Lorenzo Angeli

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Everything posted by Lorenzo Angeli

  1. Lorenzo Angeli

    2.1.3

    Download 2.1.3 What's new Improve errors and bug reporting Fix EDL publisher produces multiple empty components. How to install stop ftrack-connect-package remove previous nuke studio plugin from : <ftrack-connect-package>/resource/connect-standard-plugins/ download and uncompress the new version in : <ftrack-connect-package>/resource/connect-standard-plugins/ restart ftrack-connect-package´╗┐
  2. Lorenzo Angeli

    allow filenames with full stops

    Hi @Larissa Joos, some conventions are needed to keep data consist and simplify the logic in the applications. 3 dotted names are commonly referred to file sequences as : <prefix>.<index>.<postfix> and connect handles them as such. Would changing from dots to something different like underscores ( 1_2_3 )help in your case ? Cheers. L.
  3. Lorenzo Angeli

    Publish current Maya scene

    Hi @Jamie Kenyon, the easier way would be to use the ftrack-python-api directly rather than the connector ones, which really have not been built for this purpose, that said though, this is some basic code you can start playing with : please also note, connector is built on top of the legacy api and not the latest ftrack-python-api , hence you might have to do some dance to convert data between one another. Is not hard, just inefficient. from ftrack_connect_maya.connector.mayaassets import SceneAsset from ftrack_connect.connector.base import FTAssetObject scene_asset = SceneAsset() iAObj = FTAssetObject( filePath=path, componentName=componentName, componentId=newComponent.getId(), assetVersionId=newftrackAssetVersion.getId() ) scene_asset.publishAsset(iAObj) Hope it helps. L.
  4. Lorenzo Angeli

    Asset Versions and Task unique name problems

    Hi @lloydwood, please note that does not have to be used in this way, you are free to model your assets hierarchy as you prefer. The above example is only to show one way of modelling a complex assets to take advantage of the various entity types we mentioned. Cheers. L.
  5. Lorenzo Angeli

    Asset Versions and Task unique name problems

    Hi @lloydwood, bear with me as I'm not really sure I'm following. You are working on a Character (asset build, type Character) named TestCharacter built off different tasks (Modeling and Rigging), and publishing the model (Asset Type: Geo) and The rig (Asset Type: Rig) as whole as main component to their relative tasks. Each one of the components published on task will be versioned separately. Seem quite correct to me as overall workflow, as this will allow to keep track of your model and your rig with their own versions. Now, let's try to play with a bigger asset and see how they could be used.... Folder: Assets AssetBuild: Bumblebee Task: Modeling Asset: Head (type: Geo) Version: 1 Component: Cables, Component: Shell Version: 2 Component: Cables, Component: Shell Asset: Arm (type: Geo) Version: 1 Component: Cables Component: Shell Task: Rig Asset: Main (type: Rig) Version: 1 Component : Main (here we rig all the assets and their components, based on the latest modeling assets and components versions) Of course, this is a way of using it, but hope it helps a bit how you can use each and every bit you can publish and version. If is not clear or is not what where you are after, just let me know! Cheers. L.
  6. Lorenzo Angeli

    Extend Maya menu

    Hi @Jamie Kenyon, by "ftrack menu in Maya" I suppose you mean the one on the top bar of the application. If so , here is where it gets build. With something along these lines, you should be able to add sub menus. Hope it helps ! L.
  7. Lorenzo Angeli

    Setting icon

    Hi @Jamie Kenyon, glad to hear ! If there's anything else you know let us know . Cheers. L.
  8. Lorenzo Angeli

    Setting icon

    Hi @Jamie Kenyon, that's strange, you can see a fully working example here : https://bitbucket.org/ftrack/ftrack-connect-houdini/src/588f93210b9d5a65307a5eee6900d861d3ff1fe6/resource/hook/ftrack_connect_houdini_hook.py#lines-109 If still does not work would you be able to send your application launcher either here or sending it at support@ftrack.com so we can have a closer look ? Cheers. L.
  9. Hi @Mike, virtual environment are made so whatever you do install in there (python module wise) will remain sandboxed and won't affect the system. If you want to use Lucidity I'd suggest to create a virtualenv , activate it, and install the modules you need in there. Once done , you can use an event like the one I posted to extend the PYTHONPATH including the one in the virtualenv to make them pick up. Hope it helps! L.
  10. Lorenzo Angeli

    Setting icon

    Hi @Jamie Kenyon icon should be a full web address where to pick the icon from, cannot be (atm) a local path, Try setting this path and see whether does work: "https://image.flaticon.com/icons/png/512/33/33447.png" hope it helps. L.
  11. Hi @Mike, although totally doable, rather than modifying the original maya hook I'd suggest to provide a separate event in your central or local FTRACK_CONNECT_PLUGIN_PATH such as this one that modifies the env at startup time. import os import ftrack import ftrack_connect.application python_dependencies = 'path to your modules' maya_script_path = 'path to maya python scripts' def on_application_launch(event): '''Handle application launch and add environment to *event*.''' ftrack_connect.application.appendPath( python_dependencies, 'PYTHONPATH', event['data']['options']['env'] ) ftrack_connect.application.appendPath( maya_script_path, 'PYTHONPATH', event['data']['options']['env'] ) def register(registry): '''Subscribe to application launch events on *registry*.''' if registry is not ftrack.EVENT_HANDLERS: return ftrack.EVENT_HUB.subscribe( 'topic=ftrack.connect.application.launch and data.application.identifier=maya*', on_application_launch ) For what concerns Lucidity, this module has been removed from ftrack connect package from verion 1.0.0 on: https://bitbucket.org/ftrack/ftrack-connect-package/raw/09a31db1cba8586fa129d3fb64d91fec38d32dca/doc/release.rst I'd suggest to install separately and provide it through the above system if you need it. Hope it helps. L.
  12. Lorenzo Angeli

    0.2.2

    Download 0.2.2 Originally written by Mike Datsik What's new Convert integration from to ftrack-connect plugin How to install stop ftrack-connect-package download and uncompress the new version in : <ftrack-connect-package>/resource/connect-standard-plugins/ restart ftrack-connect-package
  13. Lorenzo Angeli

    0.2.2

    Hi @postmodern Please do , we are always after contribution from the community ! For pyblish beta might be better to provide your own repository and post it here on the forum so other users can use it ! A tech note for Pull requests (to have it reviewed/merged faster): Provide explanation on what the feature/bug fix is about Provide some docs on how to perform the test of the changes (and files if needed) Stick to pep8 Use ' instead of " Use tabs instead of spaces Update the changelog in the docs Do not update the version Ensure does not introduce regressions looking forward to see your fixes and improvement Thanks in advance for your contribution ! L.
  14. Lorenzo Angeli

    0.4.1

    Download 0.4.1 What's new add Exocortex alembic plugin for 3dsmax 2018
  15. Lorenzo Angeli

    1.3.0

    Download 1.3.0 This is the first release of ftrack-connect-hieroplayer as connect plugin. As the current ftrack-connect-package ( 1.0.1 ) still contains the integration, you'll have first to remove it from within the package in order to install this one. Upcoming ftrack-connect-package version will ship these as plugins. Remove included integration from ftrack-connect-package: 0) close connect 1) locate where ftrack-connect-package is installed. 2) remove <ftrack-connect-package>/resource/ftrack_connect_hieroplayer 3) remove <ftrack-connect-package>/hook/ftrack_connect_hieroplayer_hook.py/pyc 4) remove <ftrack-connect-package>/library.zip/ftrack_connect_hieroplayer 5) remove <ftrack-connect-package>/common.zip/ftrack_connect_hieroplayer Install integration as plugin: 1) download the new version from the above link 2) decompress the zip in the FTRACK_CONNECT_PLUGIN_PATH 3) restart connect if there's any problem please let us know ! L.
  16. Lorenzo Angeli

    0.4.0

    Download 0.4.0 This is the first release of ftrack-connect-3dsmax as connect plugin. As the current ftrack-connect-package ( 1.0.1 ) still contains the integration, you'll have first to remove it from within the package in order to install this one. Upcoming ftrack-connect-package version will ship these as plugins. Remove included integration from ftrack-connect-package: 0) close connect 1) locate where ftrack-connect-package is installed. 2) remove <ftrack-connect-package>/resource/ftrack_connect_3dsmax 3) remove <ftrack-connect-package>/hook/ftrack_connect_3dsmax_hook.py/pyc 4) remove <ftrack-connect-package>/library.zip/ftrack_connect_3dsmax 5) remove <ftrack-connect-package>/common.zip/ftrack_connect_3dsmax Install integration as plugin: 1) download the new version from the above link 2) decompress the zip in the FTRACK_CONNECT_PLUGIN_PATH 3) restart connect if there's any problem please let us know ! L.
  17. Lorenzo Angeli

    2.1.2

    Download 2.1.2 What's new Add support for Nuke Studio / Hiero 11.3 How to install stop ftrack-connect-package remove previous nuke studio plugin from : <ftrack-connect-package>/resource/connect-standard-plugins/ download and uncompress the new version in : <ftrack-connect-package>/resource/connect-standard-plugins/ restart ftrack-connect-package´╗┐
  18. Lorenzo Angeli

    2.1.1

    Download 2.1.1 New patch version to address a major and a minor bug discovered in 2.1.0. We highly suggest replacing the 2.1.0 in connect 1.1.0 with this version if you plan to use nuke studio in production. Fixes : Components are not collected under the same asset Settings are not properly restored between sessions.
  19. Download ftrack-connect-package 1.1.0 Windows Linux Osx What's new ? With this minor release, we have started a long journey for a complete revamp of connect and connector plugins. This release mostly focuses on moving the hard-coded connector plugins to standalone connect plugins, so these can be customized and extended by the users as they see fit. This release also includes an improvement for the Nuke Studio integration. Changes: ftrack-connect-nuke-studio 2.1.0 Tokens to compose assets names as well as components. Support for multi-track export. Fix Hiero template parser. ftrack-connect-maya 1.2.0 converted to connect plugin ftrack-connect-nuke 1.2.0 converted to plugin ftrack-connect-3dsmax 0.4.0 converted to plugin ftrack-connect-hieroplayer 1.3.0 converted to plugin ftrack-connect-foundry 1.2.0 remove ftrack-connect from dependency links Known issue None reported atm
  20. Lorenzo Angeli

    ftrack connect version 1.1.0

    A new patch release 2.1.1 has just been released fixing the discovered bug , we took the change of including another bug fix in this release regarding the restoration of the presets. More information can he found here Cheers. L.
  21. Lorenzo Angeli

    ftrack connect version 1.1.0

    Hi all, a bug has just been found in the new ftrack-connect-nuke-studio 2.1.0. We are working to release a new patch version to fix it. A new package will made available asap in this forum. In the meanwhile we suggest to download and compile 2.0.1 and replace the nuke studio plugin. Sorry for the inconvenience. L.
  22. Lorenzo Angeli

    How is Version's Asset supposed to be used?

    Confusion is quite normal when you change the paradigms you are used too. If you have any other question let us know ! Cheers. L.
  23. Lorenzo Angeli

    How is Version's Asset supposed to be used?

    Hi @John Su, What you are expecting is how actually does work. I think there's just a confusion here between tasks and asset types. The first behaviour you are highlighting happens if you do publish the same asset type across different department, but if you publish different asset types for different departments you'll end up with the one you are expecting. Let me try to visualise it for you (we assume to be working under the same shot here): same asset different tasks: task:Animation (asset:geo) v1 v2 v3 v5 v6 task:Effect (asset:geo) v4 v7 v8 different assets different tasks: task:Animation (asset:anim) v1 v2 v3 v4 v5 task:Effect (asset:fx) v1 v2 v3 Hopefully this graph will help you out to better understand how tasks, asset, version and asset types are related. https://help.ftrack.com/developing-with-ftrack/key-concepts/publishing Hope it helps ! L.
  24. Lorenzo Angeli

    Accessing Extra Data

    HI @lloydwood, my pleasure. If there's anything else we can help out with , you know where to find us ! Have a great day.
  25. Lorenzo Angeli

    Accessing Extra Data

    Hi @lloydwood, I'm not quite sure what you mean with passing extra data. In case you want to get your feet wet I suggest to have a look a the entity base class : https://bitbucket.org/ftrack/ftrack-python-api/src/9db96facf4e7ae94f5c30152dab2944b7dfa8f7a/source/ftrack_api/entity/base.py#lines-41 to see how the data argument is used. Here an extract from the docs ( hoping is what you are referring to with data optional argument) *data* is a mapping of key, value pairs to apply as initial attribute values. If you can provide more information about what you are after, maybe I can be of better help. looking forward to hear more from you. Cheers. L.