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get up to dat with colorbleed. add 'studio.' to families temporarily
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176 changed files with 5217 additions and 2535 deletions
128
pype/maya/action.py
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128
pype/maya/action.py
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# absolute_import is needed to counter the `module has no cmds error` in Maya
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from __future__ import absolute_import
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import pyblish.api
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from ..action import get_errored_instances_from_context
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class GenerateUUIDsOnInvalidAction(pyblish.api.Action):
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"""Generate UUIDs on the invalid nodes in the instance.
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Invalid nodes are those returned by the plugin's `get_invalid` method.
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As such it is the plug-in's responsibility to ensure the nodes that
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receive new UUIDs are actually invalid.
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Requires:
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- instance.data["asset"]
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"""
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label = "Regenerate UUIDs"
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on = "failed" # This action is only available on a failed plug-in
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icon = "wrench" # Icon from Awesome Icon
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def process(self, context, plugin):
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from maya import cmds
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self.log.info("Finding bad nodes..")
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errored_instances = get_errored_instances_from_context(context)
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# Apply pyblish logic to get the instances for the plug-in
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instances = pyblish.api.instances_by_plugin(errored_instances, plugin)
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# Get the nodes from the all instances that ran through this plug-in
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all_invalid = []
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for instance in instances:
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invalid = plugin.get_invalid(instance)
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# Don't allow referenced nodes to get their ids regenerated to
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# avoid loaded content getting messed up with reference edits
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if invalid:
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referenced = {node for node in invalid if
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cmds.referenceQuery(node, isNodeReferenced=True)}
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if referenced:
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self.log.warning("Skipping UUID generation on referenced "
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"nodes: {}".format(list(referenced)))
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invalid = [node for node in invalid
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if node not in referenced]
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if invalid:
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self.log.info("Fixing instance {}".format(instance.name))
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self._update_id_attribute(instance, invalid)
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all_invalid.extend(invalid)
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if not all_invalid:
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self.log.info("No invalid nodes found.")
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return
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all_invalid = list(set(all_invalid))
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self.log.info("Generated ids on nodes: {0}".format(all_invalid))
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def _update_id_attribute(self, instance, nodes):
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"""Delete the id attribute
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Args:
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instance: The instance we're fixing for
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nodes (list): all nodes to regenerate ids on
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"""
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import pype.maya.lib as lib
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import avalon.io as io
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asset = instance.data['asset']
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asset_id = io.find_one({"name": asset, "type": "asset"},
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projection={"_id": True})['_id']
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for node, _id in lib.generate_ids(nodes, asset_id=asset_id):
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lib.set_id(node, _id, overwrite=True)
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class SelectInvalidAction(pyblish.api.Action):
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"""Select invalid nodes in Maya when plug-in failed.
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To retrieve the invalid nodes this assumes a static `get_invalid()`
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method is available on the plugin.
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"""
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label = "Select invalid"
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on = "failed" # This action is only available on a failed plug-in
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icon = "search" # Icon from Awesome Icon
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def process(self, context, plugin):
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try:
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from maya import cmds
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except ImportError:
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raise ImportError("Current host is not Maya")
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errored_instances = get_errored_instances_from_context(context)
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# Apply pyblish.logic to get the instances for the plug-in
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instances = pyblish.api.instances_by_plugin(errored_instances, plugin)
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# Get the invalid nodes for the plug-ins
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self.log.info("Finding invalid nodes..")
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invalid = list()
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for instance in instances:
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invalid_nodes = plugin.get_invalid(instance)
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if invalid_nodes:
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if isinstance(invalid_nodes, (list, tuple)):
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invalid.extend(invalid_nodes)
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else:
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self.log.warning("Plug-in returned to be invalid, "
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"but has no selectable nodes.")
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# Ensure unique (process each node only once)
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invalid = list(set(invalid))
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if invalid:
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self.log.info("Selecting invalid nodes: %s" % ", ".join(invalid))
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cmds.select(invalid, replace=True, noExpand=True)
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else:
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self.log.info("No invalid nodes found.")
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cmds.select(deselect=True)
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