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Found 7 results

  1. Hi there, We are pleased to announce that early access is now available for the latest updates to our Maya and Nuke integrations! You can learn all about the new features below. We've also updated Connect to its latest version, featuring many new features. For more information on the latest version of Connect, please refer to the Connect RC5 release notes and documentation. Download Connect for Windows Download Connect for macOS Download Connect for Linux cent OS7 Download Connect for Linux cent OS8 Here's what's new in our latest Nuke and Maya integrations: Style fixes and a new yellow Connect theme. ftrack Maya node duplicated – now supports multiple instances of same asset (component). Fixed assembler dependencies. Fixed assembler update error. Fixed UI bugs with flickering unparented widgets during widget build. Improved dependency resolver. These are the requirements to participate in early access: Maya 2022 only Nuke 13+ Connect RC5 To point Connect to the correct plugin locations, please update your systems environment variable to: FTRACK_CONNECT_JSON_PLUGINS_URL = https://download.ftrack.com/ftrack-connect/integrations/beta/plugins.json From Connect, you will be able to install the required plugins via the plugin manager tab: ftrack-application-launcher-1.0.3 ftrack-connect-pipeline-1.0.0rc9 ftrack-connect-pipeline-definition-1.0.0rc9 ftrack-connect-pipeline-qt-1.0.0rc9 ftrack-connect-pipeline-maya-1.0.0rc9 ftrack-connect-pipeline-nuke-1.0.0rc4 Useful links Further information on Plugin Manager and Task Launcher ftrack Connect homepage We encourage you to continue sharing feedback. Your thoughts and comments help us refine Connect 2.0 and its plugins and create workflows that benefit your daily workflows. Send us your feedback All the best, The ftrack-integrations team
  2. Hi, We are using an un-managed storage scenario as we are starting to roll out ftrack across our facility and have an existing folder structure that can't easily be changed. We usually do a high volume of shots so I really want to be able to name shots and assign tasks from nuke studio. Now the day we had a support zoom with ftrack and changed from our testing centralised storage back to the automatic unmanaged storage, Nuke Studio seemed to work from connect and I was able to do what I want but now when I try to launch Nuke Studio from connect I get this error: "ftrack.unmanaged" is an invalid location for Nuke Studio to work with. Nuke/NukeX seem to work pretty well from connect and I can do everything from there but we really want to use all the studio features. I've downloaded the latest plugins from here too. Any ideas? Cheers, Toby Angwin BluePost
  3. Hello, After installing ftrack connect I failed to find applications except Maya. And after some digging work I found it seems that the application searching path is hardcoded to under "C:\"(ftrack-connect/common.zip/ftrack_connect/application.py:115 connect version: 1.1.7/1.1.1). As considerable amount of windows user will install their DLC to "D:\", it would be necessary to have the searching rule customizable. Cheers. John
  4. We have a custom build of ftrack-connect in the studio which triggers a call out to the main() method in ftrack-connect. This works well for us. Currently I'm trying to make some changes which allow us to switch environments prior to opening ftrack-connect. Unfortunately, when starting and then exiting/deleting any PySide based widget prior to calling connect's main method, ftrack loads with a number of errors showing. Both are using the same install of PySide. It's still functional but looks like the path to resources are getting confused. I get a number QPixmap errors repeated: QPixmap::scaleHeight: Pixmap is a null pixmap QPixmap::scaled: Pixmap is a null pixmap Does anyone at ftrack know why this might be happening?
  5. I've successfully migrated to 2018 on my local working pipeline. I send my tool to the remote repo, then clone that onto a server location. I do all the setup to get the venv working then run ftrack. Everything is fine at this point. When I run Maya everything works as expected until I get this error: // Error: No module named collect_playblast_camera # Traceback (most recent call last): # File "<maya console>", line 1, in <module> # File "path\to\dependencies\ftrack_connect\resource\connect-standard-plugins\ftrack-connect-maya-publish-0.5.1\resource\maya_plugin\userSetup.py", line 18, in create_publish_menu # context_id=os.environ['FTRACK_CONTEXT_ID'] # File "path\to\dependencies\ftrack_connect\resource\connect-standard-plugins\ftrack-connect-maya-publish-0.5.1\dependencies\ftrack_connect_pipeline\application_plugin.py", line 28, in __init__ # self.register_assets() # File "path\to\dependencies\ftrack_connect\resource\connect-standard-plugins\ftrack-connect-maya-publish-0.5.1\dependencies\ftrack_connect_maya_publish\plugin.py", line 31, in register_assets # ftrack_connect_maya_publish.shared_pyblish_plugins.register() # File "path\to\dependencies\ftrack_connect\resource\connect-standard-plugins\ftrack-connect-maya-publish-0.5.1\dependencies\ftrack_connect_maya_publish\shared_pyblish_plugins\__init__.py", line 9, in register # import ftrack_connect_maya_publish.shared_pyblish_plugins.collect_playblast_camera # ImportError: No module named collect_playblast_camera // It's strange because there is a module named collect_playblast_camera in that location. Also, .pyc files are generated for the __init__.py and collect.py files, so it's compiling in that directory until the error. I've tried a bunch of stuff including straight up copying and pasting my working ftrack connect directory into the cloned one. I get the same error no matter what. Any thoughts? Thanks! EDIT: I think it might have to do with the file path being too long (I'm using windows). The pipeline works fine on my home computer.
  6. Hey there, I am in the process of evaluating ftrack and have some questions regarding publishing. Quite possible that I am missing anything as I am having some trouble understanding the basic principles in ftrack (coming from shotgun). I am gonna first outline what I think is the default render/publishing workflow. Gone through that in afx and nuke but I guess the workflow is similar in maya. Here the procedure in nuke: Open nuke via ftrack-connect (correct context). Nuke script is saved in an (more or less) arbitrary location. Do your work Render to another arbitrary location Attach a ftrackpublish node to the write node and publish (or is the intended way to use the publisher via the ftrack menu and the ftrackpublish-node is legacy?). During the publish the nuke-script as well as the rendered-sequence will be copied to the fileserver. - Script and image-sequence will be placed side by side into the following structure (given that the task was tied to a shot): project/sequence/shot/scriptname/version/ - The name of the script will be generic (nuke-script.nk or something like that) and thereby the version/shot/sequence will be not saved explicitly to the files but implicit in the ftrack database as well as the file structure. If theses assumptions are correct, here are some questions: is there any way to access/parse the ftrack-context in nuke? I'd rather like to use a custom write node which is automatically populated with the correct render-path (built from the task/shot/sequence etc.) on our fileserver. This is especially true for renderings running on the farm. I don't want the artists to manually navigate to the appropriate location and enter the correct filename as this is one task which should be handled by ftrack imo. the same applies to the script itself. I'd like to force the artist to save the script on our file-server (in the correct location and name) which is - as opposed to local files - backed regularly is the publish-action itself customizable? As the components (rendered sequence and script) already are in their appropriate locations on the fileserver there would be no need for any copying. Instead I'd like to only register the components and create the versions on the ftrack-server. Guess that this could be done with a custom publisher but I'd really like to let the built-in do the heavy lifting and just modify it I am quite sure that everything is possible. Just trying to figure out how much effort it takes. Best, Julian
  7. Hi everyone! I'm writing here to let you know that we are working on some changes to make Connect easier to extend and develop plugins for. Some of you I've already been in contact with but I would love to hear the feedback and opinions from the Community. We have a lot of ideas that we want to implement in Connect but the plan is to start out by tackling two common issues: Extending and modifying the environment and command when an application starts from Connect. Adding hooks to Connect without modifying the FTRACK_EVENT_PLUGIN_PATH. The way we intend to solve this is: Emit an event every time an application is launched from Connect. The event will contain application identifier, context, command and options that contain the environment variables. Here you will be able to make changes to environment variables, command and options. This should allow a lot of flexibility without having to override the built-in hook it-self. A platform dependent default directory from where plugins can be discovered without modifications to FTRACK_EVENT_PLUGIN_PATH. E.g. on OS X it would be something like /Users/mattiaslagergren/Library/Application Support/ftrack-connect-plugins/. We also intend to give the option set an environment variable so that you can centralise the plugins to one directory that everyone in the studio reads from. Connect will pick up plugins from both places.
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