Search the Community

Showing results for tags 'maya'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Company news
    • General announcements
  • ftrack Studio (main app)
    • General discussion
    • Feature requests
    • API
    • Help
    • Actions and Widgets
    • ftrack Go
  • Connect (plugins)
    • General discussion
    • Releases
    • Feature requests
    • Help
  • Reviews
    • General discussion
    • Feature requests
    • Help
  • Advisory Forum
  • Tech preview
    • New integrations
    • Studio overview
    • ftrack Review
  • Jobs board
    • Job listings

Categories

There are no results to display.


Found 8 results

  1. 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.
  2. New publish tools

    Hey everyone! For a while now we have been working on improved / refreshed integrations in Nuke and Maya. We’re now happy to announce the first technical preview of these tools. First out is revamped publishing tools in Nuke and Maya. At the moment we will have a limited set of workflows: Maya: Geometry, Scene and Camera Nuke: Image sequence/Render, Camera Today we will be releasing the Maya publish tool as version 0.1.0. At the moment there are several limitations of the publish tool and it should be seen as a preview of what is coming. Neither design, nor features represents what will be in the final version. Again, this is a technical preview and is not production ready. The installation process is also rather technical and requires knowledge terminal, python and git. Installation instructions can be found here: https://bitbucket.org/ftrack/ftrack-connect-maya-publish https://bitbucket.org/ftrack/ftrack-connect-nuke-publish First draft of the documentation can be found here: http://ftrack-connect-documentation.rtd.ftrack.com/en/stable/index.html We are very interested in your feedback! Especially in regards to general workflow; selecting a "publish action", multi-select items to publish, et.c. But also from a developer/TD perspective. What more requirements do you have to make it easier for you to hook in extend/enhance these tools.
  3. In a previous post, I suggested changing some basic UI behavior in Ftrack. Mattias suggested that I try to make the changes myself (I didn't even realize that was an option!). While incorporating the ftrack-connect clone into my workflow, I came across the concept of submodules for Git. After a ton of trial and error I've finished transitioning my connect project to successfully launch my custom actions from this new ftrack-connect submodule. Now I'm running into some issues with missing dependencies when launching Maya (I haven't tried other programs yet). I'm just trying to launch Maya without any errors before I incorporate all of my custom Maya launching code and env variables. Right now, Maya launches successfully, but I'm getting these errors: # Error: line 1: ImportError: file C:\Program Files\Autodesk\Maya2016\Python\lib\site-packages\maya\app\general\CommandPort.py line 15: DLL load failed: The specified module could not be found. # // Error: file: C:/Program Files/Autodesk/Maya2016/plug-ins/xgen/scripts/igInitialize.mel line 63: ImportError: file C:\Python27\lib\ctypes\__init__.py line 10: DLL load failed: The specified module could not be found. // // Error: Unable to execute igInitialize.mel. // // Error: line 0: ImportError: file C:\Python27\lib\ctypes\__init__.py line 10: DLL load failed: The specified module could not be found. // // Error: Unable to execute xgen.mel. // // Error: file: C:/Program Files/Autodesk/Maya2016/plug-ins/xgen/scripts/xgenUI.mel line 198: Cannot find procedure "registerXGenPrefTab". // // Error: ImportError: file C:\Python27\lib\ctypes\__init__.py line 10: DLL load failed: The specified module could not be found. // These directories already exist, but they're not being picked up. I'm already adding sys.path to the PYTHONPATH like so:: env = os.environ.copy() env['PYTHONPATH'] = \ ';'.join(sys.path) + \ ';path/to/ftrack_python_api' + \ ';path/to/another/module
  4. Asset manager doesn't work

    Hello, I thought this was an issue with assets coming from the asset build directory, but it looks like this might be a more widespread. I'm working on a rig and have a few sub folders within my scene directory. One is a master rig folder and another is a paint weight folder. I'm doing the main rigging in the master and then referencing that master rig into the weights scene so I can animate the rig without worrying about publishing animated controls on the master rig file. This setup was working great and I could update the rig within the paint weight scene with the asset manager whenever I had any rig changes to commit. Today, when I went to update the rig in the paint weight file, the asset manager is blank like in my other post. This is happening consistently throughout our studio for this production and on other projects. Any thoughts? Mike
  5. Hi guys, I've just downloaded the latest version of ftrack launcher for OSX and can connect to my server and see all my tasks correctly. However when I try to launch a task with maya 2015 I get the following errors: file -f -new;// untitled // commandPort -securityWarning -name commandportDefault;// Warning: file: /Applications/Autodesk/maya2015/Maya.app/Contents/scripts/others/retargeter.mel line 27: Failed to run file: /Applications/Autodesk/maya2015/Maya.app/Contents/MacOS/plug-ins/retargeterNodes.py // // Error: file: /Applications/Autodesk/maya2015/Maya.app/Contents/scripts/others/retargeter.mel line 27: (retargeterNodes) // // Error: Unable to execute igInitialize.mel. // updateRendererUI; The file is not loaded and there's nothing related to ftrack within Maya 2015. I don't see the ftrack menu so I'm not sure if ftrack is doing it's thing correctly. Is this something that you are aware of with Maya 2015? Is there something I'm missing or not aware of?I did have to update the apps.xml file to show Maya 2015. Cheers! Rob
  6. Hi guys, I've just downloaded the latest version of ftrack launcher for OSX and can connect to my server and see all my tasks correctly. However when I try to launch a task with maya 2015 I get the following errors: file -f -new;// untitled // commandPort -securityWarning -name commandportDefault;// Warning: file: /Applications/Autodesk/maya2015/Maya.app/Contents/scripts/others/retargeter.mel line 27: Failed to run file: /Applications/Autodesk/maya2015/Maya.app/Contents/MacOS/plug-ins/retargeterNodes.py // // Error: file: /Applications/Autodesk/maya2015/Maya.app/Contents/scripts/others/retargeter.mel line 27: (retargeterNodes) // // Error: Unable to execute igInitialize.mel. // updateRendererUI; The file is not loaded and there's nothing related to ftrack within Maya 2015. I don't see the ftrack menu so I'm not sure if ftrack is doing it's thing correctly. Is this something that you are aware of with Maya 2015? Is there something I'm missing or not aware of?I did have to update the apps.xml file to show Maya 2015. Cheers! Rob
  7. Maya Publish Path

    Hi, I'm trying out the Maya plugin. We're currently using a network drive to save all our Maya scenes to, and we have a specific folder structure we try to follow. However, when publishing a Maya scene, it ends up copying the scene to somewhere on my C: drive. Isn't it possible to leave the scene path untouched when publishing?
  8. Hi, We would ask for 2 enhancements in ftrack inside Maya: 1) A button, similar to the conventional "attach image", but more like an "attach screenshot". So the user can click on it and have the viewport image automatically attached to the note. 2) Similar to previous, but like an "attach renderview", so the image currently displayed on the renderview would be automatically saved and attached to the note. We considered developing these features ourselves, posting the note with attachment using the ftrack API, but this would require us to create a custom window for the user to input text without text formatting, and that's not good. What do you think? If it's something we should develop ourselves, do you have any pointers or tips? Many many thanks! Giovani.