mirror of
https://github.com/ynput/ayon-core.git
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Merge branch 'develop' into enhancement/houdini_create_node_tab_with_nulls
This commit is contained in:
commit
b4ab82bc02
15 changed files with 176 additions and 59 deletions
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@ -104,3 +104,6 @@ class AbcLoader(load.LoaderPlugin):
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node = container["node"]
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node.destroy()
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def switch(self, container, representation):
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self.update(container, representation)
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@ -73,3 +73,6 @@ class AbcArchiveLoader(load.LoaderPlugin):
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node = container["node"]
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node.destroy()
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def switch(self, container, representation):
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self.update(container, representation)
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@ -106,3 +106,6 @@ class BgeoLoader(load.LoaderPlugin):
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node = container["node"]
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node.destroy()
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def switch(self, container, representation):
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self.update(container, representation)
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@ -192,3 +192,6 @@ class CameraLoader(load.LoaderPlugin):
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new_node.moveToGoodPosition()
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return new_node
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def switch(self, container, representation):
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self.update(container, representation)
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@ -125,3 +125,6 @@ class ImageLoader(load.LoaderPlugin):
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prefix, padding, suffix = first_fname.rsplit(".", 2)
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fname = ".".join([prefix, "$F{}".format(len(padding)), suffix])
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return os.path.join(root, fname).replace("\\", "/")
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def switch(self, container, representation):
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self.update(container, representation)
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@ -79,3 +79,6 @@ class USDSublayerLoader(load.LoaderPlugin):
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node = container["node"]
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node.destroy()
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def switch(self, container, representation):
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self.update(container, representation)
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@ -79,3 +79,6 @@ class USDReferenceLoader(load.LoaderPlugin):
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node = container["node"]
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node.destroy()
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def switch(self, container, representation):
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self.update(container, representation)
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@ -102,3 +102,6 @@ class VdbLoader(load.LoaderPlugin):
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node = container["node"]
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node.destroy()
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def switch(self, container, representation):
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self.update(container, representation)
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@ -32,6 +32,10 @@ from openpype.pipeline import (
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load_container,
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registered_host,
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)
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from openpype.pipeline.create import (
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legacy_create,
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get_legacy_creator_by_name,
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)
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from openpype.pipeline.context_tools import (
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get_current_asset_name,
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get_current_project_asset,
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@ -3931,3 +3935,53 @@ def get_capture_preset(task_name, task_type, subset, project_settings, log):
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capture_preset = plugin_settings["capture_preset"]
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return capture_preset or {}
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def create_rig_animation_instance(nodes, context, namespace, log=None):
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"""Create an animation publish instance for loaded rigs.
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See the RecreateRigAnimationInstance inventory action on how to use this
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for loaded rig containers.
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Arguments:
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nodes (list): Member nodes of the rig instance.
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context (dict): Representation context of the rig container
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namespace (str): Namespace of the rig container
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log (logging.Logger, optional): Logger to log to if provided
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Returns:
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None
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"""
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output = next((node for node in nodes if
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node.endswith("out_SET")), None)
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controls = next((node for node in nodes if
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node.endswith("controls_SET")), None)
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assert output, "No out_SET in rig, this is a bug."
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assert controls, "No controls_SET in rig, this is a bug."
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# Find the roots amongst the loaded nodes
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roots = (
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cmds.ls(nodes, assemblies=True, long=True) or
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get_highest_in_hierarchy(nodes)
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)
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assert roots, "No root nodes in rig, this is a bug."
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asset = legacy_io.Session["AVALON_ASSET"]
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dependency = str(context["representation"]["_id"])
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if log:
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log.info("Creating subset: {}".format(namespace))
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# Create the animation instance
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creator_plugin = get_legacy_creator_by_name("CreateAnimation")
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with maintained_selection():
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cmds.select([output, controls] + roots, noExpand=True)
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legacy_create(
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creator_plugin,
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name=namespace,
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asset=asset,
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options={"useSelection": True},
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data={"dependencies": dependency}
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)
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@ -7,6 +7,12 @@ from openpype.hosts.maya.api import (
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class CreateAnimation(plugin.Creator):
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"""Animation output for character rigs"""
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# We hide the animation creator from the UI since the creation of it
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# is automated upon loading a rig. There's an inventory action to recreate
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# it for loaded rigs if by chance someone deleted the animation instance.
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# Note: This setting is actually applied from project settings
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enabled = False
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name = "animationDefault"
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label = "Animation"
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family = "animation"
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@ -0,0 +1,35 @@
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from openpype.pipeline import (
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InventoryAction,
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get_representation_context
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)
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from openpype.hosts.maya.api.lib import (
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create_rig_animation_instance,
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get_container_members,
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)
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class RecreateRigAnimationInstance(InventoryAction):
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"""Recreate animation publish instance for loaded rigs"""
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label = "Recreate rig animation instance"
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icon = "wrench"
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color = "#888888"
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@staticmethod
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def is_compatible(container):
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return (
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container.get("loader") == "ReferenceLoader"
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and container.get("name", "").startswith("rig")
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)
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def process(self, containers):
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for container in containers:
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# todo: delete an existing entry if it exist or skip creation
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namespace = container["namespace"]
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representation_id = container["representation"]
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context = get_representation_context(representation_id)
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nodes = get_container_members(container)
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create_rig_animation_instance(nodes, context, namespace)
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@ -4,16 +4,12 @@ import contextlib
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from maya import cmds
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from openpype.settings import get_project_settings
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from openpype.pipeline import legacy_io
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from openpype.pipeline.create import (
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legacy_create,
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get_legacy_creator_by_name,
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)
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import openpype.hosts.maya.api.plugin
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from openpype.hosts.maya.api.lib import (
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maintained_selection,
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get_container_members,
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parent_nodes
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parent_nodes,
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create_rig_animation_instance
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)
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@ -114,9 +110,6 @@ class ReferenceLoader(openpype.hosts.maya.api.plugin.ReferenceLoader):
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icon = "code-fork"
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color = "orange"
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# Name of creator class that will be used to create animation instance
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animation_creator_name = "CreateAnimation"
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def process_reference(self, context, name, namespace, options):
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import maya.cmds as cmds
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@ -220,37 +213,10 @@ class ReferenceLoader(openpype.hosts.maya.api.plugin.ReferenceLoader):
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self._lock_camera_transforms(members)
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def _post_process_rig(self, name, namespace, context, options):
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output = next((node for node in self if
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node.endswith("out_SET")), None)
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controls = next((node for node in self if
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node.endswith("controls_SET")), None)
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assert output, "No out_SET in rig, this is a bug."
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assert controls, "No controls_SET in rig, this is a bug."
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# Find the roots amongst the loaded nodes
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roots = cmds.ls(self[:], assemblies=True, long=True)
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assert roots, "No root nodes in rig, this is a bug."
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asset = legacy_io.Session["AVALON_ASSET"]
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dependency = str(context["representation"]["_id"])
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self.log.info("Creating subset: {}".format(namespace))
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# Create the animation instance
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creator_plugin = get_legacy_creator_by_name(
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self.animation_creator_name
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nodes = self[:]
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create_rig_animation_instance(
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nodes, context, namespace, log=self.log
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)
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with maintained_selection():
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cmds.select([output, controls] + roots, noExpand=True)
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legacy_create(
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creator_plugin,
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name=namespace,
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asset=asset,
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options={"useSelection": True},
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data={"dependencies": dependency}
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)
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def _lock_camera_transforms(self, nodes):
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cameras = cmds.ls(nodes, type="camera")
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@ -554,7 +554,7 @@
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"publish_mip_map": true
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},
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"CreateAnimation": {
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"enabled": true,
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"enabled": false,
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"write_color_sets": false,
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"write_face_sets": false,
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"include_parent_hierarchy": false,
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@ -238,12 +238,12 @@ For resolution and frame range, use **OpenPype → Set Frame Range** and
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Creating and publishing rigs with OpenPype follows similar workflow as with
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other data types. Create your rig and mark parts of your hierarchy in sets to
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help OpenPype validators and extractors to check it and publish it.
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help OpenPype validators and extractors to check and publish it.
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### Preparing rig for publish
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When creating rigs, it is recommended (and it is in fact enforced by validators)
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to separate bones or driving objects, their controllers and geometry so they are
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to separate bones or driven objects, their controllers and geometry so they are
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easily managed. Currently OpenPype doesn't allow to publish model at the same time as
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its rig so for demonstration purposes, I'll first create simple model for robotic
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arm, just made out of simple boxes and I'll publish it.
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@ -252,41 +252,48 @@ arm, just made out of simple boxes and I'll publish it.
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For more information about publishing models, see [Publishing models](artist_hosts_maya.md#publishing-models).
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Now lets start with empty scene. Load your model - **OpenPype → Load...**, right
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Now let's start with empty scene. Load your model - **OpenPype → Load...**, right
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click on it and select **Reference (abc)**.
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I've created few bones and their controllers in two separate
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groups - `rig_GRP` and `controls_GRP`. Naming is not important - just adhere to
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your naming conventions.
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I've created a few bones in `rig_GRP`, their controllers in `controls_GRP` and
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placed the rig's output geometry in `geometry_GRP`. Naming of the groups is not important - just adhere to
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your naming conventions. Then I parented everything into a single top group named `arm_rig`.
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Then I've put everything into `arm_rig` group.
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When you've prepared your hierarchy, it's time to create *Rig instance* in OpenPype.
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Select your whole rig hierarchy and go **OpenPype → Create...**. Select **Rig**.
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Set is created in your scene to mark rig parts for export. Notice that it has
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two subsets - `controls_SET` and `out_SET`. Put your controls into `controls_SET`
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With the prepared hierarchy it is time to create a *Rig instance* in OpenPype.
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Select the top group of your rig and go to **OpenPype → Create...**. Select **Rig**.
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A publish set for your rig is created in your scene to mark rig parts for export.
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Notice that it has two subsets - `controls_SET` and `out_SET`. Put your controls into `controls_SET`
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and geometry to `out_SET`. You should end up with something like this:
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:::note controls_SET and out_SET contents
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It is totally allowed to put the `geometry_GRP` in the `out_SET` as opposed to
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the individual meshes - it's even **recommended**. However, the `controls_SET`
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requires the individual controls in it that the artist is supposed to animate
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and manipulate so the publish validators can accurately check the rig's
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controls.
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:::
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### Publishing rigs
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Publishing rig is done in same way as publishing everything else. Save your scene
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and go **OpenPype → Publish**. When you run validation you'll mostly run at first into
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few issues. Although number of them will seem to be intimidating at first, you'll
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find out they are mostly minor things easily fixed.
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Publishing rigs is done in a same way as publishing everything else. Save your scene
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and go **OpenPype → Publish**. When you run validation you'll most likely run into
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a few issues at first. Although a number of them will seem to be intimidating you
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will find out they are mostly minor things, easily fixed and are there to optimize
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your rig for consistency and safe usage by the artist.
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* **Non Duplicate Instance Members (ID)** - This will most likely fail because when
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- **Non Duplicate Instance Members (ID)** - This will most likely fail because when
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creating rigs, we usually duplicate few parts of it to reuse them. But duplication
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will duplicate also ID of original object and OpenPype needs every object to have
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unique ID. This is easily fixed by **Repair** action next to validator name. click
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on little up arrow on right side of validator name and select **Repair** form menu.
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* **Joints Hidden** - This is enforcing joints (bones) to be hidden for user as
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- **Joints Hidden** - This is enforcing joints (bones) to be hidden for user as
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animator usually doesn't need to see them and they clutter his viewports. So
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well behaving rig should have them hidden. **Repair** action will help here also.
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* **Rig Controllers** will check if there are no transforms on unlocked attributes
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- **Rig Controllers** will check if there are no transforms on unlocked attributes
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of controllers. This is needed because animator should have ease way to reset rig
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to it's default position. It also check that those attributes doesn't have any
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incoming connections from other parts of scene to ensure that published rig doesn't
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@ -297,6 +304,19 @@ have any missing dependencies.
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You can load rig with [Loader](artist_tools_loader). Go **OpenPype → Load...**,
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select your rig, right click on it and **Reference** it.
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### Animation instances
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Whenever you load a rig an animation publish instance is automatically created
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for it. This means that if you load a rig you don't need to create a pointcache
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instance yourself to publish the geometry. This is all cleanly prepared for you
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when loading a published rig.
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:::tip Missing animation instance for your loaded rig?
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Did you accidentally delete the animation instance for a loaded rig? You can
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recreate it using the [**Recreate rig animation instance**](artist_hosts_maya.md#recreate-rig-animation-instance)
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inventory action.
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:::
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## Point caches
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OpenPype is using Alembic format for point caches. Workflow is very similar as
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other data types.
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@ -646,3 +666,15 @@ Select 1 container of type `animation` or `pointcache`, then 1+ container of any
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The action searches the selected containers for 1 animation container of type `animation` or `pointcache`. This animation container will be connected to the rest of the selected containers. Matching geometries between containers is done by comparing the attribute `cbId`.
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The connection between geometries is done with a live blendshape.
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### Recreate rig animation instance
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This action can regenerate an animation instance for a loaded rig, for example
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for when it was accidentally deleted by the user.
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#### Usage
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Select 1 or more container of type `rig` for which you want to recreate the
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animation instance.
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|
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