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Maya: Update Screenshots
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m-u-r-p-h-y authored Mar 11, 2024
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18 changes: 9 additions & 9 deletions website/docs/addon_maya_admin.md
Original file line number Diff line number Diff line change
Expand Up @@ -44,7 +44,7 @@ For **Arnold**:
Additional check can be added via Settings - **Project Settings > Maya > Publish plugin > ValidateRenderSettings**.
You can add as many options as you want for every supported renderer. In first field put node type and attribute and in the second required value. You can create multiple values for an attribute, but when repairing it'll be the first value in the list that get selected.

![Settings example](assets/maya-admin_render_settings_validator.png)
![Settings example](assets/maya/admin/render_settings_validator.png)

In this example we've put `aiOptions.AA_samples` in first one and `6` to second to enforce
Arnolds Camera (AA) samples to 6.
Expand All @@ -68,7 +68,7 @@ and it will compare it with list of shaders defined either in file name specifie
database file that is per project and can be directly edited from Maya's *AYON Tools > Edit Shader name definitions* when
**Use database shader name definitions** is on. This list defines simply as one shader name per line.

![Settings example](assets/maya-admin_model_name_validator.png)
![Settings example](assets/maya/admin/model_name_validator.png)

For example - you are using default regex `(.*)_(\d)*_(?P<shader>.*)_(GEO)` and you have two shaders defined
in either file or database `foo` and `bar`.
Expand Down Expand Up @@ -97,13 +97,13 @@ All regexes used here are in Python variant.
## AYON Tools
You can add your custom tools menu into Maya by extending definitions in **Maya -> Scripts Menu Definition**.

![Custom menu definition](assets/maya-admin_scriptsmenu.png)
![Custom menu definition](assets/maya/admin/scriptsmenu.png)

## Multiplatform path mapping
You can configure path mapping using Maya `dirmap` command. This will add bi-directional mapping between
list of paths specified in **Settings**. You can find it in **Settings -> Project Settings -> Maya -> Maya Directory Mapping**

![Dirmap settings](assets/maya-admin_dirmap_settings.png)
![Dirmap settings](assets/maya/admin/dirmap_settings.png)

## Templated Build Workfile

Expand All @@ -113,17 +113,17 @@ Building a workfile using a template designed by users. Helping to assert homoge

Make your template. Add families and everything needed for your tasks. Here is an example template for the modeling task using a placeholder to import a gauge.

![maya outliner](assets/maya-workfile-outliner.png)
![maya outliner](assets/maya/admin/workfile-outliner.png)

If needed, you can add placeholders when the template needs to load some assets. **AYON > Template Builder > Create Placeholder**

![create placeholder](assets/maya-create_placeholder.png)
![create placeholder](assets/maya/admin/create_placeholder.png)

- **Configure placeholders**

Fill in the necessary fields (the optional fields are regex filters)

![new place holder](assets/maya-placeholder_new.png)
![new place holder](assets/maya/admin/placeholder_new.png)


- Builder type: Whether the the placeholder should load current asset representations or linked assets representations
Expand All @@ -144,12 +144,12 @@ Fill in the necessary fields (the optional fields are regex filters)
- **Go to Project Settings > Maya > Templated Build Settings**
- Add a profile for your task and enter path to your template

![setting build template](assets/settings/template_build_workfile.png)
![setting build template](assets/maya/admin/template_build_workfile.png)

**3. Build your workfile**

- Open maya

- Build your workfile

![maya build template](assets/maya-build_workfile_from_template.png)
![maya build template](assets/maya/admin/build_workfile_from_template.png)
12 changes: 6 additions & 6 deletions website/docs/addon_maya_arnold_artist.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,20 +21,20 @@ When creating the instance, two objectsets are created; `content` and `proxy`. M
In order to utilize operators and proxies, the content and proxy nodes need to share the same names (including the shape names
and CBIDs). This is done by parenting the content and proxy nodes into separate groups. For example:

![Arnold Scene Source](assets/maya-arnold_scene_source.png)
![Arnold Scene Source](assets/maya/artist/arnold_scene_source.png)

Once you put geometry contents(grouped objects) and proxy groups respectively into contents and proxies set,
you are ready to see if it passes validation and gets published.

Besides the grouped contents and proxies, you can put meshes and proxies into contents and proxies set.
It would pass validation too and gets published.

![Mesh Objects for contents and proxies sets](assets/maya_creator_sets.png)
![Mesh Objects for contents and proxies sets](assets/maya/artist/creator_sets.png)

Validators `ASS has relative texture paths` and `Validate Arnold Scene Source CBID` can allow you to set up
the context correctly by using repair function.

![Arnold Scene Source Validators](assets/maya_validators_ass_family.png)
![Arnold Scene Source Validators](assets/maya/artist/validators_ass_family.png)

Once you pass the validator, you can publish your contents and proxies.
## Standin
Expand All @@ -43,12 +43,12 @@ When you load `ass` when the loaders, it will import two `ass` groups with stand
Both standins load `_proxy` ass files by default, and you can choose to change the `content`
manually by clicking file icon in the standin and change the files with `_proxy` naming conventions.

![Arnold Scene Source Loaders](assets/maya_ass_loader.png)
![Arnold Scene Source Loaders](assets/maya/artist/ass_loader.png)

## Look Development
Standin Nodes are now supported for look assignment.If you publish the look development object with the look family, while you publish the object with Arnold Scene Source. You can assign the look to the published Arnold Scene Source `ass` and Alembic `abc` through `AYON -> Look Assigner...` when you load it as standin.

![Arnold Standin](assets/maya_ass_look_assigner.png)
![Arnold Standin](assets/maya/artist/ass_look_assigner.png)

:::note Limited support for shader assignments with standin nodes
Limited amount of attributes supported by using operator to assign shaders to the loaded standins.
Expand Down Expand Up @@ -86,5 +86,5 @@ Since the content and proxy nodes share the same names and hierarchy, any manual

:::note for advanced users
You can stop the proxy swapping by disabling the string replacement operator found in the container.
![Arnold Standin](assets/maya-arnold_standin.png)
![Arnold Standin](assets/maya/artist/arnold_standin.png)
:::
56 changes: 31 additions & 25 deletions website/docs/addon_maya_artist.md
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ between studios and projects but by default your geometry has to be named proper
For example `sphere_GEO` or `cube1_GEO`. Geometry needs to have freezed transformations
and must reside under one group, for example `model_GRP`.

![Model example](assets/maya-model_hierarchy_example.jpg)
![Model example](assets/maya/artist/model_hierarchy_example.jpg)

Note that `sphere_GEO` has frozen transformations.

Expand All @@ -48,7 +48,7 @@ Note that `sphere_GEO` has frozen transformations.
Now create **Model instance** from it to let AYON know what in the scene you want to
publish. Go **AYON → Create... → Model**

![Model create instance](assets/maya-model_create_instance.jpg)
![Model create instance](assets/maya/artist/model_create_instance.jpg)

`Asset` field is a name of asset you are working on - it should be already filled
with correct name as you've started Maya or switched context to specific asset. You
Expand Down Expand Up @@ -78,7 +78,7 @@ in Outliner called after your product, in our case it is `modelMain`. The `model
set provides settings for you to includes some data when publishing. The settings can be found
in the channel box when you select the set.

![ModelMain Settings in Channel Box](assets/maya_model_main_custom_attributes.png)
![ModelMain Settings in Channel Box](assets/maya/artist/model_main_custom_attributes.png)

These settings allow you to include either **Write Color Sets**, **Write Face Sets**,
or **Include Parent Hierarchy** as your exported preference before publishing.
Expand All @@ -99,7 +99,7 @@ your asset should reside. As in our case we are working on asset called

Now let's publish it. Go **AYON → Publish...**. You will be presented with following window:

![Model publish](assets/maya-model_pre_publish.jpg)
![Model publish](assets/maya/artist/model_pre_publish.jpg)

Note that content of this window can differs by your pipeline configuration.
For more detail see [Publisher](artist_tools_publisher).
Expand All @@ -126,14 +126,12 @@ green in validator section.
To make things interesting, I intentionally forgot to freeze transformations
on `sphere_GEO` as I know it will trigger validator designed to check just this.

![Failed Model Validator](assets/maya-model_publish_error.jpg)


You can see our model is now marked red in left column and in right we have
red box next to `Transform Zero (Freeze)` validator.

You can click on arrow next to it to see more details:

![Failed Model Validator details](assets/maya-model_freeze_error_details.jpg)
![Failed Model Validator details](assets/maya/artist/model_freeze_error_details.jpg)

From there you can see in **Records** entry that there is problem with `sphere_GEO`.
Some validators have option to fix problem for you or just select objects that
Expand All @@ -143,7 +141,7 @@ In main overview you can notice little up arrow in a circle next to validator
name. Right click on it and you can see menu item `select invalid`. This
will select offending object in Maya.

![Model Validator Selected Invalid](assets/maya-model-validator-select-invalid.png)
![Model Validator Selected Invalid](assets/maya/artist/model-validator-select-invalid.png)

Fix is easy. Without closing Publisher window we just freeze transformations.
Then we need to reset it to make it notice changes we've made. Click on arrow
Expand All @@ -154,7 +152,7 @@ There are also `repair` actions for some validators. e.g. Mesh ColorSets
If you can't pass the validator, you can right-click and hit `repair`. It will
fix the stuff which triggers the validator in the scene.

![Model Validator Repair](assets/maya_model_publishing_repair_action.png)
![Model Validator Repair](assets/maya/artist/model_publishing_repair_action.png)

When everything pass all the validations, you can write some comment if you want
and click play icon button to publish the instance when ready.
Expand All @@ -164,9 +162,9 @@ it can take a while. You should end up with everything green and message
**Finished successfully ...** You can now close publisher window.

Ayon is able to publish model data in Alembic, Maya Scene, OBJ format; where
OBJ publisher needs to be enabled in the Settings.
OBJ publisher needs to be enabled in the Settings. `ayon+settings://maya/publish/ExtractObj`

![OBJ Extractor in Setting](assets/maya_obj_extractor_settings.png)
![OBJ Extractor in Setting](assets/maya/artist/obj_extractor_settings.png)

To check for yourself that model is published, open
[Asset Loader](artist_tools_loader) - **AYON → Load...**.
Expand All @@ -180,7 +178,7 @@ format in Vray Proxy, Arnold Standin or GPU Cache. You can also
load the mesh in USD format if you have the multiverse USD plugin
installed in your machine.

![OBJ Extractor in Setting](assets/maya_loaders_options.png)
![OBJ Extractor in Setting](assets/maya/artist/loaders_options.png)

## Look development

Expand All @@ -196,7 +194,7 @@ model with AYON see [Publishing Model](addon_maya_artist.md#publishing-models).

First of lets start with empty scene. Now go **AYON → Load...**

![Model loading](assets/maya-model_loading.jpg)
![Model loading](assets/maya/artist/model_loading.jpg)

Here I am loading `modelBuddha`, its version 1 for asset **foo**. Just right-click
on it and select **Reference (abc)**. This will load model into scene as alembic.
Expand All @@ -207,7 +205,7 @@ Now you can close Loader window.
Now you can create whatever look you want. Assign shaders, textures, etc. to model.
In my case, I assigned simple Arnolds _aiSurfaceShader_ and changed its color to red.

![Look Dev - Red Buddha](assets/maya-look_dev-red_buddha.jpg)
![Look Dev - Red Buddha](assets/maya/artist/look_dev-red_buddha.jpg)

I am quite happy with it so I want to publish it as my first look.

Expand Down Expand Up @@ -238,7 +236,7 @@ Now lets see how look are applied. Start new empty scene, load your published
model there as before (using _Reference (abc)_). If you didn't notice until now,
there are few yellow icons in left shelf:

![Maya - shortcut icons](assets/maya-shortcut_buttons.jpg)
![Maya - shortcut icons](assets/maya/artist/shortcut_buttons.jpg)

Those are shortcuts for **Look Manager**, [Work Files](artist_tools_workfiles),
[Load](artist_tools_loader), and [Manage (Inventory)](artist_tools_inventory).
Expand All @@ -248,7 +246,7 @@ Those can be found even in top menu, but that depends on your studio setup.
You are interested now in **Look Manager** - first item with brush icon. Select
your Buddha model and open **Look Manager**.

![Maya - Look Manager](assets/maya-look_dev-look_manager.jpg)
![Maya - Look Manager](assets/maya/artist/look_dev-look_manager.jpg)

This is **Look Manager** window. Yours would be empty until you click **Get All Assets**
or **Get Assets From Selection**. You can use later to quick assign looks if you have
Expand Down Expand Up @@ -288,7 +286,7 @@ easily managed. Currently AYON doesn't allow to publish model at the same time a
its rig so for demonstration purposes, I'll first create simple model for robotic
arm, just made out of simple boxes and I'll publish it.

![Maya - Simple model for rigging](assets/maya-rig_model_setup.jpg)
![Maya - Simple model for rigging](assets/maya/artist/rig_model_setup.jpg)

For more information about publishing models, see [Publishing models](addon_maya_artist.md#publishing-models).

Expand All @@ -307,7 +305,7 @@ Set is created in your scene to mark rig parts for export. Notice that it has
two products - `controls_SET` and `out_SET`. Put your controls into `controls_SET`
and geometry to `out_SET`. You should end up with something like this:

![Maya - Rig Hierarchy Example](assets/maya-rig_hierarchy_example.jpg)
![Maya - Rig Hierarchy Example](assets/maya/artist/rig_hierarchy_example.jpg)

### Publishing rigs

Expand Down Expand Up @@ -352,7 +350,13 @@ When creating the instance, a objectset child `proxy` will be created. Meshes in

Example setup:

![Maya - Point Cache Example](assets/maya-pointcache_setup.png)
| Create Point Cache | Adjust Hierarchy |
|--|--|
| ![Maya - PointCache 1 Example](assets/maya/artist/pointcache_setup_1.png) | ![Maya - PointCache 2 Example](assets/maya/artist/pointcache_setup_2.png) |

| Publish Point Cache |
|--|
| ![Maya - PointCache 3 Example](assets/maya/artist/pointcache_setup_3.png) |

#### Options

Expand All @@ -374,7 +378,7 @@ Loading point cache means creating reference to **abc** file with Go **AYON →

Example result:

![Maya - Point Cache Example](assets/maya-pointcache_loaded.png)
![Maya - Point Cache Example](assets/maya/artist/pointcache_loaded.png)

## Set dressing in Maya

Expand Down Expand Up @@ -469,7 +473,7 @@ fetch machine pool list.

So now my scene now looks like this:

![Maya - Render scene Setup](assets/maya-render_setup.jpg)
![Maya - Render scene Setup](assets/maya/artist/render_setup.jpg)

You can see that it created `renderingMain` set and under it `LAYER_Main`. This set corresponds to
**Main** render layer in Render Setup. This was automatically created because I had not created any
Expand All @@ -483,7 +487,7 @@ renderer you use - for example if you render with Arnold, it is `maya/<Scene>/<R

There are few setting on *Render instance* `renderingMain` in **Attributes Editor**:

![Maya - Render attributes](assets/maya-renderglobals.jpg)
![Maya - Render attributes](assets/maya/artist/renderglobals.jpg)

Few options that needs explaining:

Expand All @@ -501,7 +505,9 @@ Now if you run publish, you notice there is in right column new item called
`Render Layers` and in it there is our new layer `Main (999_abc_0010) [1-10]`. First part is
layer name, second `(999_abc_0010)` is asset name and rest is frame range.

![Maya - Render Publish errors](assets/maya-render_publish_detail1.jpg)
| Invalid Render Settings | No Default Camera |
|--|--|
| ![Maya - Render Publish errors 1](assets/maya/artist/render_publish_detail1.jpg) | ![Maya - Render Publish errors 2](assets/maya/artist/render_publish_detail2.jpg) |

You see I already tried to run publish but was stopped by few errors. Lets go
through them one by one just to see what we need to set up further in scene for
Expand Down Expand Up @@ -653,7 +659,7 @@ Next step is to move your model set to review set so it will be connected to eac

This is my scene:

![Maya - Review model setup](assets/maya-model_review_setup.jpg)
![Maya - Review model setup](assets/maya/artist/model_review_setup.jpg)

You see that `modelMain` in under `reviewMain` with `reviewCamera`.

Expand Down
14 changes: 7 additions & 7 deletions website/docs/addon_maya_multiverse_artist.md
Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@ To configure Multiverse in AYON, an admin privileges needs to setup a new
AYON tool in the AYON Project Settings, using a similar configuration as
the one depicted here:

![Maya - Multiverse Setup](assets/maya-multiverse_setup.png)
![Maya - Multiverse Setup](assets/maya/artist/multiverse_setup.png)


```
Expand Down Expand Up @@ -110,13 +110,13 @@ You can choose the USD file format in the Creators' set nodes:
- Overrides: `.usda` (default) or `.usd`
- Looks: `.ma` (default)

![Maya - Multiverse Asset Creator](assets/maya-multiverse_openpype_asset_creator.png)
![Maya - Multiverse Asset Creator](assets/maya/artist/openpype_asset_creator.png)

![Maya - Multiverse Asset Creator](assets/maya-multiverse_openpype_composition_creator.png)
![Maya - Multiverse Asset Creator](assets/maya/artist/openpype_composition_creator.png)

![Maya - Multiverse Asset Creator](assets/maya-multiverse_openpype_override_creator.png)
![Maya - Multiverse Asset Creator](assets/maya/artist/openpype_override_creator.png)

![Maya - Multiverse Asset Creator](assets/maya-multiverse_openpype_look_creator.png)
![Maya - Multiverse Asset Creator](assets/maya/artist/openpype_look_creator.png)

### Publishers

Expand All @@ -125,7 +125,7 @@ are available. The first three write USD files to disk, while look writes a Maya
file along with the mip-mapped textures. All communicate publish info to the
AYON database.

![Maya - Multiverse Publisher](assets/maya-multiverse_openpype_publishers.png)
![Maya - Multiverse Publisher](assets/maya/artist/openpype_publishers.png)


### Loader
Expand All @@ -136,7 +136,7 @@ to the various viewport draw options the user can strategically decide how to
minimize the cost of viewport draw effectively being able to load any data, this
allows to bring into Maya scenes of virtually unlimited complexity.

![Maya - Multiverse Loader](assets/maya-multiverse_openpype_loader.png)
![Maya - Multiverse Loader](assets/maya/artist/openpype_loader.png)

:::tip Note
When using the Loader, Multiverse, by design, never "imports" USD data into the
Expand Down
2 changes: 1 addition & 1 deletion website/docs/addon_maya_redshift_artist.md
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@ then select **Redshift Proxy**. You can name your product and hit **Create** but

You can enable animation in Attribute Editor:

![Maya - Yeti Rig Setup](assets/maya-create_rs_proxy.jpg)
![Maya - Yeti Rig Setup](assets/maya/artist/create_rs_proxy.jpg)

### Publishing Redshift Proxies

Expand Down
4 changes: 2 additions & 2 deletions website/docs/addon_maya_vray_artist.md
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@ product as you want and press **Create** button.
This will create `vrayproxy` set for your product. You can set some options in Attribute editor, mainly if you want
export animation instead of single frame.

![Maya - VRay Proxy Creation](assets/maya-vray_proxy.jpg)
![Maya - VRay Proxy Creation](assets/maya/artist/vray_proxy.jpg)

### Publishing VRay Proxies

Expand All @@ -41,7 +41,7 @@ Alembic file.

You can load VRay Proxy using loader - **AYON → Loader ...**

![Maya - VRay Proxy Creation](assets/maya-vray_proxy-loader.jpg)
![Maya - VRay Proxy Creation](assets/maya/artist/vray_proxy-loader.jpg)

Select your product and right-click. Select **Import VRay Proxy (vrmesh)** to import it.

Expand Down
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