scottdmilner / dungeon-pipeline Goto Github PK
View Code? Open in Web Editor NEWPipeline for BYU Animation's Class of 2025 capstone film
License: BSD 3-Clause "New" or "Revised" License
Pipeline for BYU Animation's Class of 2025 capstone film
License: BSD 3-Clause "New" or "Revised" License
Issue submitted via PipeBot
Reporting user: Connor Van Dyke
from pipe.asset import IOManager; IOManager().publish_asset();
# Error: TypeError: file \\192.168.122.1\groups\dungeons\pipeline\pipeline\software\maya\pipe\asset.py line 57: unsupported operand type(s) for /: 'WindowsPath' and 'NoneType'
error when trying to publish an asset
Issue submitted via PipeBot
Reporting user: Isaac Criddle
Get Lynx into Houdini for nice velocity field controls and cloth sim stuff if possible
Rigging team wants a tool that saves a rig file into a specific place and creates/updates symlinks to that most recent file. It would probably be useful if the tool also kept and organized versions of previously published, but no longer symlinked, rigs in a directory.
A logical counterpart to this tool would be a simple button that imports the most current rig into a scene.
This is not urgent, but will be nice to have by the time animation starts using rigs.
Issue submitted via PipeBot
Reporting user: Rebekah Tran
request to add Kaboom box HDA to the pipeline. please and thank you.
Issue submitted via PipeBot
Reporting user: Rebekah Tran
I don't know how to be more detailed...
Issue submitted via PipeBot
Reporting user: Scott
Having a separate OCIO config for Houdini isn't really working. txmake isn't properly handling substance exports, so we need to come up with an alternate solution while we wait for the release of R26
Issue submitted via PipeBot
Reporting user: Isaac Criddle
Install and roll Axiom by Theory Accelerated into Dungini. should be simple enough.
Issue submitted via PipeBot
Reporting user: Megan Fisher
Could we pretty please get the roadkill plugin for dungaya?? :>
Issue submitted via PipeBot
Reporting user: Megan Fisher
I want to work with 1k maps, but export 4k maps. With the current workflow, I need to upres the working file from 1k to 4k and then export, which takes a long time for larger assets with more udims. Could there be an option to select which size map we want to export when we publish the textures?
Issue submitted via PipeBot
Reporting user: scott
Severity: bug
This is a test bug report
This way people can see the icons on Linux when they launch :)
gio set Dungini.desktop "metadata::caja-trusted-launcher" true
Copy the shelves out to a tempdir so Maya doesn't try to save over the master copies in the pipe
Issue submitted via PipeBot
Reporting user: Kristen
The texture file paths in the basement lab appear to be defaulting to a var1 variation folder instead of using the correct variation?
Issue submitted via PipeBot
Reporting user: Kristen
The automatic texture file paths in the lnd matlib did not work for me. My textures showed up after I manually selected the file paths. It is probably user error, but I am not quite sure what I did wrong yet.
***Issue submitted via PipeBot***
**Reporting user:** Landon
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Permission denied? Unable to export rayden as USD, currently trying to overwrite older version
// G:/dungeons/character/Rayden/RaydenSculptWIP/Rayden_V07.mb
from pipe.m.asset import IOManager; IOManager().publish_asset();
Issue submitted via PipeBot
Reporting user: Isaac Criddle
download and install the free tools from motionoperators.com for Houdini procedural animation. may be quite useful for bone monster, rubble, tiles, etc.
Issue submitted via PipeBot
Reporting user: Megan Fisher
There are random spheres that are invisible in the viewport but appear in the render. They're located in the component output node
Issue submitted via PipeBot
Reporting user: Isaac Criddle
download and install the free tools from motionoperators.com for Houdini procedural animation. may be quite useful for bone monster, rubble, tiles, etc.
Issue submitted via PipeBot
Reporting user: scott
Warn admin users when atting hidden roles
Issue submitted via PipeBot
Reporting user: Kristen
The look dev node seems to work best when assets are about 1-2 meters in size. With my jewel scaled correctly, it is a little difficult to get the look dev set up to work with it at proper scale. Zooming in on the small asset will make the reference balls and colors disappear. I am not sure if we should decide to just force all assets to be a good size for the look dev node or if we should try to make it more easily adaptable to smaller assets (about an inch in size).
Issue submitted via PipeBot
Reporting user: Megan Fisher
Houdini imports the USD materials and overrides the LnD node materials so that they don't show up in the renders
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