mirror of
https://github.com/ynput/ayon-core.git
synced 2026-01-02 00:44:52 +01:00
Merge remote-tracking branch 'origin/bugfix/OP-6952_Resolve-broken-version-management-for-loaded-containers' into bugfix/OP-6952_Resolve-broken-version-management-for-loaded-containers
This commit is contained in:
commit
648ac85abf
7 changed files with 238 additions and 16 deletions
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@ -26,8 +26,7 @@ class CacheModelLoader(plugin.AssetLoader):
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Note:
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At least for now it only supports Alembic files.
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"""
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families = ["model", "pointcache"]
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families = ["model", "pointcache", "animation"]
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representations = ["abc"]
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label = "Load Alembic"
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@ -53,16 +52,12 @@ class CacheModelLoader(plugin.AssetLoader):
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def _process(self, libpath, asset_group, group_name):
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plugin.deselect_all()
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collection = bpy.context.view_layer.active_layer_collection.collection
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relative = bpy.context.preferences.filepaths.use_relative_paths
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bpy.ops.wm.alembic_import(
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filepath=libpath,
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relative_path=relative
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)
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parent = bpy.context.scene.collection
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imported = lib.get_selection()
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# Children must be linked before parents,
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@ -79,6 +74,10 @@ class CacheModelLoader(plugin.AssetLoader):
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objects.reverse()
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for obj in objects:
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# Unlink the object from all collections
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collections = obj.users_collection
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for collection in collections:
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collection.objects.unlink(obj)
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name = obj.name
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obj.name = f"{group_name}:{name}"
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if obj.type != 'EMPTY':
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@ -90,7 +89,7 @@ class CacheModelLoader(plugin.AssetLoader):
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material_slot.material.name = f"{group_name}:{name_mat}"
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if not obj.get(AVALON_PROPERTY):
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obj[AVALON_PROPERTY] = dict()
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obj[AVALON_PROPERTY] = {}
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avalon_info = obj[AVALON_PROPERTY]
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avalon_info.update({"container_name": group_name})
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@ -99,6 +98,18 @@ class CacheModelLoader(plugin.AssetLoader):
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return objects
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def _link_objects(self, objects, collection, containers, asset_group):
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# Link the imported objects to any collection where the asset group is
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# linked to, except the AVALON_CONTAINERS collection
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group_collections = [
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collection
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for collection in asset_group.users_collection
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if collection != containers]
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for obj in objects:
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for collection in group_collections:
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collection.objects.link(obj)
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def process_asset(
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self, context: dict, name: str, namespace: Optional[str] = None,
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options: Optional[Dict] = None
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@ -120,18 +131,21 @@ class CacheModelLoader(plugin.AssetLoader):
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group_name = plugin.asset_name(asset, subset, unique_number)
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namespace = namespace or f"{asset}_{unique_number}"
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avalon_containers = bpy.data.collections.get(AVALON_CONTAINERS)
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if not avalon_containers:
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avalon_containers = bpy.data.collections.new(
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name=AVALON_CONTAINERS)
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bpy.context.scene.collection.children.link(avalon_containers)
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containers = bpy.data.collections.get(AVALON_CONTAINERS)
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if not containers:
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containers = bpy.data.collections.new(name=AVALON_CONTAINERS)
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bpy.context.scene.collection.children.link(containers)
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asset_group = bpy.data.objects.new(group_name, object_data=None)
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avalon_containers.objects.link(asset_group)
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containers.objects.link(asset_group)
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objects = self._process(libpath, asset_group, group_name)
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bpy.context.scene.collection.objects.link(asset_group)
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# Link the asset group to the active collection
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collection = bpy.context.view_layer.active_layer_collection.collection
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collection.objects.link(asset_group)
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self._link_objects(objects, asset_group, containers, asset_group)
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asset_group[AVALON_PROPERTY] = {
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"schema": "openpype:container-2.0",
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@ -207,7 +221,11 @@ class CacheModelLoader(plugin.AssetLoader):
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mat = asset_group.matrix_basis.copy()
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self._remove(asset_group)
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self._process(str(libpath), asset_group, object_name)
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objects = self._process(str(libpath), asset_group, object_name)
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containers = bpy.data.collections.get(AVALON_CONTAINERS)
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self._link_objects(objects, asset_group, containers, asset_group)
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asset_group.matrix_basis = mat
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metadata["libpath"] = str(libpath)
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117
openpype/hosts/maya/plugins/publish/validate_resolution.py
Normal file
117
openpype/hosts/maya/plugins/publish/validate_resolution.py
Normal file
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@ -0,0 +1,117 @@
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import pyblish.api
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from openpype.pipeline import (
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PublishValidationError,
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OptionalPyblishPluginMixin
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)
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from maya import cmds
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from openpype.pipeline.publish import RepairAction
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from openpype.hosts.maya.api import lib
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from openpype.hosts.maya.api.lib import reset_scene_resolution
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class ValidateResolution(pyblish.api.InstancePlugin,
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OptionalPyblishPluginMixin):
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"""Validate the render resolution setting aligned with DB"""
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order = pyblish.api.ValidatorOrder
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families = ["renderlayer"]
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hosts = ["maya"]
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label = "Validate Resolution"
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actions = [RepairAction]
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optional = True
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def process(self, instance):
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if not self.is_active(instance.data):
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return
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invalid = self.get_invalid_resolution(instance)
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if invalid:
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raise PublishValidationError(
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"Render resolution is invalid. See log for details.",
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description=(
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"Wrong render resolution setting. "
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"Please use repair button to fix it.\n\n"
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"If current renderer is V-Ray, "
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"make sure vraySettings node has been created."
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)
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)
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@classmethod
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def get_invalid_resolution(cls, instance):
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width, height, pixelAspect = cls.get_db_resolution(instance)
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current_renderer = instance.data["renderer"]
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layer = instance.data["renderlayer"]
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invalid = False
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if current_renderer == "vray":
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vray_node = "vraySettings"
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if cmds.objExists(vray_node):
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current_width = lib.get_attr_in_layer(
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"{}.width".format(vray_node), layer=layer)
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current_height = lib.get_attr_in_layer(
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"{}.height".format(vray_node), layer=layer)
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current_pixelAspect = lib.get_attr_in_layer(
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"{}.pixelAspect".format(vray_node), layer=layer
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)
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else:
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cls.log.error(
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"Can't detect VRay resolution because there is no node "
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"named: `{}`".format(vray_node)
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)
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return True
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else:
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current_width = lib.get_attr_in_layer(
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"defaultResolution.width", layer=layer)
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current_height = lib.get_attr_in_layer(
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"defaultResolution.height", layer=layer)
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current_pixelAspect = lib.get_attr_in_layer(
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"defaultResolution.pixelAspect", layer=layer
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)
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if current_width != width or current_height != height:
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cls.log.error(
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"Render resolution {}x{} does not match "
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"asset resolution {}x{}".format(
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current_width, current_height,
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width, height
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))
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invalid = True
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if current_pixelAspect != pixelAspect:
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cls.log.error(
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"Render pixel aspect {} does not match "
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"asset pixel aspect {}".format(
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current_pixelAspect, pixelAspect
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))
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invalid = True
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return invalid
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@classmethod
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def get_db_resolution(cls, instance):
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asset_doc = instance.data["assetEntity"]
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project_doc = instance.context.data["projectEntity"]
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for data in [asset_doc["data"], project_doc["data"]]:
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if (
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"resolutionWidth" in data and
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"resolutionHeight" in data and
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"pixelAspect" in data
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):
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width = data["resolutionWidth"]
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height = data["resolutionHeight"]
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pixelAspect = data["pixelAspect"]
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return int(width), int(height), float(pixelAspect)
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# Defaults if not found in asset document or project document
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return 1920, 1080, 1.0
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@classmethod
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def repair(cls, instance):
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# Usually without renderlayer overrides the renderlayers
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# all share the same resolution value - so fixing the first
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# will have fixed all the others too. It's much faster to
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# check whether it's invalid first instead of switching
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# into all layers individually
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if not cls.get_invalid_resolution(instance):
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cls.log.debug(
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"Nothing to repair on instance: {}".format(instance)
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)
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return
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layer_node = instance.data['setMembers']
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with lib.renderlayer(layer_node):
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reset_scene_resolution()
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@ -1,5 +1,6 @@
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import os
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import shutil
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import filecmp
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from openpype.client.entities import get_representations
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from openpype.lib.applications import PreLaunchHook, LaunchTypes
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@ -194,3 +195,71 @@ class CopyLastPublishedWorkfile(PreLaunchHook):
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self.data["last_workfile_path"] = local_workfile_path
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# Keep source filepath for further path conformation
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self.data["source_filepath"] = last_published_workfile_path
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# Get resources directory
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resources_dir = os.path.join(
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os.path.dirname(local_workfile_path), 'resources'
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)
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# Make resource directory if it doesn't exist
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if not os.path.exists(resources_dir):
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os.mkdir(resources_dir)
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# Copy resources to the local resources directory
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for file in workfile_representation['files']:
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# Get resource main path
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resource_main_path = file["path"].replace(
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"{root[main]}", str(anatomy.roots["main"])
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)
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# Only copy if the resource file exists, and it's not the workfile
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if (
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not os.path.exists(resource_main_path)
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and not resource_main_path != last_published_workfile_path
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):
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continue
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# Get resource file basename
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resource_basename = os.path.basename(resource_main_path)
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# Get resource path in workfile folder
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resource_work_path = os.path.join(
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resources_dir, resource_basename
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)
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if not os.path.exists(resource_work_path):
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continue
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# Check if the resource file already exists
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# in the workfile resources folder,
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# and both files are the same.
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if filecmp.cmp(resource_main_path, resource_work_path):
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self.log.warning(
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'Resource "{}" already exists.'
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.format(resource_basename)
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)
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continue
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else:
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# Add `.old` to existing resource path
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resource_path_old = resource_work_path + '.old'
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if os.path.exists(resource_work_path + '.old'):
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for i in range(1, 100):
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p = resource_path_old + '%02d' % i
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if not os.path.exists(p):
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# Rename existing resource file to
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# `resource_name.old` + 2 digits
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shutil.move(resource_work_path, p)
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break
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else:
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self.log.warning(
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'There are a hundred old files for '
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'resource "{}". '
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'Perhaps is it time to clean up your '
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'resources folder'
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.format(resource_basename)
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)
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continue
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else:
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# Rename existing resource file to `resource_name.old`
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shutil.move(resource_work_path, resource_path_old)
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# Copy resource file to workfile resources folder
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shutil.copy(resource_main_path, resources_dir)
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@ -829,6 +829,11 @@
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"redshift_render_attributes": [],
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"renderman_render_attributes": []
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},
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"ValidateResolution": {
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"enabled": true,
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"optional": true,
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"active": true
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},
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"ValidateCurrentRenderLayerIsRenderable": {
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"enabled": true,
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"optional": false,
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@ -431,6 +431,10 @@
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"type": "schema_template",
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"name": "template_publish_plugin",
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"template_data": [
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{
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"key": "ValidateResolution",
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"label": "Validate Resolution Settings"
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},
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{
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"key": "ValidateCurrentRenderLayerIsRenderable",
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"label": "Validate Current Render Layer Has Renderable Camera"
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@ -433,6 +433,10 @@ class PublishersModel(BaseSettingsModel):
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default_factory=ValidateRenderSettingsModel,
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title="Validate Render Settings"
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)
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ValidateResolution: BasicValidateModel = Field(
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default_factory=BasicValidateModel,
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title="Validate Resolution Setting"
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)
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ValidateCurrentRenderLayerIsRenderable: BasicValidateModel = Field(
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default_factory=BasicValidateModel,
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title="Validate Current Render Layer Has Renderable Camera"
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@ -902,6 +906,11 @@ DEFAULT_PUBLISH_SETTINGS = {
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"redshift_render_attributes": [],
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"renderman_render_attributes": []
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},
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"ValidateResolution": {
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"enabled": True,
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"optional": True,
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"active": True
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},
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"ValidateCurrentRenderLayerIsRenderable": {
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"enabled": True,
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"optional": False,
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@ -1,3 +1,3 @@
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# -*- coding: utf-8 -*-
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"""Package declaring addon version."""
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__version__ = "0.1.4"
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__version__ = "0.1.5"
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