Merge branch 'develop' into kitsu-custom-commentfield

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Ember Light 2023-03-16 10:30:17 +01:00 committed by GitHub
commit 2b237fbe4c
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8 changed files with 20 additions and 20 deletions

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@ -382,8 +382,8 @@ class TOPBAR_MT_avalon(bpy.types.Menu):
layout.operator(LaunchLibrary.bl_idname, text="Library...")
layout.separator()
layout.operator(LaunchWorkFiles.bl_idname, text="Work Files...")
# TODO (jasper): maybe add 'Reload Pipeline', 'Reset Frame Range' and
# 'Reset Resolution'?
# TODO (jasper): maybe add 'Reload Pipeline', 'Set Frame Range' and
# 'Set Resolution'?
def draw_avalon_menu(self, context):

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@ -66,8 +66,8 @@ host_tools.show_workfiles(parent)
]]></scriptCode>
</scriptItem>
<scriptItem id="reset_frame_range">
<label>Reset Frame Range</label>
<scriptItem id="set_frame_range">
<label>Set Frame Range</label>
<scriptCode><![CDATA[
import openpype.hosts.houdini.api.lib
openpype.hosts.houdini.api.lib.reset_framerange()

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@ -112,12 +112,12 @@ def install():
)
cmds.menuItem(
"Reset Frame Range",
"Set Frame Range",
command=lambda *args: lib.reset_frame_range()
)
cmds.menuItem(
"Reset Resolution",
"Set Resolution",
command=lambda *args: lib.reset_scene_resolution()
)

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@ -69,7 +69,7 @@ class OpenPypeMenu(QtWidgets.QWidget):
# "Set colorspace from presets", self
# )
# reset_resolution_btn = QtWidgets.QPushButton(
# "Reset Resolution from peresets", self
# "Set Resolution from presets", self
# )
layout = QtWidgets.QVBoxLayout(self)
@ -108,7 +108,7 @@ class OpenPypeMenu(QtWidgets.QWidget):
libload_btn.clicked.connect(self.on_libload_clicked)
# rename_btn.clicked.connect(self.on_rename_clicked)
# set_colorspace_btn.clicked.connect(self.on_set_colorspace_clicked)
# reset_resolution_btn.clicked.connect(self.on_reset_resolution_clicked)
# reset_resolution_btn.clicked.connect(self.on_set_resolution_clicked)
experimental_btn.clicked.connect(self.on_experimental_clicked)
def on_workfile_clicked(self):
@ -145,8 +145,8 @@ class OpenPypeMenu(QtWidgets.QWidget):
def on_set_colorspace_clicked(self):
print("Clicked Set Colorspace")
def on_reset_resolution_clicked(self):
print("Clicked Reset Resolution")
def on_set_resolution_clicked(self):
print("Clicked Set Resolution")
def on_experimental_clicked(self):
host_tools.show_experimental_tools_dialog()

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@ -362,11 +362,11 @@ def inject_openpype_environment(deadlinePlugin):
args_str = subprocess.list2cmdline(args)
print(">>> Executing: {} {}".format(exe, args_str))
process = ProcessUtils.SpawnProcess(
exe, args_str, os.path.dirname(exe)
process_exitcode = deadlinePlugin.RunProcess(
exe, args_str, os.path.dirname(exe), -1
)
ProcessUtils.WaitForExit(process, -1)
if process.ExitCode != 0:
if process_exitcode != 0:
raise RuntimeError(
"Failed to run OpenPype process to extract environments."
)

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@ -1,3 +1,3 @@
# -*- coding: utf-8 -*-
"""Package declaring Pype version."""
__version__ = "3.15.2"
__version__ = "3.15.3-nightly.1"

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@ -230,8 +230,8 @@ Maya settings concerning framerate, resolution and frame range are handled by
OpenPype. If set correctly in Ftrack, Maya will validate you have correct fps on
scene save and publishing offering way to fix it for you.
For resolution and frame range, use **OpenPype → Reset Frame Range** and
**OpenPype → Reset Resolution**
For resolution and frame range, use **OpenPype → Set Frame Range** and
**OpenPype → Set Resolution**
## Creating rigs with OpenPype
@ -386,7 +386,7 @@ Lets start with empty scene. First I'll pull in my favorite Buddha model.
there just click on **Reference (abc)**.
Next, I want to be sure that I have same frame range as is set on shot I am working
on. To do this just **OpenPype → Reset Frame Range**. This should set Maya timeline to same
on. To do this just **OpenPype → Set Frame Range**. This should set Maya timeline to same
values as they are set on shot in *Ftrack* for example.
I have my time set, so lets create some animation. We'll turn Buddha model around for
@ -500,7 +500,7 @@ and for vray:
maya/<Layer>/<Layer>
```
Doing **OpenPype → Reset Resolution** will set correct resolution on camera.
Doing **OpenPype → Set Resolution** will set correct resolution on camera.
Scene is now ready for submission and should publish without errors.

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@ -6,7 +6,7 @@ sidebar_label: Arnold
## Arnold Scene Source (.ass)
Arnold Scene Source can be published as a single file or a sequence of files, determined by the frame range.
When creating the instance, two objectsets are created; `content` and `proxy`. Meshes in the `proxy` objectset will be the viewport representation when loading as `standin`. Proxy representations are stored as `resources` of the subset.
When creating the instance, two objectsets are created; `content` and `proxy`. Meshes in the `proxy` objectset will be the viewport representation when loading as `standin`.
### Arnold Scene Source Proxy Workflow
In order to utilize operators and proxies, the content and proxy nodes need to share the same names (including the shape names). This is done by parenting the content and proxy nodes into separate groups. For example: