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Using the adsk plug-in from refactoring sandbox #51
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I resolved this issue. Looking at my
I corrected some things with my Maya 2019.2 devkit and its location and the new build compiled with UFE enabled. Now I am able to select the separate elements inside the USD. 👍 However it does seem impossible to select only the front most object, as if the selection raytraces through all the way back into the scene. Even if I just click. It sounds like it could be related to this. Also, it actually seems to be the case with only somewhat "thin" objects. Example the chair's seat in the example Kitchen Set I always click-through onto the floor tiles. But when selecting the table's top side the floor remains unselected. Interesting. The other issues seem to remain as is. Bug: Translating an object in objectSpace does not take into account it's local rotation Whenever you select a part of the USD scene and rotate the object, and then translate in "Object Space" the translation moves in the direction of the 'original rotation' in the USD scene as opposed to the 'current rotation' that you have with your local changes in your maya scene. Question: how can I interact with the "USD scene hierarchy"? I noticed that the outliner is capable of showing the USD scene hierarchy, awesome! Is there any way to query that? And/or even query what is selected there? Or use some sort of API from within Maya (e.g. Python) to query the local scene overrides? Etc. For example: Are there any commands or ways to interact with that data through scripting? When moving the transform of the The selection does match with Viewport 2.0 because that one faces the issue that the geometry does not seem to move at all when the transform of the Bug: UFE does not allow me to duplicate, errors out. The UFE functionality seems to implement things like duplicate, delete and undo/redo for those options. However, pressing CTRL+D it seems to trigger the duplicate but failing in the actual code to duplicate the Prim, for example:
BUG: UFE trying to rename a USD Prim in Maya outliner errors out. When double clicking in the outliner on a USD prim it shows the regular "rename" line edit however, when completing the rename it fails with the following error:
Say I run this: from maya import cmds
path = "/path/to/Kitchen_set/Kitchen_set.usd"
node = cmds.createNode("mayaUsdProxyShape")
cmds.setAttr(node + ".filePath", path, type="string") Then using UFE select some specific elements, delete some of them, move some around. And then I delete the proxy from the scene. Then I run the code above again, then I get a new proxy shape that somehow still has the previous edits. Even if I do "new scene" it magically remembers the previous edits. It does not seem to be changing the When trying to snap to the USD scene the UFE subscene selection thinks it needs to be active and will continuously add whatever you hover over to the selection. Plus the first object in the USD scene that was under the cursor at the time of starting the snapping will move along too. The rest is just added to selection, but not moving along. When selecting something from the USD subscene and trying to snap it to regular Maya content, e.g. a locator in the scene. It will perform snapping but will be misaligned. It does not snap using the pivot point but just applies the "translation" of the local scene on top of the original offset of the USD subscene. For example, when trying to snap a floor tile of the example Kitchen Set it will have a similar distance to the locator as it originally had to the origin. The maya MEL command being issued from the snapping is:
The snapping makes use of the Once the It seems like I'm hitting a list of bugs that I should be separating into issues of their own. :) Should I? |
This issue is logically also present when doing the translation through the actual mel command: |
Now separate in issue: #75
Now separate in issue: #70
This seems related to issue: #72 For sake of tracking easily I'll separate the remainder of the issues mentioned here into their own respective issues. EDIT: I've linked the bugs/issues to other respective issues when relevant and for some I've created some standalone issues too. |
I'll close this issue as most of the remaining problems it described have now been separated into their own issue. |
Issue
It seems largely undocumented on how to play and potentially contribute to the development of
maya-usd
.The master branch seems to be the straight Animal Logic and Pixar plug-ins combined into a single repository and seem to do little to understand exactly what is being developed. The
refactoring_sandbox
branch is seeing some commits being merged into it with PRs from time to time and seems to be the goal for a next version, currently including a Hydra viewport withmtoh
and its ownadsk
plug-in for USD. Other than that it's hard to pinpoint what the status is.Is there some documentation on how to get up and running and what to expect?
What I tried and issues/questions I ran into.
I tested on Windows 10 with Maya 2019.
Display of the
mayaUsdProxyShape
seems to not react muchI tried to create the proxy shape but it seems it's picky on how it updates and displays in Viewport 2.0
Whenever I triggered that it does seem to instantly display it. But then:
It did seem to move around fine using the GL (Hydra) viewport. Notes below are in Hydra viewport
Can't select the separate things inside the USD scene with the proxyresolvedI recall previously with the Master Branch and the AL plug-in I was able to have the selection work correctly where I could select the items inside the USD file and move them around. With the current
refactoring_sandbox
branch I seem to be unable to do so with any of the plug-ins.Whenever using the
GL (Hydra)
viewport I did see the selection color popping up, but solely the full kitchen set got selected. I was still unable to select individual elements.Do I need to somehow enable UFE? I don't think it's compiling with UFE on my end however the
.mod
file does show:Applying a deformer to the proxy shape crashes Mayacan't reproduceI'm not sure what I expected, haha. But as I was just trying some random things to see if I could break some bits of it this resulted in a Fatal Error. :) I was expecting it do just do nothing.
Edit: I can't seem to reproduce this now. Maybe this was only an issue when the UFE failed to be included in the build. Not sure.
Maybe there's a forum or chat somewhere to be found where the development is being actively discussed? :) Dropping these notes here could clutter things because most seem like individual issues of their own.
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