)
node.setCurrent(True)
else:
self.log.info("No invalid nodes found.")

View file

@ -12,26 +12,43 @@ import tempfile
import logging
import os
from openpype.client import get_asset_by_name
from openpype.pipeline import registered_host
from openpype.pipeline.create import CreateContext
from openpype.resources import get_openpype_icon_filepath
import hou
import stateutils
import soptoolutils
import loptoolutils
import cop2toolutils
log = logging.getLogger(__name__)
CATEGORY_GENERIC_TOOL = {
hou.sopNodeTypeCategory(): soptoolutils.genericTool,
hou.cop2NodeTypeCategory(): cop2toolutils.genericTool,
hou.lopNodeTypeCategory(): loptoolutils.genericTool
}
CREATE_SCRIPT = """
from openpype.hosts.houdini.api.creator_node_shelves import create_interactive
create_interactive("{identifier}")
create_interactive("{identifier}", **kwargs)
"""
def create_interactive(creator_identifier):
def create_interactive(creator_identifier, **kwargs):
"""Create a Creator using its identifier interactively.
This is used by the generated shelf tools as callback when a user selects
the creator from the node tab search menu.
The `kwargs` should be what Houdini passes to the tool create scripts
context. For more information see:
https://www.sidefx.com/docs/houdini/hom/tool_script.html#arguments
Args:
creator_identifier (str): The creator identifier of the Creator plugin
to create.
@ -58,6 +75,33 @@ def create_interactive(creator_identifier):
host = registered_host()
context = CreateContext(host)
creator = context.manual_creators.get(creator_identifier)
if not creator:
raise RuntimeError("Invalid creator identifier: "
"{}".format(creator_identifier))
# TODO: Once more elaborate unique create behavior should exist per Creator
# instead of per network editor area then we should move this from here
# to a method on the Creators for which this could be the default
# implementation.
pane = stateutils.activePane(kwargs)
if isinstance(pane, hou.NetworkEditor):
pwd = pane.pwd()
subset_name = creator.get_subset_name(
variant=variant,
task_name=context.get_current_task_name(),
asset_doc=get_asset_by_name(
project_name=context.get_current_project_name(),
asset_name=context.get_current_asset_name()
),
project_name=context.get_current_project_name(),
host_name=context.host_name
)
tool_fn = CATEGORY_GENERIC_TOOL.get(pwd.childTypeCategory())
if tool_fn is not None:
out_null = tool_fn(kwargs, "null")
out_null.setName("OUT_{}".format(subset_name), unique_name=True)
before = context.instances_by_id.copy()
@ -135,12 +179,20 @@ def install():
log.debug("Writing OpenPype Creator nodes to shelf: {}".format(filepath))
tools = []
with shelves_change_block():
for identifier, creator in create_context.manual_creators.items():
# TODO: Allow the creator plug-in itself to override the categories
# for where they are shown, by e.g. defining
# `Creator.get_network_categories()`
# Allow the creator plug-in itself to override the categories
# for where they are shown with `Creator.get_network_categories()`
if not hasattr(creator, "get_network_categories"):
log.debug("Creator {} has no `get_network_categories` method "
"and will not be added to TAB search.")
continue
network_categories = creator.get_network_categories()
if not network_categories:
continue
key = "openpype_create.{}".format(identifier)
log.debug(f"Registering {key}")
@ -153,17 +205,13 @@ def install():
creator.label
),
"help_url": None,
"network_categories": [
hou.ropNodeTypeCategory(),
hou.sopNodeTypeCategory()
],
"network_categories": network_categories,
"viewer_categories": [],
"cop_viewer_categories": [],
"network_op_type": None,
"viewer_op_type": None,
"locations": ["OpenPype"]
}
label = "Create {}".format(creator.label)
tool = hou.shelves.tool(key)
if tool:

View file

@ -81,7 +81,13 @@ class HoudiniHost(HostBase, IWorkfileHost, ILoadHost, IPublishHost):
# TODO: make sure this doesn't trigger when
# opening with last workfile.
_set_context_settings()
shelves.generate_shelves()
if not IS_HEADLESS:
import hdefereval # noqa, hdefereval is only available in ui mode
# Defer generation of shelves due to issue on Windows where shelf
# initialization during start up delays Houdini UI by minutes
# making it extremely slow to launch.
hdefereval.executeDeferred(shelves.generate_shelves)
if not IS_HEADLESS:
import hdefereval # noqa, hdefereval is only available in ui mode

View file

@ -276,3 +276,19 @@ class HoudiniCreator(NewCreator, HoudiniCreatorBase):
color = hou.Color((0.616, 0.871, 0.769))
node.setUserData('nodeshape', shape)
node.setColor(color)
def get_network_categories(self):
"""Return in which network view type this creator should show.
The node type categories returned here will be used to define where
the creator will show up in the TAB search for nodes in Houdini's
Network View.
This can be overridden in inherited classes to define where that
particular Creator should be visible in the TAB search.
Returns:
list: List of houdini node type categories
"""
return [hou.ropNodeTypeCategory()]

View file

@ -3,6 +3,8 @@
from openpype.hosts.houdini.api import plugin
from openpype.pipeline import CreatedInstance, CreatorError
import hou
class CreateAlembicCamera(plugin.HoudiniCreator):
"""Single baked camera from Alembic ROP."""
@ -47,3 +49,9 @@ class CreateAlembicCamera(plugin.HoudiniCreator):
self.lock_parameters(instance_node, to_lock)
instance_node.parm("trange").set(1)
def get_network_categories(self):
return [
hou.ropNodeTypeCategory(),
hou.objNodeTypeCategory()
]

View file

@ -1,7 +1,9 @@
# -*- coding: utf-8 -*-
"""Creator plugin for creating composite sequences."""
from openpype.hosts.houdini.api import plugin
from openpype.pipeline import CreatedInstance
from openpype.pipeline import CreatedInstance, CreatorError
import hou
class CreateCompositeSequence(plugin.HoudiniCreator):
@ -35,8 +37,20 @@ class CreateCompositeSequence(plugin.HoudiniCreator):
"copoutput": filepath
}
if self.selected_nodes:
if len(self.selected_nodes) > 1:
raise CreatorError("More than one item selected.")
path = self.selected_nodes[0].path()
parms["coppath"] = path
instance_node.setParms(parms)
# Lock any parameters in this list
to_lock = ["prim_to_detail_pattern"]
self.lock_parameters(instance_node, to_lock)
def get_network_categories(self):
return [
hou.ropNodeTypeCategory(),
hou.cop2NodeTypeCategory()
]

View file

@ -3,6 +3,8 @@
from openpype.hosts.houdini.api import plugin
from openpype.pipeline import CreatedInstance
import hou
class CreatePointCache(plugin.HoudiniCreator):
"""Alembic ROP to pointcache"""
@ -49,3 +51,9 @@ class CreatePointCache(plugin.HoudiniCreator):
# Lock any parameters in this list
to_lock = ["prim_to_detail_pattern"]
self.lock_parameters(instance_node, to_lock)
def get_network_categories(self):
return [
hou.ropNodeTypeCategory(),
hou.sopNodeTypeCategory()
]

View file

@ -3,6 +3,8 @@
from openpype.hosts.houdini.api import plugin
from openpype.pipeline import CreatedInstance
import hou
class CreateUSD(plugin.HoudiniCreator):
"""Universal Scene Description"""
@ -13,7 +15,6 @@ class CreateUSD(plugin.HoudiniCreator):
enabled = False
def create(self, subset_name, instance_data, pre_create_data):
import hou # noqa
instance_data.pop("active", None)
instance_data.update({"node_type": "usd"})
@ -43,3 +44,9 @@ class CreateUSD(plugin.HoudiniCreator):
"id",
]
self.lock_parameters(instance_node, to_lock)
def get_network_categories(self):
return [
hou.ropNodeTypeCategory(),
hou.lopNodeTypeCategory()
]

View file

@ -3,6 +3,8 @@
from openpype.hosts.houdini.api import plugin
from openpype.pipeline import CreatedInstance
import hou
class CreateVDBCache(plugin.HoudiniCreator):
"""OpenVDB from Geometry ROP"""
@ -34,3 +36,9 @@ class CreateVDBCache(plugin.HoudiniCreator):
parms["soppath"] = self.selected_nodes[0].path()
instance_node.setParms(parms)
def get_network_categories(self):
return [
hou.ropNodeTypeCategory(),
hou.sopNodeTypeCategory()
]

View file

@ -14,7 +14,7 @@ class CreateWorkfile(plugin.HoudiniCreatorBase, AutoCreator):
identifier = "io.openpype.creators.houdini.workfile"
label = "Workfile"
family = "workfile"
icon = "document"
icon = "fa5.file"
default_variant = "Main"

View file

@ -19,6 +19,9 @@ class CollectHoudiniReviewData(pyblish.api.InstancePlugin):
instance.data["handleEnd"] = 0
instance.data["fps"] = instance.context.data["fps"]
# Enable ftrack functionality
instance.data.setdefault("families", []).append('ftrack')
# Get the camera from the rop node to collect the focal length
ropnode_path = instance.data["instance_node"]
ropnode = hou.node(ropnode_path)
@ -26,8 +29,9 @@ class CollectHoudiniReviewData(pyblish.api.InstancePlugin):
camera_path = ropnode.parm("camera").eval()
camera_node = hou.node(camera_path)
if not camera_node:
raise RuntimeError("No valid camera node found on review node: "
"{}".format(camera_path))
self.log.warning("No valid camera node found on review node: "
"{}".format(camera_path))
return
# Collect focal length.
focal_length_parm = camera_node.parm("focal")
@ -49,5 +53,3 @@ class CollectHoudiniReviewData(pyblish.api.InstancePlugin):
# Store focal length in `burninDataMembers`
burnin_members = instance.data.setdefault("burninDataMembers", {})
burnin_members["focalLength"] = focal_length
instance.data.setdefault("families", []).append('ftrack')

View file

@ -2,27 +2,20 @@ import os
import pyblish.api
from openpype.pipeline import (
publish,
OptionalPyblishPluginMixin
)
from openpype.pipeline import publish
from openpype.hosts.houdini.api.lib import render_rop
import hou
class ExtractOpenGL(publish.Extractor,
OptionalPyblishPluginMixin):
class ExtractOpenGL(publish.Extractor):
order = pyblish.api.ExtractorOrder - 0.01
label = "Extract OpenGL"
families = ["review"]
hosts = ["houdini"]
optional = True
def process(self, instance):
if not self.is_active(instance.data):
return
ropnode = hou.node(instance.data.get("instance_node"))
output = ropnode.evalParm("picture")

View file

@ -1,21 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<root>
<error id="main">
<title>Scene setting</title>
<description>
## Invalid input node
VDB input must have the same number of VDBs, points, primitives and vertices as output.
</description>
<detail>
### __Detailed Info__ (optional)
A VDB is an inherited type of Prim, holds the following data:
- Primitives: 1
- Points: 1
- Vertices: 1
- VDBs: 1
</detail>
</error>
</root>

View file

@ -0,0 +1,28 @@
<?xml version="1.0" encoding="UTF-8"?>
<root>
<error id="main">
<title>Invalid VDB</title>
<description>
## Invalid VDB output
All primitives of the output geometry must be VDBs, no other primitive
types are allowed. That means that regardless of the amount of VDBs in the
geometry it will have an equal amount of VDBs, points, primitives and
vertices since each VDB primitive is one point, one vertex and one VDB.
This validation only checks the geometry on the first frame of the export
frame range.
</description>
<detail>
### Detailed Info
ROP node `{rop_path}` is set to export SOP path `{sop_path}`.
{message}
</detail>
</error>
</root>

View file

@ -16,15 +16,19 @@ class ValidateSceneReview(pyblish.api.InstancePlugin):
label = "Scene Setting for review"
def process(self, instance):
invalid = self.get_invalid_scene_path(instance)
report = []
if invalid:
report.append(
"Scene path does not exist: '%s'" % invalid[0],
)
instance_node = hou.node(instance.data.get("instance_node"))
invalid = self.get_invalid_resolution(instance)
invalid = self.get_invalid_scene_path(instance_node)
if invalid:
report.append(invalid)
invalid = self.get_invalid_camera_path(instance_node)
if invalid:
report.append(invalid)
invalid = self.get_invalid_resolution(instance_node)
if invalid:
report.extend(invalid)
@ -33,26 +37,36 @@ class ValidateSceneReview(pyblish.api.InstancePlugin):
"\n\n".join(report),
title=self.label)
def get_invalid_scene_path(self, instance):
node = hou.node(instance.data.get("instance_node"))
scene_path_parm = node.parm("scenepath")
def get_invalid_scene_path(self, rop_node):
scene_path_parm = rop_node.parm("scenepath")
scene_path_node = scene_path_parm.evalAsNode()
if not scene_path_node:
return [scene_path_parm.evalAsString()]
path = scene_path_parm.evalAsString()
return "Scene path does not exist: '{}'".format(path)
def get_invalid_resolution(self, instance):
node = hou.node(instance.data.get("instance_node"))
def get_invalid_camera_path(self, rop_node):
camera_path_parm = rop_node.parm("camera")
camera_node = camera_path_parm.evalAsNode()
path = camera_path_parm.evalAsString()
if not camera_node:
return "Camera path does not exist: '{}'".format(path)
type_name = camera_node.type().name()
if type_name != "cam":
return "Camera path is not a camera: '{}' (type: {})".format(
path, type_name
)
def get_invalid_resolution(self, rop_node):
# The resolution setting is only used when Override Camera Resolution
# is enabled. So we skip validation if it is disabled.
override = node.parm("tres").eval()
override = rop_node.parm("tres").eval()
if not override:
return
invalid = []
res_width = node.parm("res1").eval()
res_height = node.parm("res2").eval()
res_width = rop_node.parm("res1").eval()
res_height = rop_node.parm("res2").eval()
if res_width == 0:
invalid.append("Override Resolution width is set to zero.")
if res_height == 0:

View file

@ -1,52 +0,0 @@
# -*- coding: utf-8 -*-
import pyblish.api
from openpype.pipeline import (
PublishValidationError
)
class ValidateVDBInputNode(pyblish.api.InstancePlugin):
"""Validate that the node connected to the output node is of type VDB.
Regardless of the amount of VDBs create the output will need to have an
equal amount of VDBs, points, primitives and vertices
A VDB is an inherited type of Prim, holds the following data:
- Primitives: 1
- Points: 1
- Vertices: 1
- VDBs: 1
"""
order = pyblish.api.ValidatorOrder + 0.1
families = ["vdbcache"]
hosts = ["houdini"]
label = "Validate Input Node (VDB)"
def process(self, instance):
invalid = self.get_invalid(instance)
if invalid:
raise PublishValidationError(
self,
"Node connected to the output node is not of type VDB",
title=self.label
)
@classmethod
def get_invalid(cls, instance):
node = instance.data["output_node"]
prims = node.geometry().prims()
nr_of_prims = len(prims)
nr_of_points = len(node.geometry().points())
if nr_of_points != nr_of_prims:
cls.log.error("The number of primitives and points do not match")
return [instance]
for prim in prims:
if prim.numVertices() != 1:
cls.log.error("Found primitive with more than 1 vertex!")
return [instance]

View file

@ -1,14 +1,73 @@
# -*- coding: utf-8 -*-
import contextlib
import pyblish.api
import hou
from openpype.pipeline import PublishValidationError
from openpype.pipeline import PublishXmlValidationError
from openpype.hosts.houdini.api.action import SelectInvalidAction
def group_consecutive_numbers(nums):
"""
Args:
nums (list): List of sorted integer numbers.
Yields:
str: Group ranges as {start}-{end} if more than one number in the range
else it yields {end}
"""
start = None
end = None
def _result(a, b):
if a == b:
return "{}".format(a)
else:
return "{}-{}".format(a, b)
for num in nums:
if start is None:
start = num
end = num
elif num == end + 1:
end = num
else:
yield _result(start, end)
start = num
end = num
if start is not None:
yield _result(start, end)
@contextlib.contextmanager
def update_mode_context(mode):
original = hou.updateModeSetting()
try:
hou.setUpdateMode(mode)
yield
finally:
hou.setUpdateMode(original)
def get_geometry_at_frame(sop_node, frame, force=True):
"""Return geometry at frame but force a cooked value."""
with update_mode_context(hou.updateMode.AutoUpdate):
sop_node.cook(force=force, frame_range=(frame, frame))
return sop_node.geometryAtFrame(frame)
class ValidateVDBOutputNode(pyblish.api.InstancePlugin):
"""Validate that the node connected to the output node is of type VDB.
Regardless of the amount of VDBs create the output will need to have an
equal amount of VDBs, points, primitives and vertices
All primitives of the output geometry must be VDBs, no other primitive
types are allowed. That means that regardless of the amount of VDBs in the
geometry it will have an equal amount of VDBs, points, primitives and
vertices since each VDB primitive is one point, one vertex and one VDB.
This validation only checks the geometry on the first frame of the export
frame range for optimization purposes.
A VDB is an inherited type of Prim, holds the following data:
- Primitives: 1
@ -22,54 +81,95 @@ class ValidateVDBOutputNode(pyblish.api.InstancePlugin):
families = ["vdbcache"]
hosts = ["houdini"]
label = "Validate Output Node (VDB)"
actions = [SelectInvalidAction]
def process(self, instance):
invalid = self.get_invalid(instance)
if invalid:
raise PublishValidationError(
"Node connected to the output node is not" " of type VDB!",
title=self.label
invalid_nodes, message = self.get_invalid_with_message(instance)
if invalid_nodes:
# instance_node is str, but output_node is hou.Node so we convert
output = instance.data.get("output_node")
output_path = output.path() if output else None
raise PublishXmlValidationError(
self,
"Invalid VDB content: {}".format(message),
formatting_data={
"message": message,
"rop_path": instance.data.get("instance_node"),
"sop_path": output_path
}
)
@classmethod
def get_invalid(cls, instance):
def get_invalid_with_message(cls, instance):
node = instance.data["output_node"]
node = instance.data.get("output_node")
if node is None:
cls.log.error(
instance_node = instance.data.get("instance_node")
error = (
"SOP path is not correctly set on "
"ROP node '%s'." % instance.data.get("instance_node")
"ROP node `{}`.".format(instance_node)
)
return [instance]
return [hou.node(instance_node), error]
frame = instance.data.get("frameStart", 0)
geometry = node.geometryAtFrame(frame)
geometry = get_geometry_at_frame(node, frame)
if geometry is None:
# No geometry data on this node, maybe the node hasn't cooked?
cls.log.error(
"SOP node has no geometry data. "
"Is it cooked? %s" % node.path()
error = (
"SOP node `{}` has no geometry data. "
"Was it unable to cook?".format(node.path())
)
return [node]
return [node, error]
prims = geometry.prims()
nr_of_prims = len(prims)
num_prims = geometry.intrinsicValue("primitivecount")
num_points = geometry.intrinsicValue("pointcount")
if num_prims == 0 and num_points == 0:
# Since we are only checking the first frame it doesn't mean there
# won't be VDB prims in a few frames. As such we'll assume for now
# the user knows what he or she is doing
cls.log.warning(
"SOP node `{}` has no primitives on start frame {}. "
"Validation is skipped and it is assumed elsewhere in the "
"frame range VDB prims and only VDB prims will exist."
"".format(node.path(), int(frame))
)
return [None, None]
# All primitives must be hou.VDB
invalid_prim = False
for prim in prims:
if not isinstance(prim, hou.VDB):
cls.log.error("Found non-VDB primitive: %s" % prim)
invalid_prim = True
if invalid_prim:
return [instance]
num_vdb_prims = geometry.countPrimType(hou.primType.VDB)
cls.log.debug("Detected {} VDB primitives".format(num_vdb_prims))
if num_prims != num_vdb_prims:
# There's at least one primitive that is not a VDB.
# Search them and report them to the artist.
prims = geometry.prims()
invalid_prims = [prim for prim in prims
if not isinstance(prim, hou.VDB)]
if invalid_prims:
# Log prim numbers as consecutive ranges so logging isn't very
# slow for large number of primitives
error = (
"Found non-VDB primitives for `{}`. "
"Primitive indices {} are not VDB primitives.".format(
node.path(),
", ".join(group_consecutive_numbers(
prim.number() for prim in invalid_prims
))
)
)
return [node, error]
nr_of_points = len(geometry.points())
if nr_of_points != nr_of_prims:
cls.log.error("The number of primitives and points do not match")
return [instance]
if num_points != num_vdb_prims:
# We have points unrelated to the VDB primitives.
error = (
"The number of primitives and points do not match in '{}'. "
"This likely means you have unconnected points, which we do "
"not allow in the VDB output.".format(node.path()))
return [node, error]
for prim in prims:
if prim.numVertices() != 1:
cls.log.error("Found primitive with more than 1 vertex!")
return [instance]
return [None, None]
@classmethod
def get_invalid(cls, instance):
nodes, _ = cls.get_invalid_with_message(instance)
return nodes

View file

@ -138,7 +138,7 @@ def get_default_render_folder(project_setting=None):
["default_render_image_folder"])
def set_framerange(start_frame, end_frame):
def set_render_frame_range(start_frame, end_frame):
"""
Note:
Frame range can be specified in different types. Possible values are:
@ -150,10 +150,10 @@ def set_framerange(start_frame, end_frame):
Todo:
Current type is hard-coded, there should be a custom setting for this.
"""
rt.rendTimeType = 4
rt.rendTimeType = 3
if start_frame is not None and end_frame is not None:
frame_range = "{0}-{1}".format(start_frame, end_frame)
rt.rendPickupFrames = frame_range
rt.rendStart = int(start_frame)
rt.rendEnd = int(end_frame)
def get_multipass_setting(project_setting=None):
@ -173,10 +173,16 @@ def set_scene_resolution(width: int, height: int):
None
"""
# make sure the render dialog is closed
# for the update of resolution
# Changing the Render Setup dialog settingsshould be done
# with the actual Render Setup dialog in a closed state.
if rt.renderSceneDialog.isOpen():
rt.renderSceneDialog.close()
rt.renderWidth = width
rt.renderHeight = height
def reset_scene_resolution():
"""Apply the scene resolution from the project definition
@ -243,6 +249,7 @@ def reset_frame_range(fps: bool = True):
frame_end = frame_range["frameEnd"] + int(frame_range["handleEnd"])
frange_cmd = f"animationRange = interval {frame_start} {frame_end}"
rt.execute(frange_cmd)
set_render_frame_range(frame_start, frame_end)
def set_context_setting():
@ -259,6 +266,7 @@ def set_context_setting():
None
"""
reset_scene_resolution()
reset_frame_range()
def get_max_version():

View file

@ -36,8 +36,9 @@ class RenderProducts(object):
container)
context = get_current_project_asset()
startFrame = context["data"].get("frameStart")
endFrame = context["data"].get("frameEnd") + 1
# TODO: change the frame range follows the current render setting
startFrame = int(rt.rendStart)
endFrame = int(rt.rendEnd) + 1
img_fmt = self._project_settings["max"]["RenderSettings"]["image_format"] # noqa
full_render_list = self.beauty_render_product(output_file,

View file

@ -6,7 +6,7 @@ from openpype.pipeline import legacy_io
from openpype.pipeline.context_tools import get_current_project_asset
from openpype.hosts.max.api.lib import (
set_framerange,
set_render_frame_range,
get_current_renderer,
get_default_render_folder
)
@ -68,7 +68,7 @@ class RenderSettings(object):
# Set Frame Range
frame_start = context["data"].get("frame_start")
frame_end = context["data"].get("frame_end")
set_framerange(frame_start, frame_end)
set_render_frame_range(frame_start, frame_end)
# get the production render
renderer_class = get_current_renderer()
renderer = str(renderer_class).split(":")[0]
@ -105,6 +105,9 @@ class RenderSettings(object):
rt.rendSaveFile = True
if rt.renderSceneDialog.isOpen():
rt.renderSceneDialog.close()
def arnold_setup(self):
# get Arnold RenderView run in the background
# for setting up renderable camera

View file

@ -52,6 +52,7 @@ class MaxHost(HostBase, IWorkfileHost, ILoadHost, INewPublisher):
def context_setting():
return lib.set_context_setting()
rt.callbacks.addScript(rt.Name('systemPostNew'),
context_setting)

View file

@ -0,0 +1,28 @@
# -*- coding: utf-8 -*-
"""Creator plugin for model."""
from openpype.hosts.max.api import plugin
from openpype.pipeline import CreatedInstance
class CreateModel(plugin.MaxCreator):
identifier = "io.openpype.creators.max.model"
label = "Model"
family = "model"
icon = "gear"
def create(self, subset_name, instance_data, pre_create_data):
from pymxs import runtime as rt
instance = super(CreateModel, self).create(
subset_name,
instance_data,
pre_create_data) # type: CreatedInstance
container = rt.getNodeByName(instance.data.get("instance_node"))
# TODO: Disable "Add to Containers?" Panel
# parent the selected cameras into the container
sel_obj = None
if self.selected_nodes:
sel_obj = list(self.selected_nodes)
for obj in sel_obj:
obj.parent = container
# for additional work on the node:
# instance_node = rt.getNodeByName(instance.get("instance_node"))

View file

@ -27,6 +27,11 @@ class CreateRender(plugin.MaxCreator):
# for additional work on the node:
# instance_node = rt.getNodeByName(instance.get("instance_node"))
# make sure the render dialog is closed
# for the update of resolution
# Changing the Render Setup dialog settings should be done
# with the actual Render Setup dialog in a closed state.
# set viewport camera for rendering(mandatory for deadline)
RenderSettings().set_render_camera(sel_obj)
# set output paths for rendering(mandatory for deadline)

View file

@ -10,7 +10,9 @@ class MaxSceneLoader(load.LoaderPlugin):
"""Max Scene Loader"""
families = ["camera",
"maxScene"]
"maxScene",
"model"]
representations = ["max"]
order = -8
icon = "code-fork"

View file

@ -0,0 +1,109 @@
import os
from openpype.pipeline import (
load, get_representation_path
)
from openpype.hosts.max.api.pipeline import containerise
from openpype.hosts.max.api import lib
from openpype.hosts.max.api.lib import maintained_selection
class ModelAbcLoader(load.LoaderPlugin):
"""Loading model with the Alembic loader."""
families = ["model"]
label = "Load Model(Alembic)"
representations = ["abc"]
order = -10
icon = "code-fork"
color = "orange"
def load(self, context, name=None, namespace=None, data=None):
from pymxs import runtime as rt
file_path = os.path.normpath(self.fname)
abc_before = {
c for c in rt.rootNode.Children
if rt.classOf(c) == rt.AlembicContainer
}
abc_import_cmd = (f"""
AlembicImport.ImportToRoot = false
AlembicImport.CustomAttributes = true
AlembicImport.UVs = true
AlembicImport.VertexColors = true
importFile @"{file_path}" #noPrompt
""")
self.log.debug(f"Executing command: {abc_import_cmd}")
rt.execute(abc_import_cmd)
abc_after = {
c for c in rt.rootNode.Children
if rt.classOf(c) == rt.AlembicContainer
}
# This should yield new AlembicContainer node
abc_containers = abc_after.difference(abc_before)
if len(abc_containers) != 1:
self.log.error("Something failed when loading.")
abc_container = abc_containers.pop()
return containerise(
name, [abc_container], context, loader=self.__class__.__name__)
def update(self, container, representation):
from pymxs import runtime as rt
path = get_representation_path(representation)
node = rt.getNodeByName(container["instance_node"])
rt.select(node.Children)
for alembic in rt.selection:
abc = rt.getNodeByName(alembic.name)
rt.select(abc.Children)
for abc_con in rt.selection:
container = rt.getNodeByName(abc_con.name)
container.source = path
rt.select(container.Children)
for abc_obj in rt.selection:
alembic_obj = rt.getNodeByName(abc_obj.name)
alembic_obj.source = path
with maintained_selection():
rt.select(node)
lib.imprint(container["instance_node"], {
"representation": str(representation["_id"])
})
def switch(self, container, representation):
self.update(container, representation)
def remove(self, container):
from pymxs import runtime as rt
node = rt.getNodeByName(container["instance_node"])
rt.delete(node)
@staticmethod
def get_container_children(parent, type_name):
from pymxs import runtime as rt
def list_children(node):
children = []
for c in node.Children:
children.append(c)
children += list_children(c)
return children
filtered = []
for child in list_children(parent):
class_type = str(rt.classOf(child.baseObject))
if class_type == type_name:
filtered.append(child)
return filtered

View file

@ -0,0 +1,77 @@
import os
from openpype.pipeline import (
load,
get_representation_path
)
from openpype.hosts.max.api.pipeline import containerise
from openpype.hosts.max.api import lib
from openpype.hosts.max.api.lib import maintained_selection
class FbxModelLoader(load.LoaderPlugin):
"""Fbx Model Loader"""
families = ["model"]
representations = ["fbx"]
order = -9
icon = "code-fork"
color = "white"
def load(self, context, name=None, namespace=None, data=None):
from pymxs import runtime as rt
filepath = os.path.normpath(self.fname)
fbx_import_cmd = (
f"""
FBXImporterSetParam "Animation" false
FBXImporterSetParam "Cameras" false
FBXImporterSetParam "AxisConversionMethod" true
FbxExporterSetParam "UpAxis" "Y"
FbxExporterSetParam "Preserveinstances" true
importFile @"{filepath}" #noPrompt using:FBXIMP
""")
self.log.debug(f"Executing command: {fbx_import_cmd}")
rt.execute(fbx_import_cmd)
asset = rt.getNodeByName(f"{name}")
return containerise(
name, [asset], context, loader=self.__class__.__name__)
def update(self, container, representation):
from pymxs import runtime as rt
path = get_representation_path(representation)
node = rt.getNodeByName(container["instance_node"])
rt.select(node.Children)
fbx_reimport_cmd = (
f"""
FBXImporterSetParam "Animation" false
FBXImporterSetParam "Cameras" false
FBXImporterSetParam "AxisConversionMethod" true
FbxExporterSetParam "UpAxis" "Y"
FbxExporterSetParam "Preserveinstances" true
importFile @"{path}" #noPrompt using:FBXIMP
""")
rt.execute(fbx_reimport_cmd)
with maintained_selection():
rt.select(node)
lib.imprint(container["instance_node"], {
"representation": str(representation["_id"])
})
def switch(self, container, representation):
self.update(container, representation)
def remove(self, container):
from pymxs import runtime as rt
node = rt.getNodeByName(container["instance_node"])
rt.delete(node)

View file

@ -0,0 +1,68 @@
import os
from openpype.pipeline import (
load,
get_representation_path
)
from openpype.hosts.max.api.pipeline import containerise
from openpype.hosts.max.api import lib
from openpype.hosts.max.api.lib import maintained_selection
class ObjLoader(load.LoaderPlugin):
"""Obj Loader"""
families = ["model"]
representations = ["obj"]
order = -9
icon = "code-fork"
color = "white"
def load(self, context, name=None, namespace=None, data=None):
from pymxs import runtime as rt
filepath = os.path.normpath(self.fname)
self.log.debug(f"Executing command to import..")
rt.execute(f'importFile @"{filepath}" #noPrompt using:ObjImp')
# create "missing" container for obj import
container = rt.container()
container.name = f"{name}"
# get current selection
for selection in rt.getCurrentSelection():
selection.Parent = container
asset = rt.getNodeByName(f"{name}")
return containerise(
name, [asset], context, loader=self.__class__.__name__)
def update(self, container, representation):
from pymxs import runtime as rt
path = get_representation_path(representation)
node_name = container["instance_node"]
node = rt.getNodeByName(node_name)
instance_name, _ = node_name.split("_")
container = rt.getNodeByName(instance_name)
for n in container.Children:
rt.delete(n)
rt.execute(f'importFile @"{path}" #noPrompt using:ObjImp')
# get current selection
for selection in rt.getCurrentSelection():
selection.Parent = container
with maintained_selection():
rt.select(node)
lib.imprint(node_name, {
"representation": str(representation["_id"])
})
def remove(self, container):
from pymxs import runtime as rt
node = rt.getNodeByName(container["instance_node"])
rt.delete(node)

View file

@ -0,0 +1,78 @@
import os
from openpype.pipeline import (
load, get_representation_path
)
from openpype.hosts.max.api.pipeline import containerise
from openpype.hosts.max.api import lib
from openpype.hosts.max.api.lib import maintained_selection
class ModelUSDLoader(load.LoaderPlugin):
"""Loading model with the USD loader."""
families = ["model"]
label = "Load Model(USD)"
representations = ["usda"]
order = -10
icon = "code-fork"
color = "orange"
def load(self, context, name=None, namespace=None, data=None):
from pymxs import runtime as rt
# asset_filepath
filepath = os.path.normpath(self.fname)
import_options = rt.USDImporter.CreateOptions()
base_filename = os.path.basename(filepath)
filename, ext = os.path.splitext(base_filename)
log_filepath = filepath.replace(ext, "txt")
rt.LogPath = log_filepath
rt.LogLevel = rt.name('info')
rt.USDImporter.importFile(filepath,
importOptions=import_options)
asset = rt.getNodeByName(f"{name}")
return containerise(
name, [asset], context, loader=self.__class__.__name__)
def update(self, container, representation):
from pymxs import runtime as rt
path = get_representation_path(representation)
node_name = container["instance_node"]
node = rt.getNodeByName(node_name)
for n in node.Children:
for r in n.Children:
rt.delete(r)
rt.delete(n)
instance_name, _ = node_name.split("_")
import_options = rt.USDImporter.CreateOptions()
base_filename = os.path.basename(path)
_, ext = os.path.splitext(base_filename)
log_filepath = path.replace(ext, "txt")
rt.LogPath = log_filepath
rt.LogLevel = rt.name('info')
rt.USDImporter.importFile(path,
importOptions=import_options)
asset = rt.getNodeByName(f"{instance_name}")
asset.Parent = node
with maintained_selection():
rt.select(node)
lib.imprint(node_name, {
"representation": str(representation["_id"])
})
def switch(self, container, representation):
self.update(container, representation)
def remove(self, container):
from pymxs import runtime as rt
node = rt.getNodeByName(container["instance_node"])
rt.delete(node)

View file

@ -15,8 +15,7 @@ from openpype.hosts.max.api import lib
class AbcLoader(load.LoaderPlugin):
"""Alembic loader."""
families = ["model",
"camera",
families = ["camera",
"animation",
"pointcache"]
label = "Load Alembic"

View file

@ -46,7 +46,6 @@ class CollectRender(pyblish.api.InstancePlugin):
self.log.debug(f"Setting {version_int} to context.")
context.data["version"] = version_int
# setup the plugin as 3dsmax for the internal renderer
data = {
"subset": instance.name,
@ -59,8 +58,8 @@ class CollectRender(pyblish.api.InstancePlugin):
"source": filepath,
"expectedFiles": render_layer_files,
"plugin": "3dsmax",
"frameStart": context.data['frameStart'],
"frameEnd": context.data['frameEnd'],
"frameStart": int(rt.rendStart),
"frameEnd": int(rt.rendEnd),
"version": version_int,
"farm": True
}

View file

@ -21,7 +21,8 @@ class ExtractMaxSceneRaw(publish.Extractor,
label = "Extract Max Scene (Raw)"
hosts = ["max"]
families = ["camera",
"maxScene"]
"maxScene",
"model"]
optional = True
def process(self, instance):

View file

@ -0,0 +1,74 @@
import os
import pyblish.api
from openpype.pipeline import (
publish,
OptionalPyblishPluginMixin
)
from pymxs import runtime as rt
from openpype.hosts.max.api import (
maintained_selection,
get_all_children
)
class ExtractModel(publish.Extractor,
OptionalPyblishPluginMixin):
"""
Extract Geometry in Alembic Format
"""
order = pyblish.api.ExtractorOrder - 0.1
label = "Extract Geometry (Alembic)"
hosts = ["max"]
families = ["model"]
optional = True
def process(self, instance):
if not self.is_active(instance.data):
return
container = instance.data["instance_node"]
self.log.info("Extracting Geometry ...")
stagingdir = self.staging_dir(instance)
filename = "{name}.abc".format(**instance.data)
filepath = os.path.join(stagingdir, filename)
# We run the render
self.log.info("Writing alembic '%s' to '%s'" % (filename,
stagingdir))
export_cmd = (
f"""
AlembicExport.ArchiveType = #ogawa
AlembicExport.CoordinateSystem = #maya
AlembicExport.CustomAttributes = true
AlembicExport.UVs = true
AlembicExport.VertexColors = true
AlembicExport.PreserveInstances = true
exportFile @"{filepath}" #noPrompt selectedOnly:on using:AlembicExport
""")
self.log.debug(f"Executing command: {export_cmd}")
with maintained_selection():
# select and export
rt.select(get_all_children(rt.getNodeByName(container)))
rt.execute(export_cmd)
self.log.info("Performing Extraction ...")
if "representations" not in instance.data:
instance.data["representations"] = []
representation = {
'name': 'abc',
'ext': 'abc',
'files': filename,
"stagingDir": stagingdir,
}
instance.data["representations"].append(representation)
self.log.info("Extracted instance '%s' to: %s" % (instance.name,
filepath))

View file

@ -0,0 +1,74 @@
import os
import pyblish.api
from openpype.pipeline import (
publish,
OptionalPyblishPluginMixin
)
from pymxs import runtime as rt
from openpype.hosts.max.api import (
maintained_selection,
get_all_children
)
class ExtractModelFbx(publish.Extractor,
OptionalPyblishPluginMixin):
"""
Extract Geometry in FBX Format
"""
order = pyblish.api.ExtractorOrder - 0.05
label = "Extract FBX"
hosts = ["max"]
families = ["model"]
optional = True
def process(self, instance):
if not self.is_active(instance.data):
return
container = instance.data["instance_node"]
self.log.info("Extracting Geometry ...")
stagingdir = self.staging_dir(instance)
filename = "{name}.fbx".format(**instance.data)
filepath = os.path.join(stagingdir,
filename)
self.log.info("Writing FBX '%s' to '%s'" % (filepath,
stagingdir))
export_fbx_cmd = (
f"""
FBXExporterSetParam "Animation" false
FBXExporterSetParam "Cameras" false
FBXExporterSetParam "Lights" false
FBXExporterSetParam "PointCache" false
FBXExporterSetParam "AxisConversionMethod" "Animation"
FbxExporterSetParam "UpAxis" "Y"
FbxExporterSetParam "Preserveinstances" true
exportFile @"{filepath}" #noPrompt selectedOnly:true using:FBXEXP
""")
self.log.debug(f"Executing command: {export_fbx_cmd}")
with maintained_selection():
# select and export
rt.select(get_all_children(rt.getNodeByName(container)))
rt.execute(export_fbx_cmd)
self.log.info("Performing Extraction ...")
if "representations" not in instance.data:
instance.data["representations"] = []
representation = {
'name': 'fbx',
'ext': 'fbx',
'files': filename,
"stagingDir": stagingdir,
}
instance.data["representations"].append(representation)
self.log.info("Extracted instance '%s' to: %s" % (instance.name,
filepath))

View file

@ -0,0 +1,59 @@
import os
import pyblish.api
from openpype.pipeline import (
publish,
OptionalPyblishPluginMixin
)
from pymxs import runtime as rt
from openpype.hosts.max.api import (
maintained_selection,
get_all_children
)
class ExtractModelObj(publish.Extractor,
OptionalPyblishPluginMixin):
"""
Extract Geometry in OBJ Format
"""
order = pyblish.api.ExtractorOrder - 0.05
label = "Extract OBJ"
hosts = ["max"]
families = ["model"]
optional = True
def process(self, instance):
if not self.is_active(instance.data):
return
container = instance.data["instance_node"]
self.log.info("Extracting Geometry ...")
stagingdir = self.staging_dir(instance)
filename = "{name}.obj".format(**instance.data)
filepath = os.path.join(stagingdir,
filename)
self.log.info("Writing OBJ '%s' to '%s'" % (filepath,
stagingdir))
with maintained_selection():
# select and export
rt.select(get_all_children(rt.getNodeByName(container)))
rt.execute(f'exportFile @"{filepath}" #noPrompt selectedOnly:true using:ObjExp') # noqa
self.log.info("Performing Extraction ...")
if "representations" not in instance.data:
instance.data["representations"] = []
representation = {
'name': 'obj',
'ext': 'obj',
'files': filename,
"stagingDir": stagingdir,
}
instance.data["representations"].append(representation)
self.log.info("Extracted instance '%s' to: %s" % (instance.name,
filepath))

View file

@ -0,0 +1,114 @@
import os
import pyblish.api
from openpype.pipeline import (
publish,
OptionalPyblishPluginMixin
)
from pymxs import runtime as rt
from openpype.hosts.max.api import (
maintained_selection
)
class ExtractModelUSD(publish.Extractor,
OptionalPyblishPluginMixin):
"""
Extract Geometry in USDA Format
"""
order = pyblish.api.ExtractorOrder - 0.05
label = "Extract Geometry (USD)"
hosts = ["max"]
families = ["model"]
optional = True
def process(self, instance):
if not self.is_active(instance.data):
return
container = instance.data["instance_node"]
self.log.info("Extracting Geometry ...")
stagingdir = self.staging_dir(instance)
asset_filename = "{name}.usda".format(**instance.data)
asset_filepath = os.path.join(stagingdir,
asset_filename)
self.log.info("Writing USD '%s' to '%s'" % (asset_filepath,
stagingdir))
log_filename = "{name}.txt".format(**instance.data)
log_filepath = os.path.join(stagingdir,
log_filename)
self.log.info("Writing log '%s' to '%s'" % (log_filepath,
stagingdir))
# get the nodes which need to be exported
export_options = self.get_export_options(log_filepath)
with maintained_selection():
# select and export
node_list = self.get_node_list(container)
rt.USDExporter.ExportFile(asset_filepath,
exportOptions=export_options,
contentSource=rt.name("selected"),
nodeList=node_list)
self.log.info("Performing Extraction ...")
if "representations" not in instance.data:
instance.data["representations"] = []
representation = {
'name': 'usda',
'ext': 'usda',
'files': asset_filename,
"stagingDir": stagingdir,
}
instance.data["representations"].append(representation)
log_representation = {
'name': 'txt',
'ext': 'txt',
'files': log_filename,
"stagingDir": stagingdir,
}
instance.data["representations"].append(log_representation)
self.log.info("Extracted instance '%s' to: %s" % (instance.name,
asset_filepath))
def get_node_list(self, container):
"""
Get the target nodes which are
the children of the container
"""
node_list = []
container_node = rt.getNodeByName(container)
target_node = container_node.Children
rt.select(target_node)
for sel in rt.selection:
node_list.append(sel)
return node_list
def get_export_options(self, log_path):
"""Set Export Options for USD Exporter"""
export_options = rt.USDExporter.createOptions()
export_options.Meshes = True
export_options.Shapes = False
export_options.Lights = False
export_options.Cameras = False
export_options.Materials = False
export_options.MeshFormat = rt.name('fromScene')
export_options.FileFormat = rt.name('ascii')
export_options.UpAxis = rt.name('y')
export_options.LogLevel = rt.name('info')
export_options.LogPath = log_path
export_options.PreserveEdgeOrientation = True
export_options.TimeMode = rt.name('current')
rt.USDexporter.UIOptions = export_options
return export_options

View file

@ -0,0 +1,64 @@
import pyblish.api
from pymxs import runtime as rt
from openpype.pipeline import (
OptionalPyblishPluginMixin
)
from openpype.pipeline.publish import (
RepairAction,
ValidateContentsOrder,
PublishValidationError
)
class ValidateFrameRange(pyblish.api.InstancePlugin,
OptionalPyblishPluginMixin):
"""Validates the frame ranges.
This is an optional validator checking if the frame range on instance
matches the frame range specified for the asset.
It also validates render frame ranges of render layers.
Repair action will change everything to match the asset frame range.
This can be turned off by the artist to allow custom ranges.
"""
label = "Validate Frame Range"
order = ValidateContentsOrder
families = ["maxrender"]
hosts = ["max"]
optional = True
actions = [RepairAction]
def process(self, instance):
if not self.is_active(instance.data):
self.log.info("Skipping validation...")
return
context = instance.context
frame_start = int(context.data.get("frameStart"))
frame_end = int(context.data.get("frameEnd"))
inst_frame_start = int(instance.data.get("frameStart"))
inst_frame_end = int(instance.data.get("frameEnd"))
errors = []
if frame_start != inst_frame_start:
errors.append(
f"Start frame ({inst_frame_start}) on instance does not match " # noqa
f"with the start frame ({frame_start}) set on the asset data. ") # noqa
if frame_end != inst_frame_end:
errors.append(
f"End frame ({inst_frame_end}) on instance does not match "
f"with the end frame ({frame_start}) from the asset data. ")
if errors:
errors.append("You can use repair action to fix it.")
raise PublishValidationError("\n".join(errors))
@classmethod
def repair(cls, instance):
rt.rendStart = instance.context.data.get("frameStart")
rt.rendEnd = instance.context.data.get("frameEnd")

View file

@ -0,0 +1,44 @@
# -*- coding: utf-8 -*-
import pyblish.api
from openpype.pipeline import PublishValidationError
from pymxs import runtime as rt
class ValidateModelContent(pyblish.api.InstancePlugin):
"""Validates Model instance contents.
A model instance may only hold either geometry-related
object(excluding Shapes) or editable meshes.
"""
order = pyblish.api.ValidatorOrder
families = ["model"]
hosts = ["max"]
label = "Model Contents"
def process(self, instance):
invalid = self.get_invalid(instance)
if invalid:
raise PublishValidationError("Model instance must only include"
"Geometry and Editable Mesh")
def get_invalid(self, instance):
"""
Get invalid nodes if the instance is not camera
"""
invalid = list()
container = instance.data["instance_node"]
self.log.info("Validating look content for "
"{}".format(container))
con = rt.getNodeByName(container)
selection_list = list(con.Children) or rt.getCurrentSelection()
for sel in selection_list:
if rt.classOf(sel) in rt.Camera.classes:
invalid.append(sel)
if rt.classOf(sel) in rt.Light.classes:
invalid.append(sel)
if rt.classOf(sel) in rt.Shape.classes:
invalid.append(sel)
return invalid

View file

@ -0,0 +1,65 @@
import pyblish.api
from openpype.pipeline import (
PublishValidationError,
OptionalPyblishPluginMixin
)
from pymxs import runtime as rt
from openpype.hosts.max.api.lib import reset_scene_resolution
from openpype.pipeline.context_tools import (
get_current_project_asset,
get_current_project
)
class ValidateResolutionSetting(pyblish.api.InstancePlugin,
OptionalPyblishPluginMixin):
"""Validate the resolution setting aligned with DB"""
order = pyblish.api.ValidatorOrder - 0.01
families = ["maxrender"]
hosts = ["max"]
label = "Validate Resolution Setting"
optional = True
def process(self, instance):
if not self.is_active(instance.data):
return
width, height = self.get_db_resolution(instance)
current_width = rt.renderwidth
current_height = rt.renderHeight
if current_width != width and current_height != height:
raise PublishValidationError("Resolution Setting "
"not matching resolution "
"set on asset or shot.")
if current_width != width:
raise PublishValidationError("Width in Resolution Setting "
"not matching resolution set "
"on asset or shot.")
if current_height != height:
raise PublishValidationError("Height in Resolution Setting "
"not matching resolution set "
"on asset or shot.")
def get_db_resolution(self, instance):
data = ["data.resolutionWidth", "data.resolutionHeight"]
project_resolution = get_current_project(fields=data)
project_resolution_data = project_resolution["data"]
asset_resolution = get_current_project_asset(fields=data)
asset_resolution_data = asset_resolution["data"]
# Set project resolution
project_width = int(
project_resolution_data.get("resolutionWidth", 1920))
project_height = int(
project_resolution_data.get("resolutionHeight", 1080))
width = int(
asset_resolution_data.get("resolutionWidth", project_width))
height = int(
asset_resolution_data.get("resolutionHeight", project_height))
return width, height
@classmethod
def repair(cls, instance):
reset_scene_resolution()

View file

@ -0,0 +1,36 @@
# -*- coding: utf-8 -*-
import pyblish.api
from openpype.pipeline import PublishValidationError
from pymxs import runtime as rt
class ValidateUSDPlugin(pyblish.api.InstancePlugin):
"""Validates if USD plugin is installed or loaded in Max
"""
order = pyblish.api.ValidatorOrder - 0.01
families = ["model"]
hosts = ["max"]
label = "USD Plugin"
def process(self, instance):
plugin_mgr = rt.pluginManager
plugin_count = plugin_mgr.pluginDllCount
plugin_info = self.get_plugins(plugin_mgr,
plugin_count)
usd_import = "usdimport.dli"
if usd_import not in plugin_info:
raise PublishValidationError("USD Plugin {}"
" not found".format(usd_import))
usd_export = "usdexport.dle"
if usd_export not in plugin_info:
raise PublishValidationError("USD Plugin {}"
" not found".format(usd_export))
def get_plugins(self, manager, count):
plugin_info_list = list()
for p in range(1, count + 1):
plugin_info = manager.pluginDllName(p)
plugin_info_list.append(plugin_info)
return plugin_info_list

View file

@ -43,7 +43,24 @@ class MayaTemplateBuilder(AbstractTemplateBuilder):
))
cmds.sets(name=PLACEHOLDER_SET, empty=True)
new_nodes = cmds.file(path, i=True, returnNewNodes=True)
new_nodes = cmds.file(
path,
i=True,
returnNewNodes=True,
preserveReferences=True,
loadReferenceDepth="all",
)
# make default cameras non-renderable
default_cameras = [cam for cam in cmds.ls(cameras=True)
if cmds.camera(cam, query=True, startupCamera=True)]
for cam in default_cameras:
if not cmds.attributeQuery("renderable", node=cam, exists=True):
self.log.debug(
"Camera {} has no attribute 'renderable'".format(cam)
)
continue
cmds.setAttr("{}.renderable".format(cam), 0)
cmds.setAttr(PLACEHOLDER_SET + ".hiddenInOutliner", True)

View file

@ -162,9 +162,15 @@ class ReferenceLoader(openpype.hosts.maya.api.plugin.ReferenceLoader):
with parent_nodes(roots, parent=None):
cmds.xform(group_name, zeroTransformPivots=True)
cmds.setAttr("{}.displayHandle".format(group_name), 1)
settings = get_project_settings(os.environ['AVALON_PROJECT'])
display_handle = settings['maya']['load'].get(
'reference_loader', {}
).get('display_handle', True)
cmds.setAttr(
"{}.displayHandle".format(group_name), display_handle
)
colors = settings['maya']['load']['colors']
c = colors.get(family)
if c is not None:
@ -174,7 +180,9 @@ class ReferenceLoader(openpype.hosts.maya.api.plugin.ReferenceLoader):
(float(c[1]) / 255),
(float(c[2]) / 255))
cmds.setAttr("{}.displayHandle".format(group_name), 1)
cmds.setAttr(
"{}.displayHandle".format(group_name), display_handle
)
# get bounding box
bbox = cmds.exactWorldBoundingBox(group_name)
# get pivot position on world space

View file

@ -217,7 +217,11 @@ class ExtractPlayblast(publish.Extractor):
instance.data["panel"], edit=True, **viewport_defaults
)
cmds.setAttr("{}.panZoomEnabled".format(preset["camera"]), pan_zoom)
try:
cmds.setAttr(
"{}.panZoomEnabled".format(preset["camera"]), pan_zoom)
except RuntimeError:
self.log.warning("Cannot restore Pan/Zoom settings.")
collected_files = os.listdir(stagingdir)
patterns = [clique.PATTERNS["frames"]]

View file

@ -6,7 +6,7 @@ import pyblish.api
from openpype.hosts.maya.api.lib import set_attribute
from openpype.pipeline.publish import (
RepairContextAction,
RepairAction,
ValidateContentsOrder,
)
@ -26,7 +26,7 @@ class ValidateAttributes(pyblish.api.InstancePlugin):
order = ValidateContentsOrder
label = "Attributes"
hosts = ["maya"]
actions = [RepairContextAction]
actions = [RepairAction]
optional = True
attributes = None
@ -81,7 +81,7 @@ class ValidateAttributes(pyblish.api.InstancePlugin):
if node_name not in attributes:
continue
for attr_name, expected in attributes.items():
for attr_name, expected in attributes[node_name].items():
# Skip if attribute does not exist
if not cmds.attributeQuery(attr_name, node=node, exists=True):

View file

@ -50,7 +50,8 @@ class ValidateShaderName(pyblish.api.InstancePlugin):
asset_name = instance.data.get("asset", None)
# Check the number of connected shadingEngines per shape
r = re.compile(cls.regex)
regex_compile = re.compile(cls.regex)
error_message = "object {0} has invalid shader name {1}"
for shape in shapes:
shading_engines = cmds.listConnections(shape,
destination=True,
@ -60,19 +61,18 @@ class ValidateShaderName(pyblish.api.InstancePlugin):
)
for shader in shaders:
m = r.match(cls.regex, shader)
m = regex_compile.match(shader)
if m is None:
invalid.append(shape)
cls.log.error(
"object {0} has invalid shader name {1}".format(shape,
shader)
)
cls.log.error(error_message.format(shape, shader))
else:
if 'asset' in r.groupindex:
if 'asset' in regex_compile.groupindex:
if m.group('asset') != asset_name:
invalid.append(shape)
cls.log.error(("object {0} has invalid "
"shader name {1}").format(shape,
shader))
message = error_message
message += " with missing asset name \"{2}\""
cls.log.error(
message.format(shape, shader, asset_name)
)
return invalid

View file

@ -7,28 +7,26 @@ from openpype.pipeline import (
from openpype.hosts.photoshop.api.pipeline import cache_and_get_instances
class PSWorkfileCreator(AutoCreator):
identifier = "workfile"
family = "workfile"
default_variant = "Main"
class PSAutoCreator(AutoCreator):
"""Generic autocreator to extend."""
def get_instance_attr_defs(self):
return []
def collect_instances(self):
for instance_data in cache_and_get_instances(self):
creator_id = instance_data.get("creator_identifier")
if creator_id == self.identifier:
subset_name = instance_data["subset"]
instance = CreatedInstance(
self.family, subset_name, instance_data, self
instance = CreatedInstance.from_existing(
instance_data, self
)
self._add_instance_to_context(instance)
def update_instances(self, update_list):
# nothing to change on workfiles
pass
self.log.debug("update_list:: {}".format(update_list))
for created_inst, _changes in update_list:
api.stub().imprint(created_inst.get("instance_id"),
created_inst.data_to_store())
def create(self, options=None):
existing_instance = None
@ -58,6 +56,9 @@ class PSWorkfileCreator(AutoCreator):
project_name, host_name, None
))
if not self.active_on_create:
data["active"] = False
new_instance = CreatedInstance(
self.family, subset_name, data, self
)

View file

@ -0,0 +1,120 @@
from openpype.pipeline import CreatedInstance
from openpype.lib import BoolDef
import openpype.hosts.photoshop.api as api
from openpype.hosts.photoshop.lib import PSAutoCreator
from openpype.pipeline.create import get_subset_name
from openpype.client import get_asset_by_name
class AutoImageCreator(PSAutoCreator):
"""Creates flatten image from all visible layers.
Used in simplified publishing as auto created instance.
Must be enabled in Setting and template for subset name provided
"""
identifier = "auto_image"
family = "image"
# Settings
default_variant = ""
# - Mark by default instance for review
mark_for_review = True
active_on_create = True
def create(self, options=None):
existing_instance = None
for instance in self.create_context.instances:
if instance.creator_identifier == self.identifier:
existing_instance = instance
break
context = self.create_context
project_name = context.get_current_project_name()
asset_name = context.get_current_asset_name()
task_name = context.get_current_task_name()
host_name = context.host_name
asset_doc = get_asset_by_name(project_name, asset_name)
if existing_instance is None:
subset_name = get_subset_name(
self.family, self.default_variant, task_name, asset_doc,
project_name, host_name
)
publishable_ids = [layer.id for layer in api.stub().get_layers()
if layer.visible]
data = {
"asset": asset_name,
"task": task_name,
# ids are "virtual" layers, won't get grouped as 'members' do
# same difference in color coded layers in WP
"ids": publishable_ids
}
if not self.active_on_create:
data["active"] = False
creator_attributes = {"mark_for_review": self.mark_for_review}
data.update({"creator_attributes": creator_attributes})
new_instance = CreatedInstance(
self.family, subset_name, data, self
)
self._add_instance_to_context(new_instance)
api.stub().imprint(new_instance.get("instance_id"),
new_instance.data_to_store())
elif ( # existing instance from different context
existing_instance["asset"] != asset_name
or existing_instance["task"] != task_name
):
subset_name = get_subset_name(
self.family, self.default_variant, task_name, asset_doc,
project_name, host_name
)
existing_instance["asset"] = asset_name
existing_instance["task"] = task_name
existing_instance["subset"] = subset_name
api.stub().imprint(existing_instance.get("instance_id"),
existing_instance.data_to_store())
def get_pre_create_attr_defs(self):
return [
BoolDef(
"mark_for_review",
label="Review",
default=self.mark_for_review
)
]
def get_instance_attr_defs(self):
return [
BoolDef(
"mark_for_review",
label="Review"
)
]
def apply_settings(self, project_settings, system_settings):
plugin_settings = (
project_settings["photoshop"]["create"]["AutoImageCreator"]
)
self.active_on_create = plugin_settings["active_on_create"]
self.default_variant = plugin_settings["default_variant"]
self.mark_for_review = plugin_settings["mark_for_review"]
self.enabled = plugin_settings["enabled"]
def get_detail_description(self):
return """Creator for flatten image.
Studio might configure simple publishing workflow. In that case
`image` instance is automatically created which will publish flat
image from all visible layers.
Artist might disable this instance from publishing or from creating
review for it though.
"""

View file

@ -23,6 +23,11 @@ class ImageCreator(Creator):
family = "image"
description = "Image creator"
# Settings
default_variants = ""
mark_for_review = False
active_on_create = True
def create(self, subset_name_from_ui, data, pre_create_data):
groups_to_create = []
top_layers_to_wrap = []
@ -94,6 +99,12 @@ class ImageCreator(Creator):
data.update({"layer_name": layer_name})
data.update({"long_name": "_".join(layer_names_in_hierarchy)})
creator_attributes = {"mark_for_review": self.mark_for_review}
data.update({"creator_attributes": creator_attributes})
if not self.active_on_create:
data["active"] = False
new_instance = CreatedInstance(self.family, subset_name, data,
self)
@ -134,11 +145,6 @@ class ImageCreator(Creator):
self.host.remove_instance(instance)
self._remove_instance_from_context(instance)
def get_default_variants(self):
return [
"Main"
]
def get_pre_create_attr_defs(self):
output = [
BoolDef("use_selection", default=True,
@ -148,10 +154,34 @@ class ImageCreator(Creator):
label="Create separate instance for each selected"),
BoolDef("use_layer_name",
default=False,
label="Use layer name in subset")
label="Use layer name in subset"),
BoolDef(
"mark_for_review",
label="Create separate review",
default=False
)
]
return output
def get_instance_attr_defs(self):
return [
BoolDef(
"mark_for_review",
label="Review"
)
]
def apply_settings(self, project_settings, system_settings):
plugin_settings = (
project_settings["photoshop"]["create"]["ImageCreator"]
)
self.active_on_create = plugin_settings["active_on_create"]
self.default_variants = plugin_settings["default_variants"]
self.mark_for_review = plugin_settings["mark_for_review"]
self.enabled = plugin_settings["enabled"]
def get_detail_description(self):
return """Creator for Image instances
@ -180,6 +210,11 @@ class ImageCreator(Creator):
but layer name should be used (set explicitly in UI or implicitly if
multiple images should be created), it is added in capitalized form
as a suffix to subset name.
Each image could have its separate review created if necessary via
`Create separate review` toggle.
But more use case is to use separate `review` instance to create review
from all published items.
"""
def _handle_legacy(self, instance_data):

View file

@ -0,0 +1,28 @@
from openpype.hosts.photoshop.lib import PSAutoCreator
class ReviewCreator(PSAutoCreator):
"""Creates review instance which might be disabled from publishing."""
identifier = "review"
family = "review"
default_variant = "Main"
def get_detail_description(self):
return """Auto creator for review.
Photoshop review is created from all published images or from all
visible layers if no `image` instances got created.
Review might be disabled by an artist (instance shouldn't be deleted as
it will get recreated in next publish either way).
"""
def apply_settings(self, project_settings, system_settings):
plugin_settings = (
project_settings["photoshop"]["create"]["ReviewCreator"]
)
self.default_variant = plugin_settings["default_variant"]
self.active_on_create = plugin_settings["active_on_create"]
self.enabled = plugin_settings["enabled"]

View file

@ -0,0 +1,28 @@
from openpype.hosts.photoshop.lib import PSAutoCreator
class WorkfileCreator(PSAutoCreator):
identifier = "workfile"
family = "workfile"
default_variant = "Main"
def get_detail_description(self):
return """Auto creator for workfile.
It is expected that each publish will also publish its source workfile
for safekeeping. This creator triggers automatically without need for
an artist to remember and trigger it explicitly.
Workfile instance could be disabled if it is not required to publish
workfile. (Instance shouldn't be deleted though as it will be recreated
in next publish automatically).
"""
def apply_settings(self, project_settings, system_settings):
plugin_settings = (
project_settings["photoshop"]["create"]["WorkfileCreator"]
)
self.active_on_create = plugin_settings["active_on_create"]
self.enabled = plugin_settings["enabled"]

View file

@ -0,0 +1,101 @@
import pyblish.api
from openpype.hosts.photoshop import api as photoshop
from openpype.pipeline.create import get_subset_name
class CollectAutoImage(pyblish.api.ContextPlugin):
"""Creates auto image in non artist based publishes (Webpublisher).
'remotepublish' should be renamed to 'autopublish' or similar in the future
"""
label = "Collect Auto Image"
order = pyblish.api.CollectorOrder
hosts = ["photoshop"]
order = pyblish.api.CollectorOrder + 0.2
targets = ["remotepublish"]
def process(self, context):
family = "image"
for instance in context:
creator_identifier = instance.data.get("creator_identifier")
if creator_identifier and creator_identifier == "auto_image":
self.log.debug("Auto image instance found, won't create new")
return
project_name = context.data["anatomyData"]["project"]["name"]
proj_settings = context.data["project_settings"]
task_name = context.data["anatomyData"]["task"]["name"]
host_name = context.data["hostName"]
asset_doc = context.data["assetEntity"]
asset_name = asset_doc["name"]
auto_creator = proj_settings.get(
"photoshop", {}).get(
"create", {}).get(
"AutoImageCreator", {})
if not auto_creator or not auto_creator["enabled"]:
self.log.debug("Auto image creator disabled, won't create new")
return
stub = photoshop.stub()
stored_items = stub.get_layers_metadata()
for item in stored_items:
if item.get("creator_identifier") == "auto_image":
if not item.get("active"):
self.log.debug("Auto_image instance disabled")
return
layer_items = stub.get_layers()
publishable_ids = [layer.id for layer in layer_items
if layer.visible]
# collect stored image instances
instance_names = []
for layer_item in layer_items:
layer_meta_data = stub.read(layer_item, stored_items)
# Skip layers without metadata.
if layer_meta_data is None:
continue
# Skip containers.
if "container" in layer_meta_data["id"]:
continue
# active might not be in legacy meta
if layer_meta_data.get("active", True) and layer_item.visible:
instance_names.append(layer_meta_data["subset"])
if len(instance_names) == 0:
variants = proj_settings.get(
"photoshop", {}).get(
"create", {}).get(
"CreateImage", {}).get(
"default_variants", [''])
family = "image"
variant = context.data.get("variant") or variants[0]
subset_name = get_subset_name(
family, variant, task_name, asset_doc,
project_name, host_name
)
instance = context.create_instance(subset_name)
instance.data["family"] = family
instance.data["asset"] = asset_name
instance.data["subset"] = subset_name
instance.data["ids"] = publishable_ids
instance.data["publish"] = True
instance.data["creator_identifier"] = "auto_image"
if auto_creator["mark_for_review"]:
instance.data["creator_attributes"] = {"mark_for_review": True}
instance.data["families"] = ["review"]
self.log.info("auto image instance: {} ".format(instance.data))

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@ -0,0 +1,92 @@
"""
Requires:
None
Provides:
instance -> family ("review")
"""
import pyblish.api
from openpype.hosts.photoshop import api as photoshop
from openpype.pipeline.create import get_subset_name
class CollectAutoReview(pyblish.api.ContextPlugin):
"""Create review instance in non artist based workflow.
Called only if PS is triggered in Webpublisher or in tests.
"""
label = "Collect Auto Review"
hosts = ["photoshop"]
order = pyblish.api.CollectorOrder + 0.2
targets = ["remotepublish"]
publish = True
def process(self, context):
family = "review"
has_review = False
for instance in context:
if instance.data["family"] == family:
self.log.debug("Review instance found, won't create new")
has_review = True
creator_attributes = instance.data.get("creator_attributes", {})
if (creator_attributes.get("mark_for_review") and
"review" not in instance.data["families"]):
instance.data["families"].append("review")
if has_review:
return
stub = photoshop.stub()
stored_items = stub.get_layers_metadata()
for item in stored_items:
if item.get("creator_identifier") == family:
if not item.get("active"):
self.log.debug("Review instance disabled")
return
auto_creator = context.data["project_settings"].get(
"photoshop", {}).get(
"create", {}).get(
"ReviewCreator", {})
if not auto_creator or not auto_creator["enabled"]:
self.log.debug("Review creator disabled, won't create new")
return
variant = (context.data.get("variant") or
auto_creator["default_variant"])
project_name = context.data["anatomyData"]["project"]["name"]
proj_settings = context.data["project_settings"]
task_name = context.data["anatomyData"]["task"]["name"]
host_name = context.data["hostName"]
asset_doc = context.data["assetEntity"]
asset_name = asset_doc["name"]
subset_name = get_subset_name(
family,
variant,
task_name,
asset_doc,
project_name,
host_name=host_name,
project_settings=proj_settings
)
instance = context.create_instance(subset_name)
instance.data.update({
"subset": subset_name,
"label": subset_name,
"name": subset_name,
"family": family,
"families": [],
"representations": [],
"asset": asset_name,
"publish": self.publish
})
self.log.debug("auto review created::{}".format(instance.data))

View file

@ -0,0 +1,99 @@
import os
import pyblish.api
from openpype.hosts.photoshop import api as photoshop
from openpype.pipeline.create import get_subset_name
class CollectAutoWorkfile(pyblish.api.ContextPlugin):
"""Collect current script for publish."""
order = pyblish.api.CollectorOrder + 0.2
label = "Collect Workfile"
hosts = ["photoshop"]
targets = ["remotepublish"]
def process(self, context):
family = "workfile"
file_path = context.data["currentFile"]
_, ext = os.path.splitext(file_path)
staging_dir = os.path.dirname(file_path)
base_name = os.path.basename(file_path)
workfile_representation = {
"name": ext[1:],
"ext": ext[1:],
"files": base_name,
"stagingDir": staging_dir,
}
for instance in context:
if instance.data["family"] == family:
self.log.debug("Workfile instance found, won't create new")
instance.data.update({
"label": base_name,
"name": base_name,
"representations": [],
})
# creating representation
_, ext = os.path.splitext(file_path)
instance.data["representations"].append(
workfile_representation)
return
stub = photoshop.stub()
stored_items = stub.get_layers_metadata()
for item in stored_items:
if item.get("creator_identifier") == family:
if not item.get("active"):
self.log.debug("Workfile instance disabled")
return
project_name = context.data["anatomyData"]["project"]["name"]
proj_settings = context.data["project_settings"]
auto_creator = proj_settings.get(
"photoshop", {}).get(
"create", {}).get(
"WorkfileCreator", {})
if not auto_creator or not auto_creator["enabled"]:
self.log.debug("Workfile creator disabled, won't create new")
return
# context.data["variant"] might come only from collect_batch_data
variant = (context.data.get("variant") or
auto_creator["default_variant"])
task_name = context.data["anatomyData"]["task"]["name"]
host_name = context.data["hostName"]
asset_doc = context.data["assetEntity"]
asset_name = asset_doc["name"]
subset_name = get_subset_name(
family,
variant,
task_name,
asset_doc,
project_name,
host_name=host_name,
project_settings=proj_settings
)
# Create instance
instance = context.create_instance(subset_name)
instance.data.update({
"subset": subset_name,
"label": base_name,
"name": base_name,
"family": family,
"families": [],
"representations": [],
"asset": asset_name
})
# creating representation
instance.data["representations"].append(workfile_representation)
self.log.debug("auto workfile review created:{}".format(instance.data))

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@ -1,116 +0,0 @@
import pprint
import pyblish.api
from openpype.settings import get_project_settings
from openpype.hosts.photoshop import api as photoshop
from openpype.lib import prepare_template_data
from openpype.pipeline import legacy_io
class CollectInstances(pyblish.api.ContextPlugin):
"""Gather instances by LayerSet and file metadata
Collects publishable instances from file metadata or enhance
already collected by creator (family == "image").
If no image instances are explicitly created, it looks if there is value
in `flatten_subset_template` (configurable in Settings), in that case it
produces flatten image with all visible layers.
Identifier:
id (str): "pyblish.avalon.instance"
"""
label = "Collect Instances"
order = pyblish.api.CollectorOrder
hosts = ["photoshop"]
families_mapping = {
"image": []
}
# configurable in Settings
flatten_subset_template = ""
def process(self, context):
instance_by_layer_id = {}
for instance in context:
if (
instance.data["family"] == "image" and
instance.data.get("members")):
layer_id = str(instance.data["members"][0])
instance_by_layer_id[layer_id] = instance
stub = photoshop.stub()
layer_items = stub.get_layers()
layers_meta = stub.get_layers_metadata()
instance_names = []
all_layer_ids = []
for layer_item in layer_items:
layer_meta_data = stub.read(layer_item, layers_meta)
all_layer_ids.append(layer_item.id)
# Skip layers without metadata.
if layer_meta_data is None:
continue
# Skip containers.
if "container" in layer_meta_data["id"]:
continue
# active might not be in legacy meta
if not layer_meta_data.get("active", True):
continue
instance = instance_by_layer_id.get(str(layer_item.id))
if instance is None:
instance = context.create_instance(layer_meta_data["subset"])
instance.data["layer"] = layer_item
instance.data.update(layer_meta_data)
instance.data["families"] = self.families_mapping[
layer_meta_data["family"]
]
instance.data["publish"] = layer_item.visible
instance_names.append(layer_meta_data["subset"])
# Produce diagnostic message for any graphical
# user interface interested in visualising it.
self.log.info("Found: \"%s\" " % instance.data["name"])
self.log.info("instance: {} ".format(
pprint.pformat(instance.data, indent=4)))
if len(instance_names) != len(set(instance_names)):
self.log.warning("Duplicate instances found. " +
"Remove unwanted via Publisher")
if len(instance_names) == 0 and self.flatten_subset_template:
project_name = context.data["projectEntity"]["name"]
variants = get_project_settings(project_name).get(
"photoshop", {}).get(
"create", {}).get(
"CreateImage", {}).get(
"defaults", [''])
family = "image"
task_name = legacy_io.Session["AVALON_TASK"]
asset_name = context.data["assetEntity"]["name"]
variant = context.data.get("variant") or variants[0]
fill_pairs = {
"variant": variant,
"family": family,
"task": task_name
}
subset = self.flatten_subset_template.format(
**prepare_template_data(fill_pairs))
instance = context.create_instance(subset)
instance.data["family"] = family
instance.data["asset"] = asset_name
instance.data["subset"] = subset
instance.data["ids"] = all_layer_ids
instance.data["families"] = self.families_mapping[family]
instance.data["publish"] = True
self.log.info("flatten instance: {} ".format(instance.data))

View file

@ -14,10 +14,7 @@ from openpype.pipeline.create import get_subset_name
class CollectReview(pyblish.api.ContextPlugin):
"""Gather the active document as review instance.
Triggers once even if no 'image' is published as by defaults it creates
flatten image from a workfile.
"""Adds review to families for instances marked to be reviewable.
"""
label = "Collect Review"
@ -28,25 +25,8 @@ class CollectReview(pyblish.api.ContextPlugin):
publish = True
def process(self, context):
family = "review"
subset = get_subset_name(
family,
context.data.get("variant", ''),
context.data["anatomyData"]["task"]["name"],
context.data["assetEntity"],
context.data["anatomyData"]["project"]["name"],
host_name=context.data["hostName"],
project_settings=context.data["project_settings"]
)
instance = context.create_instance(subset)
instance.data.update({
"subset": subset,
"label": subset,
"name": subset,
"family": family,
"families": [],
"representations": [],
"asset": os.environ["AVALON_ASSET"],
"publish": self.publish
})
for instance in context:
creator_attributes = instance.data["creator_attributes"]
if (creator_attributes.get("mark_for_review") and
"review" not in instance.data["families"]):
instance.data["families"].append("review")

View file

@ -14,50 +14,19 @@ class CollectWorkfile(pyblish.api.ContextPlugin):
default_variant = "Main"
def process(self, context):
existing_instance = None
for instance in context:
if instance.data["family"] == "workfile":
self.log.debug("Workfile instance found, won't create new")
existing_instance = instance
break
file_path = context.data["currentFile"]
_, ext = os.path.splitext(file_path)
staging_dir = os.path.dirname(file_path)
base_name = os.path.basename(file_path)
family = "workfile"
# context.data["variant"] might come only from collect_batch_data
variant = context.data.get("variant") or self.default_variant
subset = get_subset_name(
family,
variant,
context.data["anatomyData"]["task"]["name"],
context.data["assetEntity"],
context.data["anatomyData"]["project"]["name"],
host_name=context.data["hostName"],
project_settings=context.data["project_settings"]
)
file_path = context.data["currentFile"]
staging_dir = os.path.dirname(file_path)
base_name = os.path.basename(file_path)
# Create instance
if existing_instance is None:
instance = context.create_instance(subset)
instance.data.update({
"subset": subset,
"label": base_name,
"name": base_name,
"family": family,
"families": [],
"representations": [],
"asset": os.environ["AVALON_ASSET"]
})
else:
instance = existing_instance
# creating representation
_, ext = os.path.splitext(file_path)
instance.data["representations"].append({
"name": ext[1:],
"ext": ext[1:],
"files": base_name,
"stagingDir": staging_dir,
})
# creating representation
_, ext = os.path.splitext(file_path)
instance.data["representations"].append({
"name": ext[1:],
"ext": ext[1:],
"files": base_name,
"stagingDir": staging_dir,
})
return

View file

@ -47,32 +47,42 @@ class ExtractReview(publish.Extractor):
layers = self._get_layers_from_image_instances(instance)
self.log.info("Layers image instance found: {}".format(layers))
repre_name = "jpg"
repre_skeleton = {
"name": repre_name,
"ext": "jpg",
"stagingDir": staging_dir,
"tags": self.jpg_options['tags'],
}
if instance.data["family"] != "review":
# enable creation of review, without this jpg review would clash
# with jpg of the image family
output_name = repre_name
repre_name = "{}_{}".format(repre_name, output_name)
repre_skeleton.update({"name": repre_name,
"outputName": output_name})
if self.make_image_sequence and len(layers) > 1:
self.log.info("Extract layers to image sequence.")
img_list = self._save_sequence_images(staging_dir, layers)
instance.data["representations"].append({
"name": "jpg",
"ext": "jpg",
"files": img_list,
repre_skeleton.update({
"frameStart": 0,
"frameEnd": len(img_list),
"fps": fps,
"stagingDir": staging_dir,
"tags": self.jpg_options['tags'],
"files": img_list,
})
instance.data["representations"].append(repre_skeleton)
processed_img_names = img_list
else:
self.log.info("Extract layers to flatten image.")
img_list = self._save_flatten_image(staging_dir, layers)
instance.data["representations"].append({
"name": "jpg",
"ext": "jpg",
"files": img_list, # cannot be [] for single frame
"stagingDir": staging_dir,
"tags": self.jpg_options['tags']
repre_skeleton.update({
"files": img_list,
})
instance.data["representations"].append(repre_skeleton)
processed_img_names = [img_list]
ffmpeg_path = get_ffmpeg_tool_path("ffmpeg")

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@ -0,0 +1,10 @@
from .addon import (
SubstanceAddon,
SUBSTANCE_HOST_DIR,
)
__all__ = (
"SubstanceAddon",
"SUBSTANCE_HOST_DIR"
)

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@ -0,0 +1,34 @@
import os
from openpype.modules import OpenPypeModule, IHostAddon
SUBSTANCE_HOST_DIR = os.path.dirname(os.path.abspath(__file__))
class SubstanceAddon(OpenPypeModule, IHostAddon):
name = "substancepainter"
host_name = "substancepainter"
def initialize(self, module_settings):
self.enabled = True
def add_implementation_envs(self, env, _app):
# Add requirements to SUBSTANCE_PAINTER_PLUGINS_PATH
plugin_path = os.path.join(SUBSTANCE_HOST_DIR, "deploy")
plugin_path = plugin_path.replace("\\", "/")
if env.get("SUBSTANCE_PAINTER_PLUGINS_PATH"):
plugin_path += os.pathsep + env["SUBSTANCE_PAINTER_PLUGINS_PATH"]
env["SUBSTANCE_PAINTER_PLUGINS_PATH"] = plugin_path
# Log in Substance Painter doesn't support custom terminal colors
env["OPENPYPE_LOG_NO_COLORS"] = "Yes"
def get_launch_hook_paths(self, app):
if app.host_name != self.host_name:
return []
return [
os.path.join(SUBSTANCE_HOST_DIR, "hooks")
]
def get_workfile_extensions(self):
return [".spp", ".toc"]

View file

@ -0,0 +1,8 @@
from .pipeline import (
SubstanceHost,
)
__all__ = [
"SubstanceHost",
]

View file

@ -0,0 +1,157 @@
"""Substance Painter OCIO management
Adobe Substance 3D Painter supports OCIO color management using a per project
configuration. Output color spaces are defined at the project level
More information see:
- https://substance3d.adobe.com/documentation/spdoc/color-management-223053233.html # noqa
- https://substance3d.adobe.com/documentation/spdoc/color-management-with-opencolorio-225969419.html # noqa
"""
import substance_painter.export
import substance_painter.js
import json
from .lib import (
get_document_structure,
get_channel_format
)
def _iter_document_stack_channels():
"""Yield all stack paths and channels project"""
for material in get_document_structure()["materials"]:
material_name = material["name"]
for stack in material["stacks"]:
stack_name = stack["name"]
if stack_name:
stack_path = [material_name, stack_name]
else:
stack_path = material_name
for channel in stack["channels"]:
yield stack_path, channel
def _get_first_color_and_data_stack_and_channel():
"""Return first found color channel and data channel."""
color_channel = None
data_channel = None
for stack_path, channel in _iter_document_stack_channels():
channel_format = get_channel_format(stack_path, channel)
if channel_format["color"]:
color_channel = (stack_path, channel)
else:
data_channel = (stack_path, channel)
if color_channel and data_channel:
return color_channel, data_channel
return color_channel, data_channel
def get_project_channel_data():
"""Return colorSpace settings for the current substance painter project.
In Substance Painter only color channels have Color Management enabled
whereas data channels have no color management applied. This can't be
changed. The artist can only customize the export color space for color
channels per bit-depth for 8 bpc, 16 bpc and 32 bpc.
As such this returns the color space for 'data' and for per bit-depth
for color channels.
Example output:
{
"data": {'colorSpace': 'Utility - Raw'},
"8": {"colorSpace": "ACES - AcesCG"},
"16": {"colorSpace": "ACES - AcesCG"},
"16f": {"colorSpace": "ACES - AcesCG"},
"32f": {"colorSpace": "ACES - AcesCG"}
}
"""
keys = ["colorSpace"]
query = {key: f"${key}" for key in keys}
config = {
"exportPath": "/",
"exportShaderParams": False,
"defaultExportPreset": "query_preset",
"exportPresets": [{
"name": "query_preset",
# List of maps making up this export preset.
"maps": [{
"fileName": json.dumps(query),
# List of source/destination defining which channels will
# make up the texture file.
"channels": [],
"parameters": {
"fileFormat": "exr",
"bitDepth": "32f",
"dithering": False,
"sizeLog2": 4,
"paddingAlgorithm": "passthrough",
"dilationDistance": 16
}
}]
}],
}
def _get_query_output(config):
# Return the basename of the single output path we defined
result = substance_painter.export.list_project_textures(config)
path = next(iter(result.values()))[0]
# strip extension and slash since we know relevant json data starts
# and ends with { and } characters
path = path.strip("/\\.exr")
return json.loads(path)
# Query for each type of channel (color and data)
color_channel, data_channel = _get_first_color_and_data_stack_and_channel()
colorspaces = {}
for key, channel_data in {
"data": data_channel,
"color": color_channel
}.items():
if channel_data is None:
# No channel of that datatype anywhere in the Stack. We're
# unable to identify the output color space of the project
colorspaces[key] = None
continue
stack, channel = channel_data
# Stack must be a string
if not isinstance(stack, str):
# Assume iterable
stack = "/".join(stack)
# Define the temp output config
config["exportList"] = [{"rootPath": stack}]
config_map = config["exportPresets"][0]["maps"][0]
config_map["channels"] = [
{
"destChannel": x,
"srcChannel": x,
"srcMapType": "documentMap",
"srcMapName": channel
} for x in "RGB"
]
if key == "color":
# Query for each bit depth
# Color space definition can have a different OCIO config set
# for 8-bit, 16-bit and 32-bit outputs so we need to check each
# bit depth
for depth in ["8", "16", "16f", "32f"]:
config_map["parameters"]["bitDepth"] = depth # noqa
colorspaces[key + depth] = _get_query_output(config)
else:
# Data channel (not color managed)
colorspaces[key] = _get_query_output(config)
return colorspaces

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@ -0,0 +1,649 @@
import os
import re
import json
from collections import defaultdict
import substance_painter.project
import substance_painter.resource
import substance_painter.js
import substance_painter.export
from qtpy import QtGui, QtWidgets, QtCore
def get_export_presets():
"""Return Export Preset resource URLs for all available Export Presets.
Returns:
dict: {Resource url: GUI Label}
"""
# TODO: Find more optimal way to find all export templates
preset_resources = {}
for shelf in substance_painter.resource.Shelves.all():
shelf_path = os.path.normpath(shelf.path())
presets_path = os.path.join(shelf_path, "export-presets")
if not os.path.exists(presets_path):
continue
for filename in os.listdir(presets_path):
if filename.endswith(".spexp"):
template_name = os.path.splitext(filename)[0]
resource = substance_painter.resource.ResourceID(
context=shelf.name(),
name=template_name
)
resource_url = resource.url()
preset_resources[resource_url] = template_name
# Sort by template name
export_templates = dict(sorted(preset_resources.items(),
key=lambda x: x[1]))
# Add default built-ins at the start
# TODO: find the built-ins automatically; scraped with https://gist.github.com/BigRoy/97150c7c6f0a0c916418207b9a2bc8f1 # noqa
result = {
"export-preset-generator://viewport2d": "2D View", # noqa
"export-preset-generator://doc-channel-normal-no-alpha": "Document channels + Normal + AO (No Alpha)", # noqa
"export-preset-generator://doc-channel-normal-with-alpha": "Document channels + Normal + AO (With Alpha)", # noqa
"export-preset-generator://sketchfab": "Sketchfab", # noqa
"export-preset-generator://adobe-standard-material": "Substance 3D Stager", # noqa
"export-preset-generator://usd": "USD PBR Metal Roughness", # noqa
"export-preset-generator://gltf": "glTF PBR Metal Roughness", # noqa
"export-preset-generator://gltf-displacement": "glTF PBR Metal Roughness + Displacement texture (experimental)" # noqa
}
result.update(export_templates)
return result
def _convert_stack_path_to_cmd_str(stack_path):
"""Convert stack path `str` or `[str, str]` for javascript query
Example usage:
>>> stack_path = _convert_stack_path_to_cmd_str(stack_path)
>>> cmd = f"alg.mapexport.channelIdentifiers({stack_path})"
>>> substance_painter.js.evaluate(cmd)
Args:
stack_path (list or str): Path to the stack, could be
"Texture set name" or ["Texture set name", "Stack name"]
Returns:
str: Stack path usable as argument in javascript query.
"""
return json.dumps(stack_path)
def get_channel_identifiers(stack_path=None):
"""Return the list of channel identifiers.
If a context is passed (texture set/stack),
return only used channels with resolved user channels.
Channel identifiers are:
basecolor, height, specular, opacity, emissive, displacement,
glossiness, roughness, anisotropylevel, anisotropyangle, transmissive,
scattering, reflection, ior, metallic, normal, ambientOcclusion,
diffuse, specularlevel, blendingmask, [custom user names].
Args:
stack_path (list or str, Optional): Path to the stack, could be
"Texture set name" or ["Texture set name", "Stack name"]
Returns:
list: List of channel identifiers.
"""
if stack_path is None:
stack_path = ""
else:
stack_path = _convert_stack_path_to_cmd_str(stack_path)
cmd = f"alg.mapexport.channelIdentifiers({stack_path})"
return substance_painter.js.evaluate(cmd)
def get_channel_format(stack_path, channel):
"""Retrieve the channel format of a specific stack channel.
See `alg.mapexport.channelFormat` (javascript API) for more details.
The channel format data is:
"label" (str): The channel format label: could be one of
[sRGB8, L8, RGB8, L16, RGB16, L16F, RGB16F, L32F, RGB32F]
"color" (bool): True if the format is in color, False is grayscale
"floating" (bool): True if the format uses floating point
representation, false otherwise
"bitDepth" (int): Bit per color channel (could be 8, 16 or 32 bpc)
Arguments:
stack_path (list or str): Path to the stack, could be
"Texture set name" or ["Texture set name", "Stack name"]
channel (str): Identifier of the channel to export
(see `get_channel_identifiers`)
Returns:
dict: The channel format data.
"""
stack_path = _convert_stack_path_to_cmd_str(stack_path)
cmd = f"alg.mapexport.channelFormat({stack_path}, '{channel}')"
return substance_painter.js.evaluate(cmd)
def get_document_structure():
"""Dump the document structure.
See `alg.mapexport.documentStructure` (javascript API) for more details.
Returns:
dict: Document structure or None when no project is open
"""
return substance_painter.js.evaluate("alg.mapexport.documentStructure()")
def get_export_templates(config, format="png", strip_folder=True):
"""Return export config outputs.
This use the Javascript API `alg.mapexport.getPathsExportDocumentMaps`
which returns a different output than using the Python equivalent
`substance_painter.export.list_project_textures(config)`.
The nice thing about the Javascript API version is that it returns the
output textures grouped by filename template.
A downside is that it doesn't return all the UDIM tiles but per template
always returns a single file.
Note:
The file format needs to be explicitly passed to the Javascript API
but upon exporting through the Python API the file format can be based
on the output preset. So it's likely the file extension will mismatch
Warning:
Even though the function appears to solely get the expected outputs
the Javascript API will actually create the config's texture output
folder if it does not exist yet. As such, a valid path must be set.
Example output:
{
"DefaultMaterial": {
"$textureSet_BaseColor(_$colorSpace)(.$udim)": "DefaultMaterial_BaseColor_ACES - ACEScg.1002.png", # noqa
"$textureSet_Emissive(_$colorSpace)(.$udim)": "DefaultMaterial_Emissive_ACES - ACEScg.1002.png", # noqa
"$textureSet_Height(_$colorSpace)(.$udim)": "DefaultMaterial_Height_Utility - Raw.1002.png", # noqa
"$textureSet_Metallic(_$colorSpace)(.$udim)": "DefaultMaterial_Metallic_Utility - Raw.1002.png", # noqa
"$textureSet_Normal(_$colorSpace)(.$udim)": "DefaultMaterial_Normal_Utility - Raw.1002.png", # noqa
"$textureSet_Roughness(_$colorSpace)(.$udim)": "DefaultMaterial_Roughness_Utility - Raw.1002.png" # noqa
}
}
Arguments:
config (dict) Export config
format (str, Optional): Output format to write to, defaults to 'png'
strip_folder (bool, Optional): Whether to strip the output folder
from the output filenames.
Returns:
dict: The expected output maps.
"""
folder = config["exportPath"].replace("\\", "/")
preset = config["defaultExportPreset"]
cmd = f'alg.mapexport.getPathsExportDocumentMaps("{preset}", "{folder}", "{format}")' # noqa
result = substance_painter.js.evaluate(cmd)
if strip_folder:
for _stack, maps in result.items():
for map_template, map_filepath in maps.items():
map_filepath = map_filepath.replace("\\", "/")
assert map_filepath.startswith(folder)
map_filename = map_filepath[len(folder):].lstrip("/")
maps[map_template] = map_filename
return result
def _templates_to_regex(templates,
texture_set,
colorspaces,
project,
mesh):
"""Return regex based on a Substance Painter expot filename template.
This converts Substance Painter export filename templates like
`$mesh_$textureSet_BaseColor(_$colorSpace)(.$udim)` into a regex
which can be used to query an output filename to help retrieve:
- Which template filename the file belongs to.
- Which color space the file is written with.
- Which udim tile it is exactly.
This is used by `get_parsed_export_maps` which tries to as explicitly
as possible match the filename pattern against the known possible outputs.
That's why Texture Set name, Color spaces, Project path and mesh path must
be provided. By doing so we get the best shot at correctly matching the
right template because otherwise $texture_set could basically be any string
and thus match even that of a color space or mesh.
Arguments:
templates (list): List of templates to convert to regex.
texture_set (str): The texture set to match against.
colorspaces (list): The colorspaces defined in the current project.
project (str): Filepath of current substance project.
mesh (str): Path to mesh file used in current project.
Returns:
dict: Template: Template regex pattern
"""
def _filename_no_ext(path):
return os.path.splitext(os.path.basename(path))[0]
if colorspaces and any(colorspaces):
colorspace_match = "|".join(re.escape(c) for c in set(colorspaces))
colorspace_match = f"({colorspace_match})"
else:
# No colorspace support enabled
colorspace_match = ""
# Key to regex valid search values
key_matches = {
"$project": re.escape(_filename_no_ext(project)),
"$mesh": re.escape(_filename_no_ext(mesh)),
"$textureSet": re.escape(texture_set),
"$colorSpace": colorspace_match,
"$udim": "([0-9]{4})"
}
# Turn the templates into regexes
regexes = {}
for template in templates:
# We need to tweak a temp
search_regex = re.escape(template)
# Let's assume that any ( and ) character in the file template was
# intended as an optional template key and do a simple `str.replace`
# Note: we are matching against re.escape(template) so will need to
# search for the escaped brackets.
search_regex = search_regex.replace(re.escape("("), "(")
search_regex = search_regex.replace(re.escape(")"), ")?")
# Substitute each key into a named group
for key, key_expected_regex in key_matches.items():
# We want to use the template as a regex basis in the end so will
# escape the whole thing first. Note that thus we'll need to
# search for the escaped versions of the keys too.
escaped_key = re.escape(key)
key_label = key[1:] # key without $ prefix
key_expected_grp_regex = f"(?P<{key_label}>{key_expected_regex})"
search_regex = search_regex.replace(escaped_key,
key_expected_grp_regex)
# The filename templates don't include the extension so we add it
# to be able to match the out filename beginning to end
ext_regex = r"(?P<ext>\.[A-Za-z][A-Za-z0-9-]*)"
search_regex = rf"^{search_regex}{ext_regex}$"
regexes[template] = search_regex
return regexes
def strip_template(template, strip="._ "):
"""Return static characters in a substance painter filename template.
>>> strip_template("$textureSet_HELLO(.$udim)")
# HELLO
>>> strip_template("$mesh_$textureSet_HELLO_WORLD_$colorSpace(.$udim)")
# HELLO_WORLD
>>> strip_template("$textureSet_HELLO(.$udim)", strip=None)
# _HELLO
>>> strip_template("$mesh_$textureSet_$colorSpace(.$udim)", strip=None)
# _HELLO_
>>> strip_template("$textureSet_HELLO(.$udim)")
# _HELLO
Arguments:
template (str): Filename template to strip.
strip (str, optional): Characters to strip from beginning and end
of the static string in template. Defaults to: `._ `.
Returns:
str: The static string in filename template.
"""
# Return only characters that were part of the template that were static.
# Remove all keys
keys = ["$project", "$mesh", "$textureSet", "$udim", "$colorSpace"]
stripped_template = template
for key in keys:
stripped_template = stripped_template.replace(key, "")
# Everything inside an optional bracket space is excluded since it's not
# static. We keep a counter to track whether we are currently iterating
# over parts of the template that are inside an 'optional' group or not.
counter = 0
result = ""
for char in stripped_template:
if char == "(":
counter += 1
elif char == ")":
counter -= 1
if counter < 0:
counter = 0
else:
if counter == 0:
result += char
if strip:
# Strip of any trailing start/end characters. Technically these are
# static but usually start and end separators like space or underscore
# aren't wanted.
result = result.strip(strip)
return result
def get_parsed_export_maps(config):
"""Return Export Config's expected output textures with parsed data.
This tries to parse the texture outputs using a Python API export config.
Parses template keys: $project, $mesh, $textureSet, $colorSpace, $udim
Example:
{("DefaultMaterial", ""): {
"$mesh_$textureSet_BaseColor(_$colorSpace)(.$udim)": [
{
// OUTPUT DATA FOR FILE #1 OF THE TEMPLATE
},
{
// OUTPUT DATA FOR FILE #2 OF THE TEMPLATE
},
]
},
}}
File output data (all outputs are `str`).
1) Parsed tokens: These are parsed tokens from the template, they will
only exist if found in the filename template and output filename.
project: Workfile filename without extension
mesh: Filename of the loaded mesh without extension
textureSet: The texture set, e.g. "DefaultMaterial",
colorSpace: The color space, e.g. "ACES - ACEScg",
udim: The udim tile, e.g. "1001"
2) Template output and filepath
filepath: Full path to the resulting texture map, e.g.
"/path/to/mesh_DefaultMaterial_BaseColor_ACES - ACEScg.1002.png",
output: "mesh_DefaultMaterial_BaseColor_ACES - ACEScg.1002.png"
Note: if template had slashes (folders) then `output` will too.
So `output` might include a folder.
Returns:
dict: [texture_set, stack]: {template: [file1_data, file2_data]}
"""
# Import is here to avoid recursive lib <-> colorspace imports
from .colorspace import get_project_channel_data
outputs = substance_painter.export.list_project_textures(config)
templates = get_export_templates(config, strip_folder=False)
# Get all color spaces set for the current project
project_colorspaces = set(
data["colorSpace"] for data in get_project_channel_data().values()
)
# Get current project mesh path and project path to explicitly match
# the $mesh and $project tokens
project_mesh_path = substance_painter.project.last_imported_mesh_path()
project_path = substance_painter.project.file_path()
# Get the current export path to strip this of the beginning of filepath
# results, since filename templates don't have these we'll match without
# that part of the filename.
export_path = config["exportPath"]
export_path = export_path.replace("\\", "/")
if not export_path.endswith("/"):
export_path += "/"
# Parse the outputs
result = {}
for key, filepaths in outputs.items():
texture_set, stack = key
if stack:
stack_path = f"{texture_set}/{stack}"
else:
stack_path = texture_set
stack_templates = list(templates[stack_path].keys())
template_regex = _templates_to_regex(stack_templates,
texture_set=texture_set,
colorspaces=project_colorspaces,
mesh=project_mesh_path,
project=project_path)
# Let's precompile the regexes
for template, regex in template_regex.items():
template_regex[template] = re.compile(regex)
stack_results = defaultdict(list)
for filepath in sorted(filepaths):
# We strip explicitly using the full parent export path instead of
# using `os.path.basename` because export template is allowed to
# have subfolders in its template which we want to match against
filepath = filepath.replace("\\", "/")
assert filepath.startswith(export_path), (
f"Filepath {filepath} must start with folder {export_path}"
)
filename = filepath[len(export_path):]
for template, regex in template_regex.items():
match = regex.match(filename)
if match:
parsed = match.groupdict(default={})
# Include some special outputs for convenience
parsed["filepath"] = filepath
parsed["output"] = filename
stack_results[template].append(parsed)
break
else:
raise ValueError(f"Unable to match {filename} against any "
f"template in: {list(template_regex.keys())}")
result[key] = dict(stack_results)
return result
def load_shelf(path, name=None):
"""Add shelf to substance painter (for current application session)
This will dynamically add a Shelf for the current session. It's good
to note however that these will *not* persist on restart of the host.
Note:
Consider the loaded shelf a static library of resources.
The shelf will *not* be visible in application preferences in
Edit > Settings > Libraries.
The shelf will *not* show in the Assets browser if it has no existing
assets
The shelf will *not* be a selectable option for selecting it as a
destination to import resources too.
"""
# Ensure expanded path with forward slashes
path = os.path.expandvars(path)
path = os.path.abspath(path)
path = path.replace("\\", "/")
# Path must exist
if not os.path.isdir(path):
raise ValueError(f"Path is not an existing folder: {path}")
# This name must be unique and must only contain lowercase letters,
# numbers, underscores or hyphens.
if name is None:
name = os.path.basename(path)
name = name.lower()
name = re.sub(r"[^a-z0-9_\-]", "_", name) # sanitize to underscores
if substance_painter.resource.Shelves.exists(name):
shelf = next(
shelf for shelf in substance_painter.resource.Shelves.all()
if shelf.name() == name
)
if os.path.normpath(shelf.path()) != os.path.normpath(path):
raise ValueError(f"Shelf with name '{name}' already exists "
f"for a different path: '{shelf.path()}")
return
print(f"Adding Shelf '{name}' to path: {path}")
substance_painter.resource.Shelves.add(name, path)
return name
def _get_new_project_action():
"""Return QAction which triggers Substance Painter's new project dialog"""
main_window = substance_painter.ui.get_main_window()
# Find the file menu's New file action
menubar = main_window.menuBar()
new_action = None
for action in menubar.actions():
menu = action.menu()
if not menu:
continue
if menu.objectName() != "file":
continue
# Find the action with the CTRL+N key sequence
new_action = next(action for action in menu.actions()
if action.shortcut() == QtGui.QKeySequence.New)
break
return new_action
def prompt_new_file_with_mesh(mesh_filepath):
"""Prompts the user for a new file using Substance Painter's own dialog.
This will set the mesh path to load to the given mesh and disables the
dialog box to disallow the user to change the path. This way we can allow
user configuration of a project but set the mesh path ourselves.
Warning:
This is very hacky and experimental.
Note:
If a project is currently open using the same mesh filepath it can't
accurately detect whether the user had actually accepted the new project
dialog or whether the project afterwards is still the original project,
for example when the user might have cancelled the operation.
"""
app = QtWidgets.QApplication.instance()
assert os.path.isfile(mesh_filepath), \
f"Mesh filepath does not exist: {mesh_filepath}"
def _setup_file_dialog():
"""Set filepath in QFileDialog and trigger accept result"""
file_dialog = app.activeModalWidget()
assert isinstance(file_dialog, QtWidgets.QFileDialog)
# Quickly hide the dialog
file_dialog.hide()
app.processEvents(QtCore.QEventLoop.ExcludeUserInputEvents, 1000)
file_dialog.setDirectory(os.path.dirname(mesh_filepath))
url = QtCore.QUrl.fromLocalFile(os.path.basename(mesh_filepath))
file_dialog.selectUrl(url)
# Give the explorer window time to refresh to the folder and select
# the file
while not file_dialog.selectedFiles():
app.processEvents(QtCore.QEventLoop.ExcludeUserInputEvents, 1000)
print(f"Selected: {file_dialog.selectedFiles()}")
# Set it again now we know the path is refreshed - without this
# accepting the dialog will often not trigger the correct filepath
file_dialog.setDirectory(os.path.dirname(mesh_filepath))
url = QtCore.QUrl.fromLocalFile(os.path.basename(mesh_filepath))
file_dialog.selectUrl(url)
file_dialog.done(file_dialog.Accepted)
app.processEvents(QtCore.QEventLoop.AllEvents)
def _setup_prompt():
app.processEvents(QtCore.QEventLoop.ExcludeUserInputEvents)
dialog = app.activeModalWidget()
assert dialog.objectName() == "NewProjectDialog"
# Set the window title
mesh = os.path.basename(mesh_filepath)
dialog.setWindowTitle(f"New Project with mesh: {mesh}")
# Get the select mesh file button
mesh_select = dialog.findChild(QtWidgets.QPushButton, "meshSelect")
# Hide the select mesh button to the user to block changing of mesh
mesh_select.setVisible(False)
# Ensure UI is visually up-to-date
app.processEvents(QtCore.QEventLoop.ExcludeUserInputEvents)
# Trigger the 'select file' dialog to set the path and have the
# new file dialog to use the path.
QtCore.QTimer.singleShot(10, _setup_file_dialog)
mesh_select.click()
app.processEvents(QtCore.QEventLoop.AllEvents, 5000)
mesh_filename = dialog.findChild(QtWidgets.QFrame, "meshFileName")
mesh_filename_label = mesh_filename.findChild(QtWidgets.QLabel)
if not mesh_filename_label.text():
dialog.close()
raise RuntimeError(f"Failed to set mesh path: {mesh_filepath}")
new_action = _get_new_project_action()
if not new_action:
raise RuntimeError("Unable to detect new file action..")
QtCore.QTimer.singleShot(0, _setup_prompt)
new_action.trigger()
app.processEvents(QtCore.QEventLoop.AllEvents, 5000)
if not substance_painter.project.is_open():
return
# Confirm mesh was set as expected
project_mesh = substance_painter.project.last_imported_mesh_path()
if os.path.normpath(project_mesh) != os.path.normpath(mesh_filepath):
return
return project_mesh

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@ -0,0 +1,427 @@
# -*- coding: utf-8 -*-
"""Pipeline tools for OpenPype Substance Painter integration."""
import os
import logging
from functools import partial
# Substance 3D Painter modules
import substance_painter.ui
import substance_painter.event
import substance_painter.project
import pyblish.api
from openpype.host import HostBase, IWorkfileHost, ILoadHost, IPublishHost
from openpype.settings import (
get_current_project_settings,
get_system_settings
)
from openpype.pipeline.template_data import get_template_data_with_names
from openpype.pipeline import (
register_creator_plugin_path,
register_loader_plugin_path,
AVALON_CONTAINER_ID,
Anatomy
)
from openpype.lib import (
StringTemplate,
register_event_callback,
emit_event,
)
from openpype.pipeline.load import any_outdated_containers
from openpype.hosts.substancepainter import SUBSTANCE_HOST_DIR
from . import lib
log = logging.getLogger("openpype.hosts.substance")
PLUGINS_DIR = os.path.join(SUBSTANCE_HOST_DIR, "plugins")
PUBLISH_PATH = os.path.join(PLUGINS_DIR, "publish")
LOAD_PATH = os.path.join(PLUGINS_DIR, "load")
CREATE_PATH = os.path.join(PLUGINS_DIR, "create")
INVENTORY_PATH = os.path.join(PLUGINS_DIR, "inventory")
OPENPYPE_METADATA_KEY = "OpenPype"
OPENPYPE_METADATA_CONTAINERS_KEY = "containers" # child key
OPENPYPE_METADATA_CONTEXT_KEY = "context" # child key
OPENPYPE_METADATA_INSTANCES_KEY = "instances" # child key
class SubstanceHost(HostBase, IWorkfileHost, ILoadHost, IPublishHost):
name = "substancepainter"
def __init__(self):
super(SubstanceHost, self).__init__()
self._has_been_setup = False
self.menu = None
self.callbacks = []
self.shelves = []
def install(self):
pyblish.api.register_host("substancepainter")
pyblish.api.register_plugin_path(PUBLISH_PATH)
register_loader_plugin_path(LOAD_PATH)
register_creator_plugin_path(CREATE_PATH)
log.info("Installing callbacks ... ")
# register_event_callback("init", on_init)
self._register_callbacks()
# register_event_callback("before.save", before_save)
# register_event_callback("save", on_save)
register_event_callback("open", on_open)
# register_event_callback("new", on_new)
log.info("Installing menu ... ")
self._install_menu()
project_settings = get_current_project_settings()
self._install_shelves(project_settings)
self._has_been_setup = True
def uninstall(self):
self._uninstall_shelves()
self._uninstall_menu()
self._deregister_callbacks()
def has_unsaved_changes(self):
if not substance_painter.project.is_open():
return False
return substance_painter.project.needs_saving()
def get_workfile_extensions(self):
return [".spp", ".toc"]
def save_workfile(self, dst_path=None):
if not substance_painter.project.is_open():
return False
if not dst_path:
dst_path = self.get_current_workfile()
full_save_mode = substance_painter.project.ProjectSaveMode.Full
substance_painter.project.save_as(dst_path, full_save_mode)
return dst_path
def open_workfile(self, filepath):
if not os.path.exists(filepath):
raise RuntimeError("File does not exist: {}".format(filepath))
# We must first explicitly close current project before opening another
if substance_painter.project.is_open():
substance_painter.project.close()
substance_painter.project.open(filepath)
return filepath
def get_current_workfile(self):
if not substance_painter.project.is_open():
return None
filepath = substance_painter.project.file_path()
if filepath and filepath.endswith(".spt"):
# When currently in a Substance Painter template assume our
# scene isn't saved. This can be the case directly after doing
# "New project", the path will then be the template used. This
# avoids Workfiles tool trying to save as .spt extension if the
# file hasn't been saved before.
return
return filepath
def get_containers(self):
if not substance_painter.project.is_open():
return
metadata = substance_painter.project.Metadata(OPENPYPE_METADATA_KEY)
containers = metadata.get(OPENPYPE_METADATA_CONTAINERS_KEY)
if containers:
for key, container in containers.items():
container["objectName"] = key
yield container
def update_context_data(self, data, changes):
if not substance_painter.project.is_open():
return
metadata = substance_painter.project.Metadata(OPENPYPE_METADATA_KEY)
metadata.set(OPENPYPE_METADATA_CONTEXT_KEY, data)
def get_context_data(self):
if not substance_painter.project.is_open():
return
metadata = substance_painter.project.Metadata(OPENPYPE_METADATA_KEY)
return metadata.get(OPENPYPE_METADATA_CONTEXT_KEY) or {}
def _install_menu(self):
from PySide2 import QtWidgets
from openpype.tools.utils import host_tools
parent = substance_painter.ui.get_main_window()
menu = QtWidgets.QMenu("OpenPype")
action = menu.addAction("Create...")
action.triggered.connect(
lambda: host_tools.show_publisher(parent=parent,
tab="create")
)
action = menu.addAction("Load...")
action.triggered.connect(
lambda: host_tools.show_loader(parent=parent, use_context=True)
)
action = menu.addAction("Publish...")
action.triggered.connect(
lambda: host_tools.show_publisher(parent=parent,
tab="publish")
)
action = menu.addAction("Manage...")
action.triggered.connect(
lambda: host_tools.show_scene_inventory(parent=parent)
)
action = menu.addAction("Library...")
action.triggered.connect(
lambda: host_tools.show_library_loader(parent=parent)
)
menu.addSeparator()
action = menu.addAction("Work Files...")
action.triggered.connect(
lambda: host_tools.show_workfiles(parent=parent)
)
substance_painter.ui.add_menu(menu)
def on_menu_destroyed():
self.menu = None
menu.destroyed.connect(on_menu_destroyed)
self.menu = menu
def _uninstall_menu(self):
if self.menu:
self.menu.destroy()
self.menu = None
def _register_callbacks(self):
# Prepare emit event callbacks
open_callback = partial(emit_event, "open")
# Connect to the Substance Painter events
dispatcher = substance_painter.event.DISPATCHER
for event, callback in [
(substance_painter.event.ProjectOpened, open_callback)
]:
dispatcher.connect(event, callback)
# Keep a reference so we can deregister if needed
self.callbacks.append((event, callback))
def _deregister_callbacks(self):
for event, callback in self.callbacks:
substance_painter.event.DISPATCHER.disconnect(event, callback)
self.callbacks.clear()
def _install_shelves(self, project_settings):
shelves = project_settings["substancepainter"].get("shelves", {})
if not shelves:
return
# Prepare formatting data if we detect any path which might have
# template tokens like {asset} in there.
formatting_data = {}
has_formatting_entries = any("{" in path for path in shelves.values())
if has_formatting_entries:
project_name = self.get_current_project_name()
asset_name = self.get_current_asset_name()
task_name = self.get_current_asset_name()
system_settings = get_system_settings()
formatting_data = get_template_data_with_names(project_name,
asset_name,
task_name,
system_settings)
anatomy = Anatomy(project_name)
formatting_data["root"] = anatomy.roots
for name, path in shelves.items():
shelf_name = None
# Allow formatting with anatomy for the paths
if "{" in path:
path = StringTemplate.format_template(path, formatting_data)
try:
shelf_name = lib.load_shelf(path, name=name)
except ValueError as exc:
print(f"Failed to load shelf -> {exc}")
if shelf_name:
self.shelves.append(shelf_name)
def _uninstall_shelves(self):
for shelf_name in self.shelves:
substance_painter.resource.Shelves.remove(shelf_name)
self.shelves.clear()
def on_open():
log.info("Running callback on open..")
if any_outdated_containers():
from openpype.widgets import popup
log.warning("Scene has outdated content.")
# Get main window
parent = substance_painter.ui.get_main_window()
if parent is None:
log.info("Skipping outdated content pop-up "
"because Substance window can't be found.")
else:
# Show outdated pop-up
def _on_show_inventory():
from openpype.tools.utils import host_tools
host_tools.show_scene_inventory(parent=parent)
dialog = popup.Popup(parent=parent)
dialog.setWindowTitle("Substance scene has outdated content")
dialog.setMessage("There are outdated containers in "
"your Substance scene.")
dialog.on_clicked.connect(_on_show_inventory)
dialog.show()
def imprint_container(container,
name,
namespace,
context,
loader):
"""Imprint a loaded container with metadata.
Containerisation enables a tracking of version, author and origin
for loaded assets.
Arguments:
container (dict): The (substance metadata) dictionary to imprint into.
name (str): Name of resulting assembly
namespace (str): Namespace under which to host container
context (dict): Asset information
loader (load.LoaderPlugin): loader instance used to produce container.
Returns:
None
"""
data = [
("schema", "openpype:container-2.0"),
("id", AVALON_CONTAINER_ID),
("name", str(name)),
("namespace", str(namespace) if namespace else None),
("loader", str(loader.__class__.__name__)),
("representation", str(context["representation"]["_id"])),
]
for key, value in data:
container[key] = value
def set_container_metadata(object_name, container_data, update=False):
"""Helper method to directly set the data for a specific container
Args:
object_name (str): The unique object name identifier for the container
container_data (dict): The data for the container.
Note 'objectName' data is derived from `object_name` and key in
`container_data` will be ignored.
update (bool): Whether to only update the dict data.
"""
# The objectName is derived from the key in the metadata so won't be stored
# in the metadata in the container's data.
container_data.pop("objectName", None)
metadata = substance_painter.project.Metadata(OPENPYPE_METADATA_KEY)
containers = metadata.get(OPENPYPE_METADATA_CONTAINERS_KEY) or {}
if update:
existing_data = containers.setdefault(object_name, {})
existing_data.update(container_data) # mutable dict, in-place update
else:
containers[object_name] = container_data
metadata.set("containers", containers)
def remove_container_metadata(object_name):
"""Helper method to remove the data for a specific container"""
metadata = substance_painter.project.Metadata(OPENPYPE_METADATA_KEY)
containers = metadata.get(OPENPYPE_METADATA_CONTAINERS_KEY)
if containers:
containers.pop(object_name, None)
metadata.set("containers", containers)
def set_instance(instance_id, instance_data, update=False):
"""Helper method to directly set the data for a specific container
Args:
instance_id (str): Unique identifier for the instance
instance_data (dict): The instance data to store in the metaadata.
"""
set_instances({instance_id: instance_data}, update=update)
def set_instances(instance_data_by_id, update=False):
"""Store data for multiple instances at the same time.
This is more optimal than querying and setting them in the metadata one
by one.
"""
metadata = substance_painter.project.Metadata(OPENPYPE_METADATA_KEY)
instances = metadata.get(OPENPYPE_METADATA_INSTANCES_KEY) or {}
for instance_id, instance_data in instance_data_by_id.items():
if update:
existing_data = instances.get(instance_id, {})
existing_data.update(instance_data)
else:
instances[instance_id] = instance_data
metadata.set("instances", instances)
def remove_instance(instance_id):
"""Helper method to remove the data for a specific container"""
metadata = substance_painter.project.Metadata(OPENPYPE_METADATA_KEY)
instances = metadata.get(OPENPYPE_METADATA_INSTANCES_KEY) or {}
instances.pop(instance_id, None)
metadata.set("instances", instances)
def get_instances_by_id():
"""Return all instances stored in the project instances metadata"""
if not substance_painter.project.is_open():
return {}
metadata = substance_painter.project.Metadata(OPENPYPE_METADATA_KEY)
return metadata.get(OPENPYPE_METADATA_INSTANCES_KEY) or {}
def get_instances():
"""Return all instances stored in the project instances as a list"""
return list(get_instances_by_id().values())

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def cleanup_openpype_qt_widgets():
"""
Workaround for Substance failing to shut down correctly
when a Qt window was still open at the time of shutting down.
This seems to work sometimes, but not all the time.
"""
# TODO: Create a more reliable method to close down all OpenPype Qt widgets
from PySide2 import QtWidgets
import substance_painter.ui
# Kill OpenPype Qt widgets
print("Killing OpenPype Qt widgets..")
for widget in QtWidgets.QApplication.topLevelWidgets():
if widget.__module__.startswith("openpype."):
print(f"Deleting widget: {widget.__class__.__name__}")
substance_painter.ui.delete_ui_element(widget)
def start_plugin():
from openpype.pipeline import install_host
from openpype.hosts.substancepainter.api import SubstanceHost
install_host(SubstanceHost())
def close_plugin():
from openpype.pipeline import uninstall_host
cleanup_openpype_qt_widgets()
uninstall_host()
if __name__ == "__main__":
start_plugin()

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"""Ease the OpenPype on-boarding process by loading the plug-in on first run"""
OPENPYPE_PLUGIN_NAME = "openpype_plugin"
def start_plugin():
try:
# This isn't exposed in the official API so we keep it in a try-except
from painter_plugins_ui import (
get_settings,
LAUNCH_AT_START_KEY,
ON_STATE,
PLUGINS_MENU,
plugin_manager
)
# The `painter_plugins_ui` plug-in itself is also a startup plug-in
# we need to take into account that it could run either earlier or
# later than this startup script, we check whether its menu initialized
is_before_plugins_menu = PLUGINS_MENU is None
settings = get_settings(OPENPYPE_PLUGIN_NAME)
if settings.value(LAUNCH_AT_START_KEY, None) is None:
print("Initializing OpenPype plug-in on first run...")
if is_before_plugins_menu:
print("- running before 'painter_plugins_ui'")
# Delay the launch to the painter_plugins_ui initialization
settings.setValue(LAUNCH_AT_START_KEY, ON_STATE)
else:
# Launch now
print("- running after 'painter_plugins_ui'")
plugin_manager(OPENPYPE_PLUGIN_NAME)(True)
# Set the checked state in the menu to avoid confusion
action = next(action for action in PLUGINS_MENU._menu.actions()
if action.text() == OPENPYPE_PLUGIN_NAME)
if action is not None:
action.blockSignals(True)
action.setChecked(True)
action.blockSignals(False)
except Exception as exc:
print(exc)

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# -*- coding: utf-8 -*-
"""Creator plugin for creating textures."""
from openpype.pipeline import CreatedInstance, Creator, CreatorError
from openpype.lib import (
EnumDef,
UILabelDef,
NumberDef,
BoolDef
)
from openpype.hosts.substancepainter.api.pipeline import (
get_instances,
set_instance,
set_instances,
remove_instance
)
from openpype.hosts.substancepainter.api.lib import get_export_presets
import substance_painter.project
class CreateTextures(Creator):
"""Create a texture set."""
identifier = "io.openpype.creators.substancepainter.textureset"
label = "Textures"
family = "textureSet"
icon = "picture-o"
default_variant = "Main"
def create(self, subset_name, instance_data, pre_create_data):
if not substance_painter.project.is_open():
raise CreatorError("Can't create a Texture Set instance without "
"an open project.")
instance = self.create_instance_in_context(subset_name,
instance_data)
set_instance(
instance_id=instance["instance_id"],
instance_data=instance.data_to_store()
)
def collect_instances(self):
for instance in get_instances():
if (instance.get("creator_identifier") == self.identifier or
instance.get("family") == self.family):
self.create_instance_in_context_from_existing(instance)
def update_instances(self, update_list):
instance_data_by_id = {}
for instance, _changes in update_list:
# Persist the data
instance_id = instance.get("instance_id")
instance_data = instance.data_to_store()
instance_data_by_id[instance_id] = instance_data
set_instances(instance_data_by_id, update=True)
def remove_instances(self, instances):
for instance in instances:
remove_instance(instance["instance_id"])
self._remove_instance_from_context(instance)
# Helper methods (this might get moved into Creator class)
def create_instance_in_context(self, subset_name, data):
instance = CreatedInstance(
self.family, subset_name, data, self
)
self.create_context.creator_adds_instance(instance)
return instance
def create_instance_in_context_from_existing(self, data):
instance = CreatedInstance.from_existing(data, self)
self.create_context.creator_adds_instance(instance)
return instance
def get_instance_attr_defs(self):
return [
EnumDef("exportPresetUrl",
items=get_export_presets(),
label="Output Template"),
BoolDef("allowSkippedMaps",
label="Allow Skipped Output Maps",
tooltip="When enabled this allows the publish to ignore "
"output maps in the used output template if one "
"or more maps are skipped due to the required "
"channels not being present in the current file.",
default=True),
EnumDef("exportFileFormat",
items={
None: "Based on output template",
# TODO: Get available extensions from substance API
"bmp": "bmp",
"ico": "ico",
"jpeg": "jpeg",
"jng": "jng",
"pbm": "pbm",
"pgm": "pgm",
"png": "png",
"ppm": "ppm",
"tga": "targa",
"tif": "tiff",
"wap": "wap",
"wbmp": "wbmp",
"xpm": "xpm",
"gif": "gif",
"hdr": "hdr",
"exr": "exr",
"j2k": "j2k",
"jp2": "jp2",
"pfm": "pfm",
"webp": "webp",
# TODO: Unsure why jxr format fails to export
# "jxr": "jpeg-xr",
# TODO: File formats that combine the exported textures
# like psd are not correctly supported due to
# publishing only a single file
# "psd": "psd",
# "sbsar": "sbsar",
},
default=None,
label="File type"),
EnumDef("exportSize",
items={
None: "Based on each Texture Set's size",
# The key is size of the texture file in log2.
# (i.e. 10 means 2^10 = 1024)
7: "128",
8: "256",
9: "512",
10: "1024",
11: "2048",
12: "4096"
},
default=None,
label="Size"),
EnumDef("exportPadding",
items={
"passthrough": "No padding (passthrough)",
"infinite": "Dilation infinite",
"transparent": "Dilation + transparent",
"color": "Dilation + default background color",
"diffusion": "Dilation + diffusion"
},
default="infinite",
label="Padding"),
NumberDef("exportDilationDistance",
minimum=0,
maximum=256,
decimals=0,
default=16,
label="Dilation Distance"),
UILabelDef("*only used with "
"'Dilation + <x>' padding"),
]
def get_pre_create_attr_defs(self):
# Use same attributes as for instance attributes
return self.get_instance_attr_defs()

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# -*- coding: utf-8 -*-
"""Creator plugin for creating workfiles."""
from openpype.pipeline import CreatedInstance, AutoCreator
from openpype.client import get_asset_by_name
from openpype.hosts.substancepainter.api.pipeline import (
set_instances,
set_instance,
get_instances
)
import substance_painter.project
class CreateWorkfile(AutoCreator):
"""Workfile auto-creator."""
identifier = "io.openpype.creators.substancepainter.workfile"
label = "Workfile"
family = "workfile"
icon = "document"
default_variant = "Main"
def create(self):
if not substance_painter.project.is_open():
return
variant = self.default_variant
project_name = self.project_name
asset_name = self.create_context.get_current_asset_name()
task_name = self.create_context.get_current_task_name()
host_name = self.create_context.host_name
# Workfile instance should always exist and must only exist once.
# As such we'll first check if it already exists and is collected.
current_instance = next(
(
instance for instance in self.create_context.instances
if instance.creator_identifier == self.identifier
), None)
if current_instance is None:
self.log.info("Auto-creating workfile instance...")
asset_doc = get_asset_by_name(project_name, asset_name)
subset_name = self.get_subset_name(
variant, task_name, asset_doc, project_name, host_name
)
data = {
"asset": asset_name,
"task": task_name,
"variant": variant
}
current_instance = self.create_instance_in_context(subset_name,
data)
elif (
current_instance["asset"] != asset_name
or current_instance["task"] != task_name
):
# Update instance context if is not the same
asset_doc = get_asset_by_name(project_name, asset_name)
subset_name = self.get_subset_name(
variant, task_name, asset_doc, project_name, host_name
)
current_instance["asset"] = asset_name
current_instance["task"] = task_name
current_instance["subset"] = subset_name
set_instance(
instance_id=current_instance.get("instance_id"),
instance_data=current_instance.data_to_store()
)
def collect_instances(self):
for instance in get_instances():
if (instance.get("creator_identifier") == self.identifier or
instance.get("family") == self.family):
self.create_instance_in_context_from_existing(instance)
def update_instances(self, update_list):
instance_data_by_id = {}
for instance, _changes in update_list:
# Persist the data
instance_id = instance.get("instance_id")
instance_data = instance.data_to_store()
instance_data_by_id[instance_id] = instance_data
set_instances(instance_data_by_id, update=True)
# Helper methods (this might get moved into Creator class)
def create_instance_in_context(self, subset_name, data):
instance = CreatedInstance(
self.family, subset_name, data, self
)
self.create_context.creator_adds_instance(instance)
return instance
def create_instance_in_context_from_existing(self, data):
instance = CreatedInstance.from_existing(data, self)
self.create_context.creator_adds_instance(instance)
return instance

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from openpype.pipeline import (
load,
get_representation_path,
)
from openpype.pipeline.load import LoadError
from openpype.hosts.substancepainter.api.pipeline import (
imprint_container,
set_container_metadata,
remove_container_metadata
)
from openpype.hosts.substancepainter.api.lib import prompt_new_file_with_mesh
import substance_painter.project
import qargparse
class SubstanceLoadProjectMesh(load.LoaderPlugin):
"""Load mesh for project"""
families = ["*"]
representations = ["abc", "fbx", "obj", "gltf"]
label = "Load mesh"
order = -10
icon = "code-fork"
color = "orange"
options = [
qargparse.Boolean(
"preserve_strokes",
default=True,
help="Preserve strokes positions on mesh.\n"
"(only relevant when loading into existing project)"
),
qargparse.Boolean(
"import_cameras",
default=True,
help="Import cameras from the mesh file."
)
]
def load(self, context, name, namespace, data):
# Get user inputs
import_cameras = data.get("import_cameras", True)
preserve_strokes = data.get("preserve_strokes", True)
if not substance_painter.project.is_open():
# Allow to 'initialize' a new project
result = prompt_new_file_with_mesh(mesh_filepath=self.fname)
if not result:
self.log.info("User cancelled new project prompt.")
return
else:
# Reload the mesh
settings = substance_painter.project.MeshReloadingSettings(
import_cameras=import_cameras,
preserve_strokes=preserve_strokes
)
def on_mesh_reload(status: substance_painter.project.ReloadMeshStatus): # noqa
if status == substance_painter.project.ReloadMeshStatus.SUCCESS: # noqa
self.log.info("Reload succeeded")
else:
raise LoadError("Reload of mesh failed")
path = self.fname
substance_painter.project.reload_mesh(path,
settings,
on_mesh_reload)
# Store container
container = {}
project_mesh_object_name = "_ProjectMesh_"
imprint_container(container,
name=project_mesh_object_name,
namespace=project_mesh_object_name,
context=context,
loader=self)
# We want store some options for updating to keep consistent behavior
# from the user's original choice. We don't store 'preserve_strokes'
# as we always preserve strokes on updates.
container["options"] = {
"import_cameras": import_cameras,
}
set_container_metadata(project_mesh_object_name, container)
def switch(self, container, representation):
self.update(container, representation)
def update(self, container, representation):
path = get_representation_path(representation)
# Reload the mesh
container_options = container.get("options", {})
settings = substance_painter.project.MeshReloadingSettings(
import_cameras=container_options.get("import_cameras", True),
preserve_strokes=True
)
def on_mesh_reload(status: substance_painter.project.ReloadMeshStatus):
if status == substance_painter.project.ReloadMeshStatus.SUCCESS:
self.log.info("Reload succeeded")
else:
raise LoadError("Reload of mesh failed")
substance_painter.project.reload_mesh(path, settings, on_mesh_reload)
# Update container representation
object_name = container["objectName"]
update_data = {"representation": str(representation["_id"])}
set_container_metadata(object_name, update_data, update=True)
def remove(self, container):
# Remove OpenPype related settings about what model was loaded
# or close the project?
# TODO: This is likely best 'hidden' away to the user because
# this will leave the project's mesh unmanaged.
remove_container_metadata(container["objectName"])

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import pyblish.api
from openpype.pipeline import registered_host
class CollectCurrentFile(pyblish.api.ContextPlugin):
"""Inject the current working file into context"""
order = pyblish.api.CollectorOrder - 0.49
label = "Current Workfile"
hosts = ["substancepainter"]
def process(self, context):
host = registered_host()
path = host.get_current_workfile()
context.data["currentFile"] = path
self.log.debug(f"Current workfile: {path}")

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import os
import copy
import pyblish.api
from openpype.pipeline import publish
import substance_painter.textureset
from openpype.hosts.substancepainter.api.lib import (
get_parsed_export_maps,
strip_template
)
from openpype.pipeline.create import get_subset_name
from openpype.client import get_asset_by_name
class CollectTextureSet(pyblish.api.InstancePlugin):
"""Extract Textures using an output template config"""
# TODO: Production-test usage of color spaces
# TODO: Detect what source data channels end up in each file
label = "Collect Texture Set images"
hosts = ["substancepainter"]
families = ["textureSet"]
order = pyblish.api.CollectorOrder
def process(self, instance):
config = self.get_export_config(instance)
asset_doc = get_asset_by_name(
project_name=instance.context.data["projectName"],
asset_name=instance.data["asset"]
)
instance.data["exportConfig"] = config
maps = get_parsed_export_maps(config)
# Let's break the instance into multiple instances to integrate
# a subset per generated texture or texture UDIM sequence
for (texture_set_name, stack_name), template_maps in maps.items():
self.log.info(f"Processing {texture_set_name}/{stack_name}")
for template, outputs in template_maps.items():
self.log.info(f"Processing {template}")
self.create_image_instance(instance, template, outputs,
asset_doc=asset_doc,
texture_set_name=texture_set_name,
stack_name=stack_name)
def create_image_instance(self, instance, template, outputs,
asset_doc, texture_set_name, stack_name):
"""Create a new instance per image or UDIM sequence.
The new instances will be of family `image`.
"""
context = instance.context
first_filepath = outputs[0]["filepath"]
fnames = [os.path.basename(output["filepath"]) for output in outputs]
ext = os.path.splitext(first_filepath)[1]
assert ext.lstrip("."), f"No extension: {ext}"
always_include_texture_set_name = False # todo: make this configurable
all_texture_sets = substance_painter.textureset.all_texture_sets()
texture_set = substance_painter.textureset.TextureSet.from_name(
texture_set_name
)
# Define the suffix we want to give this particular texture
# set and set up a remapped subset naming for it.
suffix = ""
if always_include_texture_set_name or len(all_texture_sets) > 1:
# More than one texture set, include texture set name
suffix += f".{texture_set_name}"
if texture_set.is_layered_material() and stack_name:
# More than one stack, include stack name
suffix += f".{stack_name}"
# Always include the map identifier
map_identifier = strip_template(template)
suffix += f".{map_identifier}"
image_subset = get_subset_name(
# TODO: The family actually isn't 'texture' currently but for now
# this is only done so the subset name starts with 'texture'
family="texture",
variant=instance.data["variant"] + suffix,
task_name=instance.data.get("task"),
asset_doc=asset_doc,
project_name=context.data["projectName"],
host_name=context.data["hostName"],
project_settings=context.data["project_settings"]
)
# Prepare representation
representation = {
"name": ext.lstrip("."),
"ext": ext.lstrip("."),
"files": fnames if len(fnames) > 1 else fnames[0],
}
# Mark as UDIM explicitly if it has UDIM tiles.
if bool(outputs[0].get("udim")):
# The representation for a UDIM sequence should have a `udim` key
# that is a list of all udim tiles (str) like: ["1001", "1002"]
# strings. See CollectTextures plug-in and Integrators.
representation["udim"] = [output["udim"] for output in outputs]
# Set up the representation for thumbnail generation
# TODO: Simplify this once thumbnail extraction is refactored
staging_dir = os.path.dirname(first_filepath)
representation["tags"] = ["review"]
representation["stagingDir"] = staging_dir
# Clone the instance
image_instance = context.create_instance(image_subset)
image_instance[:] = instance[:]
image_instance.data.update(copy.deepcopy(instance.data))
image_instance.data["name"] = image_subset
image_instance.data["label"] = image_subset
image_instance.data["subset"] = image_subset
image_instance.data["family"] = "image"
image_instance.data["families"] = ["image", "textures"]
image_instance.data["representations"] = [representation]
# Group the textures together in the loader
image_instance.data["subsetGroup"] = instance.data["subset"]
# Store the texture set name and stack name on the instance
image_instance.data["textureSetName"] = texture_set_name
image_instance.data["textureStackName"] = stack_name
# Store color space with the instance
# Note: The extractor will assign it to the representation
colorspace = outputs[0].get("colorSpace")
if colorspace:
self.log.debug(f"{image_subset} colorspace: {colorspace}")
image_instance.data["colorspace"] = colorspace
# Store the instance in the original instance as a member
instance.append(image_instance)
def get_export_config(self, instance):
"""Return an export configuration dict for texture exports.
This config can be supplied to:
- `substance_painter.export.export_project_textures`
- `substance_painter.export.list_project_textures`
See documentation on substance_painter.export module about the
formatting of the configuration dictionary.
Args:
instance (pyblish.api.Instance): Texture Set instance to be
published.
Returns:
dict: Export config
"""
creator_attrs = instance.data["creator_attributes"]
preset_url = creator_attrs["exportPresetUrl"]
self.log.debug(f"Exporting using preset: {preset_url}")
# See: https://substance3d.adobe.com/documentation/ptpy/api/substance_painter/export # noqa
config = { # noqa
"exportShaderParams": True,
"exportPath": publish.get_instance_staging_dir(instance),
"defaultExportPreset": preset_url,
# Custom overrides to the exporter
"exportParameters": [
{
"parameters": {
"fileFormat": creator_attrs["exportFileFormat"],
"sizeLog2": creator_attrs["exportSize"],
"paddingAlgorithm": creator_attrs["exportPadding"],
"dilationDistance": creator_attrs["exportDilationDistance"] # noqa
}
}
]
}
# Create the list of Texture Sets to export.
config["exportList"] = []
for texture_set in substance_painter.textureset.all_texture_sets():
config["exportList"].append({"rootPath": texture_set.name()})
# Consider None values from the creator attributes optionals
for override in config["exportParameters"]:
parameters = override.get("parameters")
for key, value in dict(parameters).items():
if value is None:
parameters.pop(key)
return config

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import os
import pyblish.api
class CollectWorkfileRepresentation(pyblish.api.InstancePlugin):
"""Create a publish representation for the current workfile instance."""
order = pyblish.api.CollectorOrder
label = "Workfile representation"
hosts = ["substancepainter"]
families = ["workfile"]
def process(self, instance):
context = instance.context
current_file = context.data["currentFile"]
folder, file = os.path.split(current_file)
filename, ext = os.path.splitext(file)
instance.data["representations"] = [{
"name": ext.lstrip("."),
"ext": ext.lstrip("."),
"files": file,
"stagingDir": folder,
}]

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import substance_painter.export
from openpype.pipeline import KnownPublishError, publish
class ExtractTextures(publish.Extractor,
publish.ColormanagedPyblishPluginMixin):
"""Extract Textures using an output template config.
Note:
This Extractor assumes that `collect_textureset_images` has prepared
the relevant export config and has also collected the individual image
instances for publishing including its representation. That is why this
particular Extractor doesn't specify representations to integrate.
"""
label = "Extract Texture Set"
hosts = ["substancepainter"]
families = ["textureSet"]
# Run before thumbnail extractors
order = publish.Extractor.order - 0.1
def process(self, instance):
config = instance.data["exportConfig"]
result = substance_painter.export.export_project_textures(config)
if result.status != substance_painter.export.ExportStatus.Success:
raise KnownPublishError(
"Failed to export texture set: {}".format(result.message)
)
# Log what files we generated
for (texture_set_name, stack_name), maps in result.textures.items():
# Log our texture outputs
self.log.info(f"Exported stack: {texture_set_name} {stack_name}")
for texture_map in maps:
self.log.info(f"Exported texture: {texture_map}")
# We'll insert the color space data for each image instance that we
# added into this texture set. The collector couldn't do so because
# some anatomy and other instance data needs to be collected prior
context = instance.context
for image_instance in instance:
representation = next(iter(image_instance.data["representations"]))
colorspace = image_instance.data.get("colorspace")
if not colorspace:
self.log.debug("No color space data present for instance: "
f"{image_instance}")
continue
self.set_representation_colorspace(representation,
context=context,
colorspace=colorspace)
# The TextureSet instance should not be integrated. It generates no
# output data. Instead the separated texture instances are generated
# from it which themselves integrate into the database.
instance.data["integrate"] = False

View file

@ -0,0 +1,23 @@
import pyblish.api
from openpype.lib import version_up
from openpype.pipeline import registered_host
class IncrementWorkfileVersion(pyblish.api.ContextPlugin):
"""Increment current workfile version."""
order = pyblish.api.IntegratorOrder + 1
label = "Increment Workfile Version"
optional = True
hosts = ["substancepainter"]
def process(self, context):
assert all(result["success"] for result in context.data["results"]), (
"Publishing not successful so version is not increased.")
host = registered_host()
path = context.data["currentFile"]
self.log.info(f"Incrementing current workfile to: {path}")
host.save_workfile(version_up(path))

View file

@ -0,0 +1,27 @@
import pyblish.api
from openpype.pipeline import (
registered_host,
KnownPublishError
)
class SaveCurrentWorkfile(pyblish.api.ContextPlugin):
"""Save current workfile"""
label = "Save current workfile"
order = pyblish.api.ExtractorOrder - 0.49
hosts = ["substancepainter"]
def process(self, context):
host = registered_host()
if context.data["currentFile"] != host.get_current_workfile():
raise KnownPublishError("Workfile has changed during publishing!")
if host.has_unsaved_changes():
self.log.info("Saving current file..")
host.save_workfile()
else:
self.log.debug("Skipping workfile save because there are no "
"unsaved changes.")

View file

@ -0,0 +1,109 @@
import copy
import os
import pyblish.api
import substance_painter.export
from openpype.pipeline import PublishValidationError
class ValidateOutputMaps(pyblish.api.InstancePlugin):
"""Validate all output maps for Output Template are generated.
Output maps will be skipped by Substance Painter if it is an output
map in the Substance Output Template which uses channels that the current
substance painter project has not painted or generated.
"""
order = pyblish.api.ValidatorOrder
label = "Validate output maps"
hosts = ["substancepainter"]
families = ["textureSet"]
def process(self, instance):
config = instance.data["exportConfig"]
# Substance Painter API does not allow to query the actual output maps
# it will generate without actually exporting the files. So we try to
# generate the smallest size / fastest export as possible
config = copy.deepcopy(config)
parameters = config["exportParameters"][0]["parameters"]
parameters["sizeLog2"] = [1, 1] # output 2x2 images (smallest)
parameters["paddingAlgorithm"] = "passthrough" # no dilation (faster)
parameters["dithering"] = False # no dithering (faster)
result = substance_painter.export.export_project_textures(config)
if result.status != substance_painter.export.ExportStatus.Success:
raise PublishValidationError(
"Failed to export texture set: {}".format(result.message)
)
generated_files = set()
for texture_maps in result.textures.values():
for texture_map in texture_maps:
generated_files.add(os.path.normpath(texture_map))
# Directly clean up our temporary export
os.remove(texture_map)
creator_attributes = instance.data.get("creator_attributes", {})
allow_skipped_maps = creator_attributes.get("allowSkippedMaps", True)
error_report_missing = []
for image_instance in instance:
# Confirm whether the instance has its expected files generated.
# We assume there's just one representation and that it is
# the actual texture representation from the collector.
representation = next(iter(image_instance.data["representations"]))
staging_dir = representation["stagingDir"]
filenames = representation["files"]
if not isinstance(filenames, (list, tuple)):
# Convert single file to list
filenames = [filenames]
missing = []
for filename in filenames:
filepath = os.path.join(staging_dir, filename)
filepath = os.path.normpath(filepath)
if filepath not in generated_files:
self.log.warning(f"Missing texture: {filepath}")
missing.append(filepath)
if not missing:
continue
if allow_skipped_maps:
# TODO: This is changing state on the instance's which
# should not be done during validation.
self.log.warning(f"Disabling texture instance: "
f"{image_instance}")
image_instance.data["active"] = False
image_instance.data["integrate"] = False
representation.setdefault("tags", []).append("delete")
continue
else:
error_report_missing.append((image_instance, missing))
if error_report_missing:
message = (
"The Texture Set skipped exporting some output maps which are "
"defined in the Output Template. This happens if the Output "
"Templates exports maps from channels which you do not "
"have in your current Substance Painter project.\n\n"
"To allow this enable the *Allow Skipped Output Maps* setting "
"on the instance.\n\n"
f"Instance {instance} skipped exporting output maps:\n"
""
)
for image_instance, missing in error_report_missing:
missing_str = ", ".join(missing)
message += f"- **{image_instance}** skipped: {missing_str}\n"
raise PublishValidationError(
message=message,
title="Missing output maps"
)

View file

@ -4,6 +4,6 @@ Supported Unreal Engine version is 4.26+ (mainly because of major Python changes
### Project naming
Unreal doesn't support project names starting with non-alphabetic character. So names like `123_myProject` are
invalid. If OpenPype detects such name it automatically prepends letter **P** to make it valid name, so `123_myProject`
invalid. If Ayon detects such name it automatically prepends letter **P** to make it valid name, so `123_myProject`
will become `P123_myProject`. There is also soft-limit on project name length to be shorter than 20 characters.
Longer names will issue warning in Unreal Editor that there might be possible side effects.
Longer names will issue warning in Unreal Editor that there might be possible side effects.

View file

@ -1,5 +1,8 @@
import os
from openpype.modules import OpenPypeModule, IHostAddon
from pathlib import Path
from openpype.modules import IHostAddon, OpenPypeModule
from .lib import get_compatible_integration
UNREAL_ROOT_DIR = os.path.dirname(os.path.abspath(__file__))
@ -13,15 +16,23 @@ class UnrealAddon(OpenPypeModule, IHostAddon):
def add_implementation_envs(self, env, app):
"""Modify environments to contain all required for implementation."""
# Set OPENPYPE_UNREAL_PLUGIN required for Unreal implementation
# Set AYON_UNREAL_PLUGIN required for Unreal implementation
ue_plugin = "UE_5.0" if app.name[:1] == "5" else "UE_4.7"
ue_version = app.name.replace("-", ".")
unreal_plugin_path = os.path.join(
UNREAL_ROOT_DIR, "integration", ue_plugin, "OpenPype"
UNREAL_ROOT_DIR, "integration", f"UE_{ue_version}", "Ayon"
)
if not env.get("OPENPYPE_UNREAL_PLUGIN") or \
env.get("OPENPYPE_UNREAL_PLUGIN") != unreal_plugin_path:
env["OPENPYPE_UNREAL_PLUGIN"] = unreal_plugin_path
if not Path(unreal_plugin_path).exists():
compatible_versions = get_compatible_integration(
ue_version, Path(UNREAL_ROOT_DIR) / "integration"
)
if compatible_versions:
unreal_plugin_path = compatible_versions[-1] / "Ayon"
unreal_plugin_path = unreal_plugin_path.as_posix()
if not env.get("AYON_UNREAL_PLUGIN") or \
env.get("AYON_UNREAL_PLUGIN") != unreal_plugin_path:
env["AYON_UNREAL_PLUGIN"] = unreal_plugin_path
# Set default environments if are not set via settings
defaults = {

View file

@ -1,5 +1,5 @@
# -*- coding: utf-8 -*-
"""Unreal Editor OpenPype host API."""
"""Unreal Editor Ayon host API."""
from .plugin import (
UnrealActorCreator,

View file

@ -2,15 +2,15 @@
import unreal # noqa
class OpenPypeUnrealException(Exception):
class AyonUnrealException(Exception):
pass
@unreal.uclass()
class OpenPypeHelpers(unreal.OpenPypeLib):
"""Class wrapping some useful functions for OpenPype.
class AyonHelpers(unreal.AyonLib):
"""Class wrapping some useful functions for Ayon.
This class is extending native BP class in OpenPype Integration Plugin.
This class is extending native BP class in Ayon Integration Plugin.
"""
@ -29,13 +29,13 @@ class OpenPypeHelpers(unreal.OpenPypeLib):
Example:
OpenPypeHelpers().set_folder_color(
AyonHelpers().set_folder_color(
"/Game/Path", unreal.LinearColor(a=1.0, r=1.0, g=0.5, b=0)
)
Note:
This will take effect only after Editor is restarted. I couldn't
find a way to refresh it. Also this saves the color definition
find a way to refresh it. Also, this saves the color definition
into the project config, binding this path with color. So if you
delete this path and later re-create, it will set this color
again.

View file

@ -14,7 +14,7 @@ from openpype.pipeline import (
register_creator_plugin_path,
deregister_loader_plugin_path,
deregister_creator_plugin_path,
AVALON_CONTAINER_ID,
AYON_CONTAINER_ID,
)
from openpype.tools.utils import host_tools
import openpype.hosts.unreal
@ -22,12 +22,13 @@ from openpype.host import HostBase, ILoadHost, IPublishHost
import unreal # noqa
# Rename to Ayon once parent module renames
logger = logging.getLogger("openpype.hosts.unreal")
OPENPYPE_CONTAINERS = "OpenPypeContainers"
CONTEXT_CONTAINER = "OpenPype/context.json"
AYON_CONTAINERS = "AyonContainers"
CONTEXT_CONTAINER = "Ayon/context.json"
UNREAL_VERSION = semver.VersionInfo(
*os.getenv("OPENPYPE_UNREAL_VERSION").split(".")
*os.getenv("AYON_UNREAL_VERSION").split(".")
)
HOST_DIR = os.path.dirname(os.path.abspath(openpype.hosts.unreal.__file__))
@ -53,14 +54,14 @@ class UnrealHost(HostBase, ILoadHost, IPublishHost):
def get_containers(self):
return ls()
def show_tools_popup(self):
@staticmethod
def show_tools_popup():
"""Show tools popup with actions leading to show other tools."""
show_tools_popup()
def show_tools_dialog(self):
@staticmethod
def show_tools_dialog():
"""Show tools dialog with actions leading to show other tools."""
show_tools_dialog()
def update_context_data(self, data, changes):
@ -72,9 +73,10 @@ class UnrealHost(HostBase, ILoadHost, IPublishHost):
with open(op_ctx, "w+") as f:
json.dump(data, f)
break
except IOError:
except IOError as e:
if i == attempts - 1:
raise Exception("Failed to write context data. Aborting.")
raise Exception(
"Failed to write context data. Aborting.") from e
unreal.log_warning("Failed to write context data. Retrying...")
i += 1
time.sleep(3)
@ -95,19 +97,30 @@ def install():
print("-=" * 40)
logo = '''.
.
____________
/ \\ __ \\
\\ \\ \\/_\\ \\
\\ \\ _____/ ______
\\ \\ \\___// \\ \\
\\ \\____\\ \\ \\_____\\
\\/_____/ \\/______/ PYPE Club .
·
·/
·--·
/ \\ /· / \\
\\ /
\\ \\ · / /
\\\\ //
\\\\/ \\//
___
___
-·
·-- A Y O N --·
by YNPUT
.
'''
print(logo)
print("installing OpenPype for Unreal ...")
print("installing Ayon for Unreal ...")
print("-=" * 40)
logger.info("installing OpenPype for Unreal")
logger.info("installing Ayon for Unreal")
pyblish.api.register_host("unreal")
pyblish.api.register_plugin_path(str(PUBLISH_PATH))
register_loader_plugin_path(str(LOAD_PATH))
@ -117,7 +130,7 @@ def install():
def uninstall():
"""Uninstall Unreal configuration for Avalon."""
"""Uninstall Unreal configuration for Ayon."""
pyblish.api.deregister_plugin_path(str(PUBLISH_PATH))
deregister_loader_plugin_path(str(LOAD_PATH))
deregister_creator_plugin_path(str(CREATE_PATH))
@ -125,14 +138,14 @@ def uninstall():
def _register_callbacks():
"""
TODO: Implement callbacks if supported by UE4
TODO: Implement callbacks if supported by UE
"""
pass
def _register_events():
"""
TODO: Implement callbacks if supported by UE4
TODO: Implement callbacks if supported by UE
"""
pass
@ -146,32 +159,30 @@ def ls():
"""
ar = unreal.AssetRegistryHelpers.get_asset_registry()
# UE 5.1 changed how class name is specified
class_name = ["/Script/OpenPype", "AssetContainer"] if UNREAL_VERSION.major == 5 and UNREAL_VERSION.minor > 0 else "AssetContainer" # noqa
openpype_containers = ar.get_assets_by_class(class_name, True)
class_name = ["/Script/Ayon", "AyonAssetContainer"] if UNREAL_VERSION.major == 5 and UNREAL_VERSION.minor > 0 else "AyonAssetContainer" # noqa
ayon_containers = ar.get_assets_by_class(class_name, True)
# get_asset_by_class returns AssetData. To get all metadata we need to
# load asset. get_tag_values() work only on metadata registered in
# Asset Registry Project settings (and there is no way to set it with
# python short of editing ini configuration file).
for asset_data in openpype_containers:
for asset_data in ayon_containers:
asset = asset_data.get_asset()
data = unreal.EditorAssetLibrary.get_metadata_tag_values(asset)
data["objectName"] = asset_data.asset_name
data = cast_map_to_str_dict(data)
yield data
yield cast_map_to_str_dict(data)
def ls_inst():
ar = unreal.AssetRegistryHelpers.get_asset_registry()
# UE 5.1 changed how class name is specified
class_name = [
"/Script/OpenPype",
"OpenPypePublishInstance"
"/Script/Ayon",
"AyonPublishInstance"
] if (
UNREAL_VERSION.major == 5
and UNREAL_VERSION.minor > 0
) else "OpenPypePublishInstance" # noqa
) else "AyonPublishInstance" # noqa
instances = ar.get_assets_by_class(class_name, True)
# get_asset_by_class returns AssetData. To get all metadata we need to
@ -182,13 +193,11 @@ def ls_inst():
asset = asset_data.get_asset()
data = unreal.EditorAssetLibrary.get_metadata_tag_values(asset)
data["objectName"] = asset_data.asset_name
data = cast_map_to_str_dict(data)
yield data
yield cast_map_to_str_dict(data)
def parse_container(container):
"""To get data from container, AssetContainer must be loaded.
"""To get data from container, AyonAssetContainer must be loaded.
Args:
container(str): path to container
@ -217,7 +226,7 @@ def containerise(name, namespace, nodes, context, loader=None, suffix="_CON"):
Unreal doesn't support *groups* of assets that you can add metadata to.
But it does support folders that helps to organize asset. Unfortunately
those folders are just that - you cannot add any additional information
to them. OpenPype Integration Plugin is providing way out - Implementing
to them. Ayon Integration Plugin is providing way out - Implementing
`AssetContainer` Blueprint class. This class when added to folder can
handle metadata on it using standard
:func:`unreal.EditorAssetLibrary.set_metadata_tag()` and
@ -226,30 +235,30 @@ def containerise(name, namespace, nodes, context, loader=None, suffix="_CON"):
those assets is available as `assets` property.
This is list of strings starting with asset type and ending with its path:
`Material /Game/OpenPype/Test/TestMaterial.TestMaterial`
`Material /Game/Ayon/Test/TestMaterial.TestMaterial`
"""
# 1 - create directory for container
root = "/Game"
container_name = "{}{}".format(name, suffix)
container_name = f"{name}{suffix}"
new_name = move_assets_to_path(root, container_name, nodes)
# 2 - create Asset Container there
path = "{}/{}".format(root, new_name)
path = f"{root}/{new_name}"
create_container(container=container_name, path=path)
namespace = path
data = {
"schema": "openpype:container-2.0",
"id": AVALON_CONTAINER_ID,
"schema": "ayon:container-2.0",
"id": AYON_CONTAINER_ID,
"name": new_name,
"namespace": namespace,
"loader": str(loader),
"representation": context["representation"]["_id"],
}
# 3 - imprint data
imprint("{}/{}".format(path, container_name), data)
imprint(f"{path}/{container_name}", data)
return path
@ -257,7 +266,7 @@ def instantiate(root, name, data, assets=None, suffix="_INS"):
"""Bundles *nodes* into *container*.
Marking it with metadata as publishable instance. If assets are provided,
they are moved to new path where `OpenPypePublishInstance` class asset is
they are moved to new path where `AyonPublishInstance` class asset is
created and imprinted with metadata.
This can then be collected for publishing by Pyblish for example.
@ -271,7 +280,7 @@ def instantiate(root, name, data, assets=None, suffix="_INS"):
suffix (str): suffix string to append to instance name
"""
container_name = "{}{}".format(name, suffix)
container_name = f"{name}{suffix}"
# if we specify assets, create new folder and move them there. If not,
# just create empty folder
@ -280,10 +289,10 @@ def instantiate(root, name, data, assets=None, suffix="_INS"):
else:
new_name = create_folder(root, name)
path = "{}/{}".format(root, new_name)
path = f"{root}/{new_name}"
create_publish_instance(instance=container_name, path=path)
imprint("{}/{}".format(path, container_name), data)
imprint(f"{path}/{container_name}", data)
def imprint(node, data):
@ -299,7 +308,7 @@ def imprint(node, data):
loaded_asset, key, str(value)
)
with unreal.ScopedEditorTransaction("OpenPype containerising"):
with unreal.ScopedEditorTransaction("Ayon containerising"):
unreal.EditorAssetLibrary.save_asset(node)
@ -366,11 +375,11 @@ def create_folder(root: str, name: str) -> str:
eal = unreal.EditorAssetLibrary
index = 1
while True:
if eal.does_directory_exist("{}/{}".format(root, name)):
name = "{}{}".format(name, index)
if eal.does_directory_exist(f"{root}/{name}"):
name = f"{name}{index}"
index += 1
else:
eal.make_directory("{}/{}".format(root, name))
eal.make_directory(f"{root}/{name}")
break
return name
@ -403,9 +412,7 @@ def move_assets_to_path(root: str, name: str, assets: List[str]) -> str:
unreal.log(assets)
for asset in assets:
loaded = eal.load_asset(asset)
eal.rename_asset(
asset, "{}/{}/{}".format(root, name, loaded.get_name())
)
eal.rename_asset(asset, f"{root}/{name}/{loaded.get_name()}")
return name
@ -432,17 +439,16 @@ def create_container(container: str, path: str) -> unreal.Object:
)
"""
factory = unreal.AssetContainerFactory()
factory = unreal.AyonAssetContainerFactory()
tools = unreal.AssetToolsHelpers().get_asset_tools()
asset = tools.create_asset(container, path, None, factory)
return asset
return tools.create_asset(container, path, None, factory)
def create_publish_instance(instance: str, path: str) -> unreal.Object:
"""Helper function to create OpenPype Publish Instance on given path.
"""Helper function to create Ayon Publish Instance on given path.
This behaves similarly as :func:`create_openpype_container`.
This behaves similarly as :func:`create_ayon_container`.
Args:
path (str): Path where to create Publish Instance.
@ -460,10 +466,9 @@ def create_publish_instance(instance: str, path: str) -> unreal.Object:
)
"""
factory = unreal.OpenPypePublishInstanceFactory()
factory = unreal.AyonPublishInstanceFactory()
tools = unreal.AssetToolsHelpers().get_asset_tools()
asset = tools.create_asset(instance, path, None, factory)
return asset
return tools.create_asset(instance, path, None, factory)
def cast_map_to_str_dict(umap) -> dict:
@ -494,11 +499,14 @@ def get_subsequences(sequence: unreal.LevelSequence):
"""
tracks = sequence.get_master_tracks()
subscene_track = None
for t in tracks:
if t.get_class() == unreal.MovieSceneSubTrack.static_class():
subscene_track = t
break
subscene_track = next(
(
t
for t in tracks
if t.get_class() == unreal.MovieSceneSubTrack.static_class()
),
None,
)
if subscene_track is not None and subscene_track.get_sections():
return subscene_track.get_sections()
return []

View file

@ -31,7 +31,7 @@ from openpype.pipeline import (
@six.add_metaclass(ABCMeta)
class UnrealBaseCreator(Creator):
"""Base class for Unreal creator plugins."""
root = "/Game/OpenPype/PublishInstances"
root = "/Game/Ayon/AyonPublishInstances"
suffix = "_INS"
@staticmethod
@ -243,5 +243,5 @@ class UnrealActorCreator(UnrealBaseCreator):
class Loader(LoaderPlugin, ABC):
"""This serves as skeleton for future OpenPype specific functionality"""
"""This serves as skeleton for future Ayon specific functionality"""
pass

View file

@ -51,7 +51,7 @@ def start_rendering():
# instances = pipeline.ls_inst()
instances = [
a for a in assets
if a.get_class().get_name() == "OpenPypePublishInstance"]
if a.get_class().get_name() == "AyonPublishInstance"]
inst_data = []
@ -64,8 +64,9 @@ def start_rendering():
project = os.environ.get("AVALON_PROJECT")
anatomy = Anatomy(project)
root = anatomy.roots['renders']
except Exception:
raise Exception("Could not find render root in anatomy settings.")
except Exception as e:
raise Exception(
"Could not find render root in anatomy settings.") from e
render_dir = f"{root}/{project}"
@ -121,7 +122,7 @@ def start_rendering():
job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob)
job.sequence = unreal.SoftObjectPath(i["master_sequence"])
job.map = unreal.SoftObjectPath(i["master_level"])
job.author = "OpenPype"
job.author = "Ayon"
# If we have a saved configuration, copy it to the job.
if config:
@ -129,7 +130,7 @@ def start_rendering():
# User data could be used to pass data to the job, that can be
# read in the job's OnJobFinished callback. We could,
# for instance, pass the AvalonPublishInstance's path to the job.
# for instance, pass the AyonPublishInstance's path to the job.
# job.user_data = ""
output_dir = render_setting.get('output')

View file

@ -64,7 +64,7 @@ class ToolsDialog(QtWidgets.QDialog):
def __init__(self, *args, **kwargs):
super(ToolsDialog, self).__init__(*args, **kwargs)
self.setWindowTitle("OpenPype tools")
self.setWindowTitle("Ayon tools")
icon = QtGui.QIcon(resources.get_openpype_icon_filepath())
self.setWindowIcon(icon)

View file

@ -186,15 +186,15 @@ class UnrealPrelaunchHook(PreLaunchHook):
project_path.mkdir(parents=True, exist_ok=True)
# Set "OPENPYPE_UNREAL_PLUGIN" to current process environment for
# Set "AYON_UNREAL_PLUGIN" to current process environment for
# execution of `create_unreal_project`
if self.launch_context.env.get("OPENPYPE_UNREAL_PLUGIN"):
if self.launch_context.env.get("AYON_UNREAL_PLUGIN"):
self.log.info((
f"{self.signature} using OpenPype plugin from "
f"{self.launch_context.env.get('OPENPYPE_UNREAL_PLUGIN')}"
f"{self.signature} using Ayon plugin from "
f"{self.launch_context.env.get('AYON_UNREAL_PLUGIN')}"
))
env_key = "OPENPYPE_UNREAL_PLUGIN"
env_key = "AYON_UNREAL_PLUGIN"
if self.launch_context.env.get(env_key):
os.environ[env_key] = self.launch_context.env[env_key]
@ -213,7 +213,7 @@ class UnrealPrelaunchHook(PreLaunchHook):
engine_path,
project_path)
self.launch_context.env["OPENPYPE_UNREAL_VERSION"] = engine_version
self.launch_context.env["AYON_UNREAL_VERSION"] = engine_version
# Append project file to launch arguments
self.launch_context.launch_args.append(
f"\"{project_file.as_posix()}\"")

View file

@ -0,0 +1,10 @@
# Building the plugin
In order to successfully build the plugin, make sure that the path to the UnrealBuildTool.exe is specified correctly.
After the UBT path specify for which platform it will be compiled. in the -Project parameter, specify the path to the
CommandletProject.uproject file. Next the build type has to be specified (DebugGame, Development, Package, etc.) and then the -TargetType (Editor, Runtime, etc.)
`BuildPlugin_[Ver].bat` runs the building process in the background. If you want to show the progress inside the
command prompt, use the `BuildPlugin_[Ver]_Window.bat` file.

View file

@ -0,0 +1,23 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "Ayon",
"Description": "Ayon Integration",
"Category": "Ayon.Integration",
"CreatedBy": "Ondrej Samohel",
"CreatedByURL": "https://ayon.ynput.io",
"DocsURL": "https://ayon.ynput.io/docs/artist_hosts_unreal",
"MarketplaceURL": "",
"SupportURL": "https://ynput.io/",
"EngineVersion": "4.27",
"CanContainContent": true,
"Installed": true,
"Modules": [
{
"Name": "Ayon",
"Type": "Editor",
"LoadingPhase": "Default"
}
]
}

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