Merge branch 'develop' into feature/OP-3933_RR-support

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Ondřej Samohel 2023-05-16 13:57:04 +02:00 committed by GitHub
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43 changed files with 837 additions and 285 deletions

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@ -35,6 +35,8 @@ 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
@ -133,8 +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
validations:
required: true
- type: dropdown

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 +1,303 @@
# 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)

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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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@ -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
)

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@ -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"

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@ -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):

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@ -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

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@ -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():

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@ -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,

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@ -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

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@ -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)

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@ -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)

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@ -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
}

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@ -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")

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@ -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

@ -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

@ -23,9 +23,10 @@ class UnrealAddon(OpenPypeModule, IHostAddon):
UNREAL_ROOT_DIR, "integration", f"UE_{ue_version}", "Ayon"
)
if not Path(unreal_plugin_path).exists():
if compatible_versions := get_compatible_integration(
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()

View file

@ -89,50 +89,26 @@ class ExistingLayoutLoader(plugin.Loader):
raise NotImplementedError(
f"Unreal version {ue_major} not supported")
def _get_transform(self, ext, import_data, lasset):
conversion = unreal.Matrix.IDENTITY.transform()
fbx_tuning = unreal.Matrix.IDENTITY.transform()
def _transform_from_basis(self, transform, basis):
"""Transform a transform from a basis to a new basis."""
# Get the basis matrix
basis_matrix = unreal.Matrix(
basis[0],
basis[1],
basis[2],
basis[3]
)
transform_matrix = unreal.Matrix(
transform[0],
transform[1],
transform[2],
transform[3]
)
basis = unreal.Matrix(
lasset.get('basis')[0],
lasset.get('basis')[1],
lasset.get('basis')[2],
lasset.get('basis')[3]
).transform()
transform = unreal.Matrix(
lasset.get('transform_matrix')[0],
lasset.get('transform_matrix')[1],
lasset.get('transform_matrix')[2],
lasset.get('transform_matrix')[3]
).transform()
new_transform = (
basis_matrix.get_inverse() * transform_matrix * basis_matrix)
# Check for the conversion settings. We cannot access
# the alembic conversion settings, so we assume that
# the maya ones have been applied.
if ext == '.fbx':
loc = import_data.import_translation
rot = import_data.import_rotation.to_vector()
scale = import_data.import_uniform_scale
conversion = unreal.Transform(
location=[loc.x, loc.y, loc.z],
rotation=[rot.x, rot.y, rot.z],
scale=[-scale, scale, scale]
)
fbx_tuning = unreal.Transform(
rotation=[180.0, 0.0, 90.0],
scale=[1.0, 1.0, 1.0]
)
elif ext == '.abc':
# This is the standard conversion settings for
# alembic files from Maya.
conversion = unreal.Transform(
location=[0.0, 0.0, 0.0],
rotation=[0.0, 0.0, 0.0],
scale=[1.0, -1.0, 1.0]
)
new_transform = (basis.inverse() * transform * basis)
return fbx_tuning * conversion.inverse() * new_transform
return new_transform.transform()
def _spawn_actor(self, obj, lasset):
actor = EditorLevelLibrary.spawn_actor_from_object(
@ -140,16 +116,13 @@ class ExistingLayoutLoader(plugin.Loader):
)
actor.set_actor_label(lasset.get('instance_name'))
smc = actor.get_editor_property('static_mesh_component')
mesh = smc.get_editor_property('static_mesh')
import_data = mesh.get_editor_property('asset_import_data')
filename = import_data.get_first_filename()
path = Path(filename)
transform = self._get_transform(
path.suffix, import_data, lasset)
transform = lasset.get('transform_matrix')
basis = lasset.get('basis')
actor.set_actor_transform(transform, False, True)
computed_transform = self._transform_from_basis(transform, basis)
actor.set_actor_transform(computed_transform, False, True)
@staticmethod
def _get_fbx_loader(loaders, family):
@ -320,9 +293,12 @@ class ExistingLayoutLoader(plugin.Loader):
containers.append(container)
# Set the transform for the actor.
transform = self._get_transform(
path.suffix, import_data, lasset)
actor.set_actor_transform(transform, False, True)
transform = lasset.get('transform_matrix')
basis = lasset.get('basis')
computed_transform = self._transform_from_basis(
transform, basis)
actor.set_actor_transform(computed_transform, False, True)
actors_matched.append(actor)
found = True

View file

@ -73,8 +73,8 @@ class CollectRenderInstances(pyblish.api.InstancePlugin):
new_data["level"] = data.get("level")
new_data["output"] = s.get('output')
new_data["fps"] = seq.get_display_rate().numerator
new_data["frameStart"] = s.get('frame_range')[0]
new_data["frameEnd"] = s.get('frame_range')[1]
new_data["frameStart"] = int(s.get('frame_range')[0])
new_data["frameEnd"] = int(s.get('frame_range')[1])
new_data["sequence"] = seq.get_path_name()
new_data["master_sequence"] = data["master_sequence"]
new_data["master_level"] = data["master_level"]

View file

@ -1,48 +0,0 @@
from pathlib import Path
import unreal
from openpype.pipeline import publish
class ExtractRender(publish.Extractor):
"""Extract render."""
label = "Extract Render"
hosts = ["unreal"]
families = ["render"]
optional = True
def process(self, instance):
# Define extract output file path
stagingdir = self.staging_dir(instance)
# Perform extraction
self.log.info("Performing extraction..")
# Get the render output directory
project_dir = unreal.Paths.project_dir()
render_dir = (f"{project_dir}/Saved/MovieRenders/"
f"{instance.data['subset']}")
assert unreal.Paths.directory_exists(render_dir), \
"Render directory does not exist"
render_path = Path(render_dir)
frames = []
for x in render_path.iterdir():
if x.is_file() and x.suffix == '.png':
frames.append(str(x))
if "representations" not in instance.data:
instance.data["representations"] = []
render_representation = {
'name': 'png',
'ext': 'png',
'files': frames,
"stagingDir": stagingdir,
}
instance.data["representations"].append(render_representation)

View file

@ -311,6 +311,7 @@ def _load_modules():
# Look for OpenPype modules in paths defined with `get_module_dirs`
# - dynamically imported OpenPype modules and addons
module_dirs = get_module_dirs()
# Add current directory at first place
# - has small differences in import logic
current_dir = os.path.abspath(os.path.dirname(__file__))
@ -318,8 +319,11 @@ def _load_modules():
module_dirs.insert(0, hosts_dir)
module_dirs.insert(0, current_dir)
addons_dir = os.path.join(os.path.dirname(current_dir), "addons")
module_dirs.append(addons_dir)
processed_paths = set()
for dirpath in module_dirs:
for dirpath in frozenset(module_dirs):
# Skip already processed paths
if dirpath in processed_paths:
continue

View file

@ -378,7 +378,7 @@ class IntegrateHierarchyToFtrack(pyblish.api.ContextPlugin):
existing_tasks.append(task_name_low)
for instance in instances_by_task_name[task_name_low]:
instance["ftrackTask"] = child
instance.data["ftrackTask"] = child
for task_name in tasks:
task_type = tasks[task_name]["type"]

View file

@ -9,7 +9,7 @@ class IntegrateKitsuNote(pyblish.api.ContextPlugin):
order = pyblish.api.IntegratorOrder
label = "Kitsu Note and Status"
families = ["render", "kitsu"]
families = ["render", "image", "online", "plate", "kitsu"]
# status settings
set_status_note = False
@ -52,8 +52,9 @@ class IntegrateKitsuNote(pyblish.api.ContextPlugin):
for instance in context:
# Check if instance is a review by checking its family
# Allow a match to primary family or any of families
families = set([instance.data["family"]] +
instance.data.get("families", []))
families = set(
[instance.data["family"]] + instance.data.get("families", [])
)
if "review" not in families:
continue

View file

@ -8,11 +8,10 @@ class IntegrateKitsuReview(pyblish.api.InstancePlugin):
order = pyblish.api.IntegratorOrder + 0.01
label = "Kitsu Review"
families = ["render", "kitsu"]
families = ["render", "image", "online", "plate", "kitsu"]
optional = True
def process(self, instance):
# Check comment has been created
comment_id = instance.data.get("kitsu_comment", {}).get("id")
if not comment_id:

View file

@ -35,6 +35,7 @@ from . import (
register_inventory_action_path,
register_creator_plugin_path,
deregister_loader_plugin_path,
deregister_inventory_action_path,
)
@ -54,6 +55,7 @@ PLUGINS_DIR = os.path.join(PACKAGE_DIR, "plugins")
# Global plugin paths
PUBLISH_PATH = os.path.join(PLUGINS_DIR, "publish")
LOAD_PATH = os.path.join(PLUGINS_DIR, "load")
INVENTORY_PATH = os.path.join(PLUGINS_DIR, "inventory")
def _get_modules_manager():
@ -158,6 +160,7 @@ def install_openpype_plugins(project_name=None, host_name=None):
pyblish.api.register_plugin_path(PUBLISH_PATH)
pyblish.api.register_discovery_filter(filter_pyblish_plugins)
register_loader_plugin_path(LOAD_PATH)
register_inventory_action_path(INVENTORY_PATH)
if host_name is None:
host_name = os.environ.get("AVALON_APP")
@ -223,6 +226,7 @@ def uninstall_host():
pyblish.api.deregister_plugin_path(PUBLISH_PATH)
pyblish.api.deregister_discovery_filter(filter_pyblish_plugins)
deregister_loader_plugin_path(LOAD_PATH)
deregister_inventory_action_path(INVENTORY_PATH)
log.info("Global plug-ins unregistred")
deregister_host()

View file

@ -23,7 +23,7 @@ from openpype.lib.attribute_definitions import (
get_default_values,
)
from openpype.host import IPublishHost, IWorkfileHost
from openpype.pipeline import legacy_io
from openpype.pipeline import legacy_io, Anatomy
from openpype.pipeline.plugin_discover import DiscoverResult
from .creator_plugins import (
@ -1383,6 +1383,8 @@ class CreateContext:
self._current_task_name = None
self._current_workfile_path = None
self._current_project_anatomy = None
self._host_is_valid = host_is_valid
# Currently unused variable
self.headless = headless
@ -1546,6 +1548,18 @@ class CreateContext:
return self._current_workfile_path
def get_current_project_anatomy(self):
"""Project anatomy for current project.
Returns:
Anatomy: Anatomy object ready to be used.
"""
if self._current_project_anatomy is None:
self._current_project_anatomy = Anatomy(
self._current_project_name)
return self._current_project_anatomy
@property
def context_has_changed(self):
"""Host context has changed.
@ -1568,6 +1582,7 @@ class CreateContext:
)
project_name = property(get_current_project_name)
project_anatomy = property(get_current_project_anatomy)
@property
def log(self):
@ -1680,6 +1695,8 @@ class CreateContext:
self._current_task_name = task_name
self._current_workfile_path = workfile_path
self._current_project_anatomy = None
def reset_plugins(self, discover_publish_plugins=True):
"""Reload plugins.

View file

@ -231,10 +231,24 @@ class BaseCreator:
@property
def project_name(self):
"""Family that plugin represents."""
"""Current project name.
Returns:
str: Name of a project.
"""
return self.create_context.project_name
@property
def project_anatomy(self):
"""Current project anatomy.
Returns:
Anatomy: Project anatomy object.
"""
return self.create_context.project_anatomy
@property
def host(self):
return self.create_context.host

View file

@ -186,7 +186,7 @@ class BuildWorkfile:
if link_context_profiles:
# Find and append linked assets if preset has set linked mapping
link_assets = get_linked_assets(current_asset_entity)
link_assets = get_linked_assets(project_name, current_asset_entity)
if link_assets:
assets.extend(link_assets)

View file

@ -0,0 +1,51 @@
from openpype.pipeline import InventoryAction
from openpype.pipeline import get_current_project_name
from openpype.pipeline.load.plugins import discover_loader_plugins
from openpype.pipeline.load.utils import (
get_loader_identifier,
remove_container,
load_container,
)
from openpype.client import get_representation_by_id
class RemoveAndLoad(InventoryAction):
"""Delete inventory item and reload it."""
label = "Remove and load"
icon = "refresh"
def process(self, containers):
project_name = get_current_project_name()
loaders_by_name = {
get_loader_identifier(plugin): plugin
for plugin in discover_loader_plugins(project_name=project_name)
}
for container in containers:
# Get loader
loader_name = container["loader"]
loader = loaders_by_name.get(loader_name, None)
if not loader:
raise RuntimeError(
"Failed to get loader '{}', can't remove "
"and load container".format(loader_name)
)
# Get representation
representation = get_representation_by_id(
project_name, container["representation"]
)
if not representation:
self.log.warning(
"Skipping remove and load because representation id is not"
" found in database: '{}'".format(
container["representation"]
)
)
continue
# Remove container
remove_container(container)
# Load container
load_container(loader, representation)

View file

@ -1,66 +0,0 @@
import os
import re
import clique
import pyblish.api
class ValidateSequenceFrames(pyblish.api.InstancePlugin):
"""Ensure the sequence of frames is complete
The files found in the folder are checked against the startFrame and
endFrame of the instance. If the first or last file is not
corresponding with the first or last frame it is flagged as invalid.
Used regular expression pattern handles numbers in the file names
(eg "Main_beauty.v001.1001.exr", "Main_beauty_v001.1001.exr",
"Main_beauty.1001.1001.exr") but not numbers behind frames (eg.
"Main_beauty.1001.v001.exr")
"""
order = pyblish.api.ValidatorOrder
label = "Validate Sequence Frames"
families = ["imagesequence", "render"]
hosts = ["shell", "unreal"]
def process(self, instance):
representations = instance.data.get("representations")
if not representations:
return
for repr in representations:
repr_files = repr["files"]
if isinstance(repr_files, str):
continue
ext = repr.get("ext")
if not ext:
_, ext = os.path.splitext(repr_files[0])
elif not ext.startswith("."):
ext = ".{}".format(ext)
pattern = r"\D?(?P<index>(?P<padding>0*)\d+){}$".format(
re.escape(ext))
patterns = [pattern]
collections, remainder = clique.assemble(
repr_files, minimum_items=1, patterns=patterns)
assert not remainder, "Must not have remainder"
assert len(collections) == 1, "Must detect single collection"
collection = collections[0]
frames = list(collection.indexes)
if instance.data.get("slate"):
# Slate is not part of the frame range
frames = frames[1:]
current_range = (frames[0], frames[-1])
required_range = (instance.data["frameStart"],
instance.data["frameEnd"])
if current_range != required_range:
raise ValueError(f"Invalid frame range: {current_range} - "
f"expected: {required_range}")
missing = collection.holes().indexes
assert not missing, "Missing frames: %s" % (missing,)

View file

@ -21,5 +21,18 @@
"copy_path": "~/.openpype/hosts/fusion/profiles",
"copy_status": false,
"force_sync": false
},
"create": {
"CreateSaver": {
"temp_rendering_path_template": "{workdir}/renders/fusion/{subset}/{subset}.{frame}.{ext}",
"default_variants": [
"Main",
"Mask"
],
"instance_attributes": [
"reviewable",
"farm_rendering"
]
}
}
}

View file

@ -82,7 +82,8 @@
"png": {
"ext": "png",
"tags": [
"ftrackreview"
"ftrackreview",
"kitsureview"
],
"burnins": [],
"ffmpeg_args": {

View file

@ -19,5 +19,12 @@
"custFloats": "custFloats",
"custVecs": "custVecs"
}
},
"publish": {
"ValidateFrameRange": {
"enabled": true,
"optional": true,
"active": true
}
}
}

View file

@ -734,6 +734,7 @@
"ValidateShaderName": {
"enabled": false,
"optional": true,
"active": true,
"regex": "(?P<asset>.*)_(.*)_SHD"
},
"ValidateShadingEngine": {

View file

@ -68,6 +68,50 @@
"label": "Resync profile on each launch"
}
]
},
{
"type": "dict",
"collapsible": true,
"key": "create",
"label": "Creator plugins",
"children": [
{
"type": "dict",
"collapsible": true,
"key": "CreateSaver",
"label": "Create Saver",
"is_group": true,
"children": [
{
"type": "text",
"key": "temp_rendering_path_template",
"label": "Temporary rendering path template"
},
{
"type": "list",
"key": "default_variants",
"label": "Default variants",
"object_type": {
"type": "text"
}
},
{
"key": "instance_attributes",
"label": "Instance attributes",
"type": "enum",
"multiselection": true,
"enum_items": [
{
"reviewable": "Reviewable"
},
{
"farm_rendering": "Farm rendering"
}
]
}
]
}
]
}
]
}

View file

@ -73,6 +73,10 @@
}
}
]
},
{
"type": "schema",
"name": "schema_max_publish"
}
]
}

View file

@ -0,0 +1,33 @@
{
"type": "dict",
"collapsible": true,
"key": "publish",
"label": "Publish plugins",
"children": [
{
"type": "dict",
"collapsible": true,
"checkbox_key": "enabled",
"key": "ValidateFrameRange",
"label": "Validate Frame Range",
"is_group": true,
"children": [
{
"type": "boolean",
"key": "enabled",
"label": "Enabled"
},
{
"type": "boolean",
"key": "optional",
"label": "Optional"
},
{
"type": "boolean",
"key": "active",
"label": "Active"
}
]
}
]
}

View file

@ -126,6 +126,11 @@
"key": "optional",
"label": "Optional"
},
{
"type": "boolean",
"key": "active",
"label": "Active"
},
{
"type": "label",
"label": "Shader name regex can use named capture group <b>asset</b> to validate against current asset name.<p><b>Example:</b><br/><code>^.*(?P=&lt;asset&gt;.+)_SHD</code></p>"

View file

@ -19,9 +19,9 @@ class ScriptsMenu(QtWidgets.QMenu):
Args:
title (str): the name of the root menu which will be created
parent (QtWidgets.QObject) : the QObject to parent the menu to
Returns:
None
@ -94,7 +94,7 @@ class ScriptsMenu(QtWidgets.QMenu):
parent(QtWidgets.QWidget): the object to parent the menu to
title(str): the title of the menu
Returns:
QtWidget.QMenu instance
"""
@ -111,7 +111,7 @@ class ScriptsMenu(QtWidgets.QMenu):
return menu
def add_script(self, parent, title, command, sourcetype, icon=None,
tags=None, label=None, tooltip=None):
tags=None, label=None, tooltip=None, shortcut=None):
"""Create an action item which runs a script when clicked
Args:
@ -134,6 +134,8 @@ class ScriptsMenu(QtWidgets.QMenu):
tooltip (str): A tip for the user about the usage fo the tool
shortcut (str): A shortcut to run the command
Returns:
QtWidget.QAction instance
@ -166,6 +168,9 @@ class ScriptsMenu(QtWidgets.QMenu):
raise RuntimeError("Script action can't be "
"processed: {}".format(e))
if shortcut:
script_action.setShortcut(shortcut)
if icon:
iconfile = os.path.expandvars(icon)
script_action.iconfile = iconfile
@ -253,7 +258,7 @@ class ScriptsMenu(QtWidgets.QMenu):
def _update_search(self, search):
"""Hide all the samples which do not match the user's import
Returns:
None

View file

@ -1,3 +1,3 @@
# -*- coding: utf-8 -*-
"""Package declaring Pype version."""
__version__ = "3.15.7-nightly.2"
__version__ = "3.15.7"

View file

@ -1,6 +1,6 @@
[tool.poetry]
name = "OpenPype"
version = "3.15.6" # OpenPype
version = "3.15.7" # OpenPype
description = "Open VFX and Animation pipeline with support."
authors = ["OpenPype Team <info@openpype.io>"]
license = "MIT License"