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Found 12 results

  1. Hi there, I recently switched away from Ftrack to Shotgun because the publishing tools seems so broken and limited in Ftrack. Shotgun does it much better, but the program as a whole is terrible and a pain to use. Ftrack is far superior when it comes to ease of use - with the excepting of publishing. I quickly switched back to Ftrack and now have to figure out a solution to my issue. Both programs seem to have terrible documentation and I can't figure this out. We have a small studio and I am a VFX supervisor. We have a pipeline that works perfectly for a studio our size and I don't want to mess around with it too much. My issue is that Ftrack seems to be be very rigid when it comes to publishing files. It wants to create it's own file structure which in my opinion is a complete disaster. I'm really not sure how anyone works this way. I want the artists to be able to submit shots for review that retain the naming convention of the shot they submitted, and retain the path on our server to the shot. I want to open a group of shots submitted throughout the day in RV - launched from Ftrack and review, annotate and make notes from within RV (on the original shots) that then get transferred to the shot tasks for the artist to see. Pretty straightforward. What I don't want is for Ftrack to copy the shot to some other location on my server, place it in a folder within a folder within a folder within a folder within a folder and rename the file "movie.mov". Before I ask how I can do this, I'm just wondering if someone can just give me a straight up answer if this is even possible. We've spent days trying to solve this. There are very few but broad and unhelpful documents about publishing, but otherwise the internet seems to be devoid of any useful help on this issue. Thank you so much for your help! cheers, Mike Ritchie
  2. Hello folks, I'm trying to write a snippet to publish a file and link it to specific task and can't get it to work - is the TypedContextLink right way to do it? I've been doing quite some trial and error and getting error messages I don't quite understand ... could you point me in the right direction, please? Cheers!! import os import ftrack_api import ftrack_api.symbol #INIT SESSION session = ftrack_api.Session( server_url=server_url, api_key=api_key, api_user=api_user ) file_path = 'C:/Users/vit.sedlacek/test.mov' asset_name = "aaaW" asset_type = session.query( 'AssetType where name is "Upload"' ).one() ##------------------------------------------------------ ##musim dostat task a pak task ID project = session.query('Project where name is _PIPELINE').one() sqs = session.query('Task where project.id is "{0}"'.format(project['id'])) #sqs.first()['name'] taskID = sqs.first()['id'] task = session.get('Task', taskID) shot = task['parent'] shot2 = session.get( 'Shot', shot['id'] ) asset = session.create('Asset', { 'name': asset_name, 'type': asset_type, 'parent': shot }) asset_version = session.create('AssetVersion', { 'asset':asset, 'task': shot, 'version': 110 }) session.create('TypedContextLink', { 'from': asset_version, 'to': task }) component = asset_version.create_component( path=file_path, data={ 'name': asset_name }, location=session.get('Location', ftrack_api.symbol.SERVER_LOCATION_ID) ) asset_version.encode_media( component ) session.commit()
  3. Is there a smart way to upload in batch versions in ftrack through ftrack-connect or the browser UI? or is it just possible to publish one version at the time? And if I need to download the the component from the browser UI, is there a way to batch download multiple versions at the same time? Thanks, Luigi
  4. I'm just starting with Ftrack and AE, but I have a critical question (for my needs) I created a new comp, and I published that comp. The thing is that if I go to where the comp is published as a render and AE project, the rendered file is name "main.mov" and the AE project is named "after-effect-project.ae". Is there any way to make it so is named after the comp? Or is there any way to change this? Any help is greatly appreciate it. Thanks!
  5. 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.
  6. Hi I am struggling to work out how to create a new AssetVersion in the new API. I think I have to do the following: Create an Asset -- parented to the shot Create an AssetVersion -- linking to the task and asset Create the Component. Unfortunately I'm getting an error, it seems to want a context_id on the Asset, but I don't know what to give it? I have the following code: location = session.query('Location where name is "ftrack.unmanaged"').first() task = session.query('Task where id is "d4564359-2944-49d4-93fa-b11909f19ff5"').first() shot = session.query('Shot where id is "bf127242-da0b-40aa-ac19-ca793f7590e0"').first() data = { 'parent': shot, 'name':"aAsset", 'type':'scene' } asset = session.create("Asset", {}) data = { "task": task, "asset": asset, "name": "Philip Test", "version": 99, } version = session.create("AssetVersion", data) component = version.create_component( path=r"P:\a_project\series_01\sequences\025\sq025_sh040\2d\publish\v009\040_Compositing.nk", data={ 'name': 'nuke_script' }, location=location ) session.commit() And I get the following error: Traceback (most recent call last): File "C:/Users/Philips/Documents/source_code/test_project/ftrack/create_version.py", line 51, in <module> location=location File "L:\script_library\pipeline\libs\3rd_party\production\ftrack_api\entity\asset_version.py", line 47, in create_component return self.session.create_component(path, data=data, location=location) File "L:\script_library\pipeline\libs\3rd_party\production\ftrack_api\session.py", line 1816, in create_component 'FileComponent', path, data, location File "L:\script_library\pipeline\libs\3rd_party\production\ftrack_api\session.py", line 1887, in _create_component location.add_component(component, origin_location, recursive=False) File "L:\script_library\pipeline\libs\3rd_party\production\ftrack_api\entity\location.py", line 77, in add_component [component], sources=source, recursive=recursive File "L:\script_library\pipeline\libs\3rd_party\production\ftrack_api\entity\location.py", line 249, in add_components transferred=transferred ftrack_api.exception.LocationError: Failed to register components with location <UnmanagedLocation("ftrack.unmanaged", cb268ecc-8809-11e3-a7e2-20c9d081909b)> due to error: Server reported error: OperationalError((OperationalError) (1048, "Column 'context_id' cannot be null") 'INSERT INTO asset (id, name, context_id, taskid, type_id) VALUES (%s, %s, %s, %s, %s)' (u'6220bf4b-3d0f-45cf-aa6c-45106fd49396', None, None, None, None)) Transferred component data that may require cleanup: [(<dynamic ftrack FileComponent object 54489720>, 'P:\\a_project\\series_01\\sequences\\025\\sq025_sh040\\2d\\publish\\v009\\040_Compositing.nk')]
  7. Philip

    Sharing Components

    HI Just wondered, is it possible to share components between asset versions? I'm pretty sure I was doing this and it was working, however, I'm noticing now that its not working and I'm questioning my a sanity as to whether it ever was. If I create a Component (unmanaged location) on a AssetVersion all is good, but if I try to add the same Component to another AssetVersion, it simply transfers it. sourceAssetVersion = session.get("AssetVersion","cf0e384c-606d-4bc1-9fdd-b7983562bc32") destAssetVersion = session.get("AssetVersion","d9fdddf7-d27d-45ec-8bfb-1c95ecf97afa") destAssetVersion['components'].append(sourceAssetVersion['components'][0]) session.commit() Is this normal behaviour? thanks Phil
  8. It would be great to be able to publish a Web Playable version though the Adobe CC Ftrack Connect plugins. Right now you can publish a Web Playable version through the Publish window directly in Ftrack Connect, but it would be great to see this feature incorporated into the Adobe CC apps. A few of our guys are located off-site and don't have access to our centralized storage, so they can't currently use Ftrack Connect.
  9. Hello, i have issue with publishing from photoshop. Ftrack publish will complete everything and send data to ftrack, but the path to the version file is wrong. The path always leads to temporary folder under the c:/Users/username/AppData/Temp/.. . Temporary appData folder also containts photoshop files, i guess photoshop is generating them, but the actual work files are stored elsewhere on server. What can i do, to convince ftrack to store user-related path, instead of photoshop-generated temporary files? Thank you, Stepan
  10. We have been doing some tracking in Nuke and have realized that there is not an option to publish this kind of asset. Maybe the Nuke Publishing system could be worked on as there are other Assets that are created at the beginning of a VFX project.
  11. eight

    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?
  12. It would be great if we could customise types of upload in the launcher uploader. Currently there are only 4 options (img sequence, geometry, maya scene and nuke script), however if we could extend this to custom values, it would make it straight away possible to use ftrack with much wider range of workflows and software even before they are properly integrated. Example1: In current production we are using CelAction, which doesn't even have python, but giving artists option to publish manually through launcher by choosing CelAction scene and let's say quicktime movie, would make it possible for us to work straight away and all the data would be be consistent with other ftrack published assets. Example2: Production I'll be starting in couple of months will be using houdini. We're planning to fully integrate the ftrack into it, but until that point this type of publishing would ensure that any data input before we have it ready will be published properly as well. To wrap it up: We should be able to specify upload types that appear in launcher, plus adding a default type with would accept any type of data (even if it doesn't know what to do with it per se, it would at least track it's location) To be honest the whole publishing of 'assets' and version could be a tiny bit more open. For instance ability to add components in the web interface, or to create a version without uploading it online, but only linking to local file would be brilliant. Milan