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* Use existing subset_name as group_name by default New publisher already carries real subset name (`renderModelingMain`), it should build group name only if subset_name is weird. * Let legacy conversion of render instance recreate subset_name Without it would create subset names like `renderingMain` which are not matching to newly created `renderMain` instances. This would cause issue in version restarts. * Let Render Creator for Maya create proper subset_name It was using hardcoded logic not matching other DCCs. * Hound * Fix method calls * Fix typos * Do not import unnecessary * Capitalize is wrong function for here * Overwrite get_subset_name for standardized results It makes sense to override this method for other parts of code getting same results. * Force change It seems that GH doesn't recognize changes with adding() * Update openpype/hosts/maya/plugins/create/convert_legacy.py Co-authored-by: Jakub Trllo <43494761+iLLiCiTiT@users.noreply.github.com> * Hound --------- Co-authored-by: Jakub Trllo <43494761+iLLiCiTiT@users.noreply.github.com> |
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| .. | ||
| convert_legacy.py | ||
| create_animation.py | ||
| create_arnold_scene_source.py | ||
| create_assembly.py | ||
| create_camera.py | ||
| create_layout.py | ||
| create_look.py | ||
| create_mayascene.py | ||
| create_model.py | ||
| create_multiverse_look.py | ||
| create_multiverse_usd.py | ||
| create_multiverse_usd_comp.py | ||
| create_multiverse_usd_over.py | ||
| create_pointcache.py | ||
| create_proxy_abc.py | ||
| create_redshift_proxy.py | ||
| create_render.py | ||
| create_rendersetup.py | ||
| create_review.py | ||
| create_rig.py | ||
| create_setdress.py | ||
| create_unreal_skeletalmesh.py | ||
| create_unreal_staticmesh.py | ||
| create_vrayproxy.py | ||
| create_vrayscene.py | ||
| create_workfile.py | ||
| create_xgen.py | ||
| create_yeti_cache.py | ||
| create_yeti_rig.py | ||