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233 | class CreateMayaUsd(plugin.MayaCreator):
"""Create Maya USD Export from maya scene objects"""
identifier = "io.openpype.creators.maya.mayausd"
label = "Maya USD"
product_type = "usd"
icon = "cubes"
description = "Create Maya USD Export"
cache = {}
def register_callbacks(self):
self.create_context.add_value_changed_callback(self.on_values_changed)
def on_values_changed(self, event):
"""Update instance attribute definitions on attribute changes."""
for instance_change in event["changes"]:
# First check if there's a change we want to respond to
instance = instance_change["instance"]
if instance is None:
# Change is on context
continue
if instance["creator_identifier"] != self.identifier:
continue
value_changes = instance_change["changes"]
if (
"exportAnimationData"
not in value_changes.get("creator_attributes", {})
):
continue
# Update the attribute definitions
new_attrs = self.get_attr_defs_for_instance(instance)
instance.set_create_attr_defs(new_attrs)
def get_publish_families(self):
return ["usd", "mayaUsd"]
def get_attr_defs_for_instance(self, instance):
if "jobContextItems" not in self.cache:
# Query once instead of per instance
job_context_items = {}
try:
cmds.loadPlugin("mayaUsdPlugin", quiet=True)
job_context_items = {
cmds.mayaUSDListJobContexts(jobContext=name): name
for name in cmds.mayaUSDListJobContexts(export=True) or []
}
except RuntimeError:
# Likely `mayaUsdPlugin` plug-in not available
self.log.warning("Unable to retrieve available job "
"contexts for `mayaUsdPlugin` exports")
if not job_context_items:
# enumdef multiselection may not be empty
job_context_items = ["<placeholder; do not use>"]
self.cache["jobContextItems"] = job_context_items
defs = [
BoolDef("exportAnimationData",
label="Export Animation Data",
tooltip="When disabled no frame range is exported and "
"only the start frame is used to define the "
"static export frame.",
default=True)
]
defs.extend(lib.collect_animation_defs(
create_context=self.create_context))
defs.extend([
EnumDef("defaultUSDFormat",
label="File format",
items={
"usdc": "Binary",
"usda": "ASCII"
},
default="usdc"),
# TODO: Remove note from tooltip when issue is resolved, see:
# https://github.com/Autodesk/maya-usd/issues/3389
BoolDef("exportRoots",
label="Export as roots",
tooltip=(
"Export the members of the object sets without "
"their parents.\n"
"Note: There's an export bug that when this is "
"enabled MayaUsd fails to export instance meshes"
),
default=True),
BoolDef("stripNamespaces",
label="Strip Namespaces",
tooltip=(
"Remove namespaces during export. By default, "
"namespaces are exported to the USD file in the "
"following format: nameSpaceExample_pPlatonic1"
),
default=True),
BoolDef("includeUserDefinedAttributes",
label="Include User Defined Attributes",
tooltip=(
"Whether to include all custom maya attributes found "
"on nodes as metadata (userProperties) in USD."
),
default=False),
TextDef("attr",
label="Custom Attributes",
default="",
placeholder="attr1, attr2"),
TextDef("attrPrefix",
label="Custom Attributes Prefix",
default="",
placeholder="prefix1, prefix2"),
EnumDef("jobContext",
label="Job Context",
items=self.cache["jobContextItems"],
tooltip=(
"Specifies an additional export context to handle.\n"
"These usually contain extra schemas, primitives,\n"
"and materials that are to be exported for a "
"specific\ntask, a target renderer for example."
),
multiselection=True),
])
# Disable the frame range attributes if `exportAnimationData` is
# disabled.
use_anim = instance["creator_attributes"].get(
"exportAnimationData", True)
if not use_anim:
anim_defs = {
"frameStart", "frameEnd", "handleStart", "handleEnd", "step"
}
for attr_def in defs:
if attr_def.key in anim_defs:
attr_def.disabled = True
return defs
def get_pre_create_attr_defs(self):
defs = super().get_pre_create_attr_defs()
defs.extend([
BoolDef("createAssetTemplateHierarchy",
label="Create asset hierarchy",
tooltip=(
"Create the root hierarchy for '{folder_name}/geo'"
" as per the USD Asset Structure guidelines to"
" add your geometry into."
),
default=False)
])
return defs
def _create_template_hierarchy(self, folder_name, variant):
"""Create the asset root template to hold the geo for the usd asset.
Args:
folder_name: Asset name to use for the group
variant: Variant name to use as namespace.
This is needed so separate asset contributions can be
correctly created from a single scene.
Returns:
list: The root node and geometry group.
"""
def set_usd_type(node, value):
attr = "USD_typeName"
if not cmds.attributeQuery(attr, node=node, exists=True):
cmds.addAttr(node, ln=attr, dt="string")
cmds.setAttr(f"{node}.{attr}", value, type="string")
# Ensure simple unique namespace (add trailing number)
namespace = variant
name = f"{namespace}:{folder_name}"
i = 1
while cmds.objExists(name):
name = f"{namespace}{i}:{folder_name}"
i += 1
# Define template hierarchy {folder_name}/geo
root = cmds.createNode("transform",
name=name,
skipSelect=True)
geo = cmds.createNode("transform",
name="geo",
parent=root,
skipSelect=True)
set_usd_type(geo, "Scope")
# Lock + hide transformations since we're exporting as Scope
for attr in ["tx", "ty", "tz", "rx", "ry", "rz", "sx", "sy", "sz"]:
cmds.setAttr(f"{geo}.{attr}", lock=True, keyable=False)
return [root, geo]
def create(self, product_name, instance_data, pre_create_data):
# Create template hierarchy
if pre_create_data.get("createAssetTemplateHierarchy", False):
members = []
if pre_create_data.get("use_selection"):
members = cmds.ls(selection=True,
long=True,
type="dagNode")
folder_path = instance_data["folderPath"]
folder_name = folder_path.rsplit("/", 1)[-1]
root, geo = self._create_template_hierarchy(
folder_name=folder_name,
variant=instance_data["variant"]
)
if members:
cmds.parent(members, geo)
# Select root and enable selection just so parent class'
# create adds it to the created instance
cmds.select(root, replace=True, noExpand=True)
super().create(product_name, instance_data, pre_create_data)
|