Two Maya imort bugs
引用于 mortensm 在 28. 1 月 2021, 6:56Hi, the first import bug is that when canceling an import at the Create Reference window, a warning pops up and says that the import failed, and it still shows up as being imported in the state manager. I've attached a video showing the process below (Sorry my screen recorder didn't capture my mouse)
https://i.imgur.com/kf9m8YX.mp4
The second bug is when I do import an asset, and use the "Import Object Only" option, then go to update it to the most recent version, everything looks like they are deleted except for the set. Then Prism creates a new set with the new version name. It does this every time an asset is updated and soon the outliner is filled with empty sets. After awhile I figured out that at the very least, the Arnold aiStandard's shading engine (not the shader itself) is also being left behind and that may be why the sets aren't getting deleted. I ended up putting mel.eval('hyperShadePanelMenuCommand("hyperShadePanel1","deleteUnusedNodes")') in the post Import hook to automatically delete the now ghost shader engine and set. In addition to the set not deleting, for every new version, another namespace gets tacked onto everything within that asset. I have also attached a video demonstrating this as well.
https://i.imgur.com/t70Yd9a.mp4
Thanks!
Hi, the first import bug is that when canceling an import at the Create Reference window, a warning pops up and says that the import failed, and it still shows up as being imported in the state manager. I've attached a video showing the process below (Sorry my screen recorder didn't capture my mouse)
https://i.imgur.com/kf9m8YX.mp4
The second bug is when I do import an asset, and use the "Import Object Only" option, then go to update it to the most recent version, everything looks like they are deleted except for the set. Then Prism creates a new set with the new version name. It does this every time an asset is updated and soon the outliner is filled with empty sets. After awhile I figured out that at the very least, the Arnold aiStandard's shading engine (not the shader itself) is also being left behind and that may be why the sets aren't getting deleted. I ended up putting mel.eval('hyperShadePanelMenuCommand("hyperShadePanel1","deleteUnusedNodes")') in the post Import hook to automatically delete the now ghost shader engine and set. In addition to the set not deleting, for every new version, another namespace gets tacked onto everything within that asset. I have also attached a video demonstrating this as well.
https://i.imgur.com/t70Yd9a.mp4
Thanks!
引用于 RichardF 在 10. 2 月 2021, 14:27Hey @mortensm,
I noticed that first bug too a while ago, but pushed it due to low priority. Thanks for reminding me. This will be fixed in v1.3.0.69.
I also fixed the second issue. If there is only a shading engine in the old set Prism will delete the shading engine, which will also delete the old set. If you find any other nodes causing the set to remain in the scene, please let me know.
I could see any additional namespaces added to the new version. The default namespace is {assetname}_{taskname} like in your video.
Hey @mortensm,
I noticed that first bug too a while ago, but pushed it due to low priority. Thanks for reminding me. This will be fixed in v1.3.0.69.
I also fixed the second issue. If there is only a shading engine in the old set Prism will delete the shading engine, which will also delete the old set. If you find any other nodes causing the set to remain in the scene, please let me know.
I could see any additional namespaces added to the new version. The default namespace is {assetname}_{taskname} like in your video.