コード例 #1
0
 def sim_setup(self, fields, tk, ctx):
     
     print 'setting up maya Sim scene'            
        
     cmds.file(newFile=True, force=True)
     
     animCaches= su.getLatestShotFile(tk, ctx, publishedType = 'Alembic Animation') 
     
     abc_template=tk.templates['cache_alembic']
          
     #for cache in animCaches:
     input_path=animCaches[0]['path']['local_path_windows']
     fields=abc_template.get_fields(input_path)   
     for f in animCaches:
         abcFile = f['path']['local_path_windows']
         print ('cache path: ' + abcFile)
         grp = pm.group( em=True, name=f['name'] )
         mu.alembicImport(abcFile, 'parent', parent=grp)   
     
     camNodes=None
     camData=su.getLatestShotFile(tk, ctx, publishedType='Maya Camera')
     
     if camData!=None:
         camNodes=mu.referenceAsset(camData[0]['path']['local_path_windows'],namespace='camera')
     else:
         cmds.warning('Could not find any asset cameras to reference!')    
     
     '''
コード例 #2
0
    def sim_setup(self, fields, tk, ctx):

        print 'setting up maya Sim scene'

        cmds.file(newFile=True, force=True)

        animCaches = su.getLatestShotFile(tk,
                                          ctx,
                                          publishedType='Alembic Animation')

        abc_template = tk.templates['cache_alembic']

        #for cache in animCaches:
        input_path = animCaches[0]['path']['local_path_windows']
        fields = abc_template.get_fields(input_path)
        for f in animCaches:
            abcFile = f['path']['local_path_windows']
            print('cache path: ' + abcFile)
            grp = pm.group(em=True, name=f['name'])
            mu.alembicImport(abcFile, 'parent', parent=grp)

        camNodes = None
        camData = su.getLatestShotFile(tk, ctx, publishedType='Maya Camera')

        if camData != None:
            camNodes = mu.referenceAsset(
                camData[0]['path']['local_path_windows'], namespace='camera')
        else:
            cmds.warning('Could not find any asset cameras to reference!')
        '''
コード例 #3
0
    def maya_anim_setup(self, fields, tk, ctx):

        #pm.newFile(f=1, typ='mayaAscii')

        print 'Preparing new animation Scene'

        cmds.file(newFile=True, force=True)

        #referencing latest rigs
        print 'Finding latest Grandpa Rig'
        assets = su.getLatestShotAssets(self, 'rig', specific='Grandpa')

        if len(assets) > 0:
            for asset in assets:
                mu.referenceAsset(asset['path']['local_path_windows'])
        else:
            cmds.warning(
                'Could not find any assets to reference! Please link the assets in shotgun.'
            )

        #query asset cameras, if none exists get shot cameras instead
        camNodes = None

        camData = su.getLatestShotFile(tk, ctx, filetag='cam')

        if camData != None:
            camNodes = mu.referenceAsset(
                camData[0]['path']['local_path_windows'])
        else:
            cmds.warning('Could not find any asset cameras to reference!')

        #getting camera node
        if camNodes != None:
            for node in camNodes:

                if cmds.nodeType(node) == 'camera':
                    cam = node

            #setup reference plate
            #tk=self.parent.tank

            #ctx=self.parent.context
            maya_work = tk.templates['shot_work_area']
            fields = ctx.as_template_fields(maya_work)

            low_plate = tk.templates['low_res_proxy_plate_path']
            plateDir = low_plate.parent.apply_fields(fields)

            firstFile = os.listdir(plateDir)[0]

            imagePath = plateDir + '/' + firstFile
            mu.imagePlane(cam, imagePath)
        else:
            cmds.warning('Could not find any cameras to reference!')
コード例 #4
0
    def maya_anim_setup(self, fields, tk, ctx):
        
        #pm.newFile(f=1, typ='mayaAscii')
        
        print 'Preparing new animation Scene'
        
        cmds.file(newFile=True, force=True)
        
        #referencing latest rigs
        print 'Finding latest Grandpa Rig'
        assets=su.getLatestShotAssets(self,'rig',specific='Grandpa')
        
        if len(assets)>0:
            for asset in assets:
                mu.referenceAsset(asset['path']['local_path_windows'])
        else:
            cmds.warning('Could not find any assets to reference! Please link the assets in shotgun.')
        

        #query asset cameras, if none exists get shot cameras instead
        camNodes=None

        camData=su.getLatestShotFile(tk, ctx, filetag='cam')
        
        if camData!=None:
            camNodes=mu.referenceAsset(camData[0]['path']['local_path_windows'])
        else:
            cmds.warning('Could not find any asset cameras to reference!')

        
        #getting camera node
        if camNodes!=None:
            for node in camNodes:
                
                if cmds.nodeType(node)=='camera':
                    cam=node
            
            #setup reference plate
            #tk=self.parent.tank
            
            #ctx=self.parent.context
            maya_work=tk.templates['shot_work_area']        
            fields=ctx.as_template_fields(maya_work)
            
            
            low_plate=tk.templates['low_res_proxy_plate_path']
            plateDir=low_plate.parent.apply_fields(fields)
            
            firstFile=os.listdir(plateDir)[0]
            
            imagePath=plateDir+'/'+firstFile
            mu.imagePlane(cam, imagePath)
        else:
            cmds.warning('Could not find any cameras to reference!')
コード例 #5
0
    def light_setup(self, fields, tk, ctx):
        '''
        This script is errorring, but once it runs through everything is setup correctly
        so the errorr has ben put on hold. 
        Error:  Message: There was a problem starting the Tank Engine.
                Please contact [email protected]
                Exception: <class 'tank.errors.TankError'> - Key '<Tank StringKey Step>' in template '<Tank TemplatePath asset_work_area_maya: assets/{sg_asset_type}/{Asset}/work/{Step}/>' 
                could not be populated by context 'Asset arnoldTemplate' because the context does not contain a shotgun entity of type 'Step'!
        
        ------------------------------------
        
        Might need extra part at the end, which assigns objects to render layers. We haven't decided whether this needs to be implemented or not. 
       
        '''

        #cmds.file(newFile=True, force=True)

        print('Communicating with shotgun, please wait!')

        temp_file = tk.templates['light_setup_temp']
        #fields_temp=ctx.as_template_fields(temp_file)
        #tempPath = temp_file.apply_fields(fields_temp)

        tk.templates['maya_shot_work']

        dst = temp_file.apply_fields(fields)

        pm.loadPlugin('mtoa.mll', quiet=True)
        pm.loadPlugin('AbcExport.mll', quiet=True)
        pm.loadPlugin('AbcImport.mll', quiet=True)

        #Open Arnold Renders Settings template
        arnoldSetup = "M:/00719_grandpa/assets/Environments/arnoldTemplate/publish/arnoldTemplate.rend.v004.ma"

        #print str(arnoldSetup)
        shutil.copyfile(arnoldSetup, dst)

        pm.system.openFile(dst, force=True)

        print('getting latest shot assets')
        #reference light setup scene
        lightSetup = su.getLatestShotAssets(tk,
                                            ctx,
                                            publishedType='Maya Lighting')
        print lightSetup

        shadowLayer = pm.PyNode('setExtras')
        beautyLayer = pm.PyNode('beauty')
        workLayer = pm.PyNode('defaultRenderLayer')

        for asset in lightSetup:
            print('loading reference: ' +
                  (asset['path']['local_path_windows']))
            setNodes = mu.referenceAsset(asset['path']['local_path_windows'])

        workLayer.setCurrent()

        #referencing latest camera file
        print('getting latest cameras')
        camData = su.getLatestShotFile(tk, ctx, publishedType='Maya Camera')

        maya_work = tk.templates['shot_work_area']
        fields = ctx.as_template_fields(maya_work)

        low_plate = tk.templates['low_res_proxy_plate_path']
        plateDir = low_plate.parent.apply_fields(fields)

        qt_plate = tk.templates['quicktime_proxy_plate_path']
        qtplateDir = qt_plate.parent.apply_fields(fields)

        if len(os.listdir(qtplateDir)) > 0:
            firstMovie = os.listdir(qtplateDir)[0]
            print('moviePlate: ' + firstMovie)
            moviePath = qtplateDir + '/' + firstMovie

        if len(os.listdir(plateDir)) > 0:
            firstImage = os.listdir(plateDir)[0]
            print('imagePlate: ' + firstImage)
            imagePath = plateDir + '/' + firstImage

        full_plate = tk.templates['full_res_proxy_plate_path']
        fullPlateDir = full_plate.parent.apply_fields(fields)

        try:
            firstImage = os.listdir(fullPlateDir)[0]
            imagePath = fullPlateDir + '/' + firstImage
            pm.PyNode('backplate').fileTextureName.set(imagePath)
        except:
            pass

        #Checks if shot camera exists. If not tries to find asset camera related to the shot.
        print('referencing camera')
        try:
            for cam in camData:
                print('camera is: ' + cam['path']['local_path_windows'])
                camNodes = mu.referenceAsset(cam['path']['local_path_windows'])

            print('connecting camera to projection')

            for node in camNodes:
                if pm.nodeType(node) == 'camera':
                    cam = pm.PyNode(node)
                    print cam
                    projection = pm.PyNode('projection')
                    cam.message >> projection.linkedCamera
                    #try for image planes---
                    try:
                        IP = pm.PyNode(mu.imagePlane(cam, imagePath))
                        #mu.imagePlane(cam, imagePath)
                        IP.depth.set(1500)
                        IP.fit.set(0)
                        IP.width.set(960)
                        IP.height.set(540)
                        IP.sizeY.set(0.797)
                        IP.sizeX.set(1.417)
                    except:
                        print('Backplate not found!!!')

        except:
            print('Camera Trouble!!!')

        #assign backplate to shadowcatcher material

        #import alembic files and reference shaded assets
        shotAssets = su.getLatestShotAssets(tk,
                                            ctx,
                                            publishedType='Maya Shaded Model')

        animCaches = []
        animCaches = su.getLatestShotFile(tk,
                                          ctx,
                                          publishedType='Alembic Animation')

        simCaches = []
        simCaches = su.getLatestShotFile(tk,
                                         ctx,
                                         publishedType='Alembic Simulation')

        cachedAssets = []
        for cache in animCaches:
            cachedAssets.append(cache['name'])

        simmedAssets = []
        for cache in simCaches:
            simmedAssets.append(cache['name'])

        abc_template = tk.templates['cache_alembic']

        #for cache in animCaches:
        try:
            input_path = animCaches[0]['path']['local_path_windows']
            fields = abc_template.get_fields(input_path)
            for f in animCaches:
                print('cache path: ' + f['path']['local_path_windows'])
                print f['name']
            print fields
        except:
            print('Cache file not found!!!')

        importedCaches = []
        failedNodes = []
        #grp = pm.group( em=True, name='cache' )
        for asset in shotAssets:
            try:
                print('loading reference for' + asset['assetName'])
                refNodes = mu.referenceAsset(
                    asset['path']['local_path_windows'],
                    namespace=(asset['assetName'] + 'Shaded'))
                print(asset['assetName'] + ' referenced')
                #make temporary namespace
                nspaceAnim = (asset['assetName'] + 'Anim')
                pm.namespace(add=nspaceAnim)
                pm.namespace(set=nspaceAnim)
                #import alembic cache for current asset
                if asset['assetName'] in cachedAssets:
                    print('Loading alembic cache for ' + asset['assetName'])
                    for cache in animCaches:
                        if cache['name'] == asset['assetName']:
                            print('Abc File: ' +
                                  cache['path']['local_path_windows'])
                            #mu.alembicImport(cache['path']['local_path_windows'], 'parent', parent=grp)
                            abcNodes = mu.referenceAsset(
                                cache['path']['local_path_windows'],
                                namespace=nspaceAnim)
                            importedCaches.append(
                                cache['path']['local_path_windows'])
                            print 'done'
                        else:
                            print cache['name']
                else:
                    print('Cache not found: ' + asset['assetName'])

                nspaceSim = (asset['assetName'] + 'Sim')
                pm.namespace(add=nspaceSim)
                pm.namespace(set=nspaceSim)
                #import alembic cache for current asset
                if asset['assetName'] in simmedAssets:
                    print('Loading alembic cache for ' + asset['assetName'])
                    for cache in simCaches:
                        if cache['name'] == asset['assetName']:
                            print('Abc File: ' +
                                  cache['path']['local_path_windows'])
                            #mu.alembicImport(cache['path']['local_path_windows'], 'parent', parent=grp)
                            abcNodes = mu.referenceAsset(
                                cache['path']['local_path_windows'],
                                namespace=nspaceSim)
                            importedCaches.append(
                                cache['path']['local_path_windows'])
                            print 'done'
                        else:
                            print cache['name']

            except:
                print('Something went wrong with ' + asset['assetName'])

            transformNodes = []
            print('transfering shaders for: ' + asset['assetName'])
            for node in refNodes:
                #collect all transform nodes
                if pm.nodeType(node) == 'transform':
                    transformNodes.append(pm.PyNode(node))
                try:
                    if pm.nodeType(node) == 'transform' and pm.PyNode(
                            node).hasAttr('asset'):
                        source = pm.PyNode(node)
                        shadingEngine = source.getShape().connections()
                        SG = str(shadingEngine[0].shortName())
                        target = pm.PyNode(
                            source.swapNamespace(nspaceAnim)).getShape()
                        pm.sets(SG, e=True, forceElement=target)
                        target.aiOpaque.set(source.getShape().aiOpaque.get())
                        target.aiSubdivType.set(
                            source.getShape().aiSubdivType.get())
                        target.aiSubdivIterations.set(
                            source.getShape().aiSubdivIterations.get())
                        target.aiTraceSets.set('cast')
                        try:
                            if source.swapNamespace(nspaceSim).hasAttr('sim'):
                                targetSim = pm.PyNode(
                                    source.swapNamespace(
                                        nspaceSim)).getShape()
                                pm.sets(SG, e=True, forceElement=targetSim)
                                targetSim.aiOpaque.set(
                                    source.getShape().aiOpaque.get())
                                targetSim.aiSubdivType.set(
                                    source.getShape().aiSubdivType.get())
                                targetSim.aiSubdivIterations.set(
                                    source.getShape().aiSubdivIterations.get())
                                targetSim.aiTraceSets.set('cast')
                                source.visibility.set(0)
                            else:
                                source.swapNamespace(nspaceSim).visibility.set(
                                    0)
                        except:
                            pass

                except:
                    failedNodes.append(str(pm.PyNode(node).shortName()))
                    pass

            #print('These objects couldn\'t be resolved: ' + str(failedNodes))

            #hide referenced asset
            transformNodes[0].visibility.set(0)

            pm.namespace(set=':')

        #copy objects from master layer to shadow layer
        renderNodes = pm.editRenderLayerMembers(workLayer,
                                                query=True,
                                                fullNames=True)
        renderPyNodes = []
        for node in renderNodes:
            renderPyNodes.append(pm.PyNode(node))

        try:
            pm.editRenderLayerMembers(shadowLayer, renderNodes)
            pm.editRenderLayerMembers(beautyLayer, renderNodes)
        except:
            print 'couldn\' copy objects to shadow layer'

        #make sure we are in the Default render layer
        workLayer.setCurrent()
        print 'Setting main render attributes'
        #set parameters on members
        for node in renderPyNodes:
            if node.nodeType() == 'transform':
                try:
                    mesh = node.getShape()
                except:
                    pass
            if node.nodeType() == 'transform' and node.hasAttr('asset'):
                try:
                    mesh.primaryVisibility.set(1)
                    mesh.aiTraceSets.set('cast')
                except:
                    pass
            elif node.nodeType() == 'transform' and mesh != None:
                if mesh.nodeType() == 'mesh':
                    mesh.primaryVisibility.set(1)
                    mesh.castsShadows.set(1)
                    mesh.aiSelfShadows.set(1)
                    mesh.aiOpaque.set(1)
                    mesh.aiTraceSets.set('shadow')
                    ProjectionSG = 'projection_matSG'
                    pm.sets(ProjectionSG, e=True, forceElement=mesh)

        #switch to Beauty render layer
        beautyLayer.setCurrent()
        print 'Setting overrides for Beauty Layer'
        # Apply layer overrides for shadows catchers and assets
        for node in renderPyNodes:
            if node.nodeType() == 'transform':
                try:
                    mesh = node.getShape()
                except:
                    pass
            if pm.nodeType(node) == 'transform' and node.hasAttr('asset'):
                mesh.primaryVisibility.set(1)
            elif node.nodeType() == 'transform' and node.getShape() != None:
                if mesh.nodeType() == 'mesh':
                    mel.eval(
                        'editRenderLayerAdjustment "%s.primaryVisibility";' %
                        mesh)
                    mesh.primaryVisibility.set(0)
            else:
                pass

        #switch to Shadow render layer
        shadowLayer.setCurrent()
        print 'Setting overrides for Shadow Layer'
        # Apply layer overrides for shadows catchers and assets
        for node in renderPyNodes:
            if node.nodeType() == 'transform':
                try:
                    mesh = node.getShape()
                except:
                    pass
            if pm.nodeType(node) == 'transform' and node.hasAttr('asset'):
                mel.eval('editRenderLayerAdjustment "%s.primaryVisibility";' %
                         mesh)
                mesh.primaryVisibility.set(0)
            elif node.nodeType() == 'transform' and node.getShape() != None:
                if mesh.nodeType() == 'mesh':
                    mel.eval(
                        'editRenderLayerAdjustment "%s.primaryVisibility";' %
                        mesh)
                    mesh.primaryVisibility.set(1)
                    # NAME OF SHADOW CATCHER IS HARDCODED HERE FOR NOW#
                    ShadowCatcherSG = 'ShadowCatcher_matSG'
                    pm.sets(ShadowCatcherSG, e=True, forceElement=mesh)
            else:
                pass

        workLayer.setCurrent()

        pm.confirmDialog(
            title='Report',
            message=
            ('New scene was created. These objects couldn\'t have shaders applied: )'
             + str(failedNodes)),
            button=['Ok', 'No'],
            defaultButton='Yes',
            cancelButton='No',
            dismissString='No')
コード例 #6
0
    def anim_setup(self, fields, tk, ctx):

        print 'Preparing new animation Scene'

        cmds.file(newFile=True, force=True)

        #referencing latest rigs
        print 'Finding latest Grandpa Rig'
        assets = su.getLatestShotAssets(tk, ctx, publishedType='Maya Rig')

        if len(assets) > 0:
            for asset in assets:
                print asset
                if asset['assetName'] != 'Grandpa':
                    if asset['assetName'] == 'Main Outfit' or asset[
                            'assetName'] == 'Captain Dumbletwit':
                        namespace = 'Grandpa'
                        mu.referenceAsset(asset['path']['local_path_windows'],
                                          namespace=namespace)
                    else:
                        mu.referenceAsset(asset['path']['local_path_windows'])
        else:
            cmds.warning(
                'Could not find any assets to reference! Please link the assets in shotgun.'
            )

        #reference latest set
        environments = su.getLatestShotAssets(tk,
                                              ctx,
                                              publishedType='Maya Model',
                                              category='Environments')

        if len(environments) > 0:
            for set in environments:
                mu.referenceAsset(set['path']['local_path_windows'],
                                  namespace='set')
        else:
            cmds.warning(
                'Could not find any sets to reference! Please link the assets in shotgun.'
            )

        #query asset cameras, if none exists get shot cameras instead
        camNodes = None

        camData = su.getLatestShotFile(tk, ctx, publishedType='Maya Camera')

        if camData != None:
            camNodes = mu.referenceAsset(
                camData[0]['path']['local_path_windows'], namespace='camera')
        else:
            cmds.warning('Could not find any asset cameras to reference!')

        #getting camera node
        if camNodes != None:
            for node in camNodes:

                if cmds.nodeType(node) == 'camera':
                    cam = node

            #setup reference plate
            maya_work = tk.templates['shot_work_area']
            fields = ctx.as_template_fields(maya_work)

            low_plate = tk.templates['low_res_proxy_plate_path']
            plateDir = low_plate.parent.apply_fields(fields)

            qt_plate = tk.templates['quicktime_proxy_plate_path']
            qtplateDir = qt_plate.parent.apply_fields(fields)

            if len(os.listdir(qtplateDir)) > 0:
                firstMovie = os.listdir(qtplateDir)[0]
                moviePath = qtplateDir + '/' + firstMovie
            elif len(os.listdir(plateDir)) > 0:
                firstImage = os.listdir(plateDir)[0]
                imagePath = plateDir + '/' + firstImage
            else:
                print 'Backplate couldn\'t be found'
            #create imagePlane
            try:
                if len(os.listdir(qtplateDir)) > 0:
                    IP = pm.PyNode(
                        mu.imagePlane(cam, moviePath, fileType='movie'))
                else:
                    IP = pm.PyNode(mu.imagePlane(cam, imagePath))
                #mu.imagePlane(cam, imagePath)
                IP.depth.set(1500)
                IP.fit.set(0)
                IP.width.set(960)
                IP.height.set(540)
                IP.sizeY.set(0.797)
                IP.sizeX.set(1.417)
            except:
                pass

        else:
            cmds.warning('Could not find any cameras to reference!')

        #set Lambert transparency
        pm.setAttr('lambert1.transparency', 0.5, 0.5, 0.5, type="double3")
コード例 #7
0
    def maya_light_setup(self, fields, tk, ctx):
        '''
        This script is errorring, but once it runs through everything is setup correctly
        so the errorr has ben put on hold. 
        Error:  Message: There was a problem starting the Tank Engine.
                Please contact [email protected]
                Exception: <class 'tank.errors.TankError'> - Key '<Tank StringKey Step>' in template '<Tank TemplatePath asset_work_area_maya: assets/{sg_asset_type}/{Asset}/work/{Step}/>' 
                could not be populated by context 'Asset arnoldTemplate' because the context does not contain a shotgun entity of type 'Step'!
        
        ------------------------------------
        
        Might need extra part at the end, which assigns objects to render layers. We haven't decided whether this needs to be implemented or not. 
       
        '''

        cmds.file(newFile=True, force=True)

        print('Communicating with shotgun, please wait!')

        temp_file = tk.templates['light_setup_temp']
        #fields_temp=ctx.as_template_fields(temp_file)
        #tempPath = temp_file.apply_fields(fields_temp)

        work_template = tk.templates['maya_shot_work']

        dst = temp_file.apply_fields(fields)

        try:
            pm.loadPlugin('mtoa.mll')
        except:
            pass

        #Open Arnold Renders Settings template

        arnoldSetup = "M:/00719_grandpa/assets/Environments/arnoldTemplate/publish/arnoldTemplate.rend.v001.ma"
        #print str(arnoldSetup)
        shutil.copyfile(arnoldSetup, dst)
        '''  
        arnoldSetup=su.getLatestShotAssets(self,'rend') 
        for file in arnoldSetup:
            #pm.system.openFile(file['path']['local_path_windows'], force=True)
            shutil.copyfile(file['path']['local_path_windows'], dst)
        '''

        pm.system.openFile(dst, force=True)

        #print ('path is' + tempPath)
        #pm.system.saveAs(tempPath)

        #scene_path = os.path.abspath(cmds.file(query=True, sn=True))
        #print scene_path

        print('getting latest shot assets')
        #reference light setup scene
        lightSetup = su.getLatestShotAssets(self, 'light')
        print lightSetup

        for asset in lightSetup:
            print('loading reference: ' +
                  (asset['path']['local_path_windows']))
            setNodes = mu.referenceAsset(asset['path']['local_path_windows'])

            for node in setNodes:
                #print ('node is: ' + node)
                if pm.nodeType(node) == 'mesh':
                    mesh = pm.PyNode(node)
                    #print ('mesh is: ' + mesh)
                    mesh.aiSelfShadows.set(0)
                    mesh.aiOpaque.set(0)
                    # NAME OF SHADOW CATCHER IS HARDCODED HERE FOR NOW#
                    ShadowCatcherSG = 'ShadowCatcher_matSG'
                    pm.sets(ShadowCatcherSG, e=True, forceElement=mesh)

        #referencing latest camera file
        print('getting latest cameras')
        camData = su.getLatestShotFile(tk, ctx, filetag='cam')

        #Checks if shot camera exists. If not tries to find asset camera related to the shot.
        print('referencing camera')
        for cam in camData:
            print('camera is: ' + cam['path']['local_path_windows'])
            camNodes = mu.referenceAsset(cam['path']['local_path_windows'])

        #connect camera to projection
        print('connecting camera to projection')
        for node in camNodes:
            if pm.nodeType(node) == 'camera':
                cam = pm.PyNode(node)
                print cam
                projection = pm.PyNode('projection')
                cam.message >> projection.linkedCamera

        #assign backplate to shadowcatcher material
        #tk=self.parent.tank

        #ctx=self.parent.context
        maya_work = tk.templates['shot_work_area']
        fields = ctx.as_template_fields(maya_work)

        low_plate = tk.templates['low_res_proxy_plate_path']
        plateDir = low_plate.parent.apply_fields(fields)
        print('plates: ' + plateDir)

        try:
            firstFile = os.listdir(plateDir)[0]
            imagePath = plateDir + '/' + firstFile
            pm.PyNode('backplate').fileTextureName.set(imagePath)
        except:
            pass

        #set Arnold DOF attribute on the camera
        cam.aiEnableDOF.set(1)

        #import alembic files and reference shaded assets
        shotAssets = su.getLatestShotAssets(self, 'shaded')
        print shotAssets

        shotCaches = su.getLatestShotFile(tk,
                                          ctx,
                                          publishedType='Alembic Cache')
        print shotCaches

        abc_template = tk.templates['cache_alembic']

        #for cache in shotCaches:
        input_path = shotCaches[0]['path']['local_path_windows']
        fields = abc_template.get_fields(input_path)
        for file in shotCaches:
            print('cache path: ' + file['path']['local_path_windows'])
            print file['name']
        print fields

        failedNodes = []
        for asset in shotAssets:
            try:
                print('loading reference for' + asset['assetName'])
                refNodes = mu.referenceAsset(
                    asset['path']['local_path_windows'])
                print refNodes
                fields['Asset'] = asset['assetName']
                abcFile = abc_template.apply_fields(fields)
                #make temporary namespace
                pm.namespace(add='temp')
                pm.namespace(set='temp')
                #import alembic cache for current asset
                grp = pm.group(em=True, name=asset['assetName'])
                print('loading alembic cache for' + asset['assetName'])
                mu.alembicImport(abcFile, 'parent', parent=grp)
                print('transfering shaders for' + asset['assetName'])
            except:
                print('asset wasn')

            transformNodes = []
            for node in refNodes:
                #collect all transform nodes
                if pm.nodeType(node) == 'transform':
                    transformNodes.append(pm.PyNode(node))

                try:
                    if pm.nodeType(node) == 'transform' and pm.PyNode(
                            node).hasAttr('asset'):
                        source = pm.PyNode(node)
                        shadingEngine = source.getShape().connections()
                        SG = str(shadingEngine[0].shortName())
                        target = pm.PyNode(
                            source.swapNamespace('temp')).getShape()
                        pm.sets(SG, e=True, forceElement=target)
                except:
                    failedNodes.append(str(pm.PyNode(node).shortName()))
                    pass

            print('These objects couldn\'t be resolved: ' + str(failedNodes))

            #hide referenced asset
            transformNodes[0].visibility.set(0)

            #clear the temp namespace
            pm.namespace(set=':')
            pm.namespace(mv=('temp', ':'))
            pm.namespace(rm='temp')

        #set rendertime subdivision on all meshes to catclark, 2 iterations
        meshes = pm.ls(type='mesh')

        shadowLayer = pm.PyNode('shadowLayer')
        masterLayer = pm.PyNode('defaultRenderLayer')

        #copy objects from master layer to shadow layer
        renderNodes = pm.editRenderLayerMembers(masterLayer, query=True)
        print
        try:
            pm.editRenderLayerMembers(shadowLayer, renderNodes)
        except:
            print 'couldn\' copy objects to shadow layer'

        #make sure we are in the Default render layer
        masterLayer.setCurrent()
        #set parameters on members
        for node in renderNodes:
            if pm.nodeType(node) == 'transform' and pm.PyNode(node).hasAttr(
                    'asset'):
                mesh = pm.PyNode(node).getShape()
                mesh.primaryVisibility.set(1)
                mesh.aiSubdivType.set(1)
                mesh.aiSubdivIterations.set(2)
            elif pm.nodeType(node) == 'transform':
                try:
                    mesh = pm.PyNode(node).getShape()
                    mesh.primaryVisibility.set(0)
                    mesh.aiSelfShadows.set(0)
                    mesh.aiOpaque.set(0)
                except:
                    print('This node is not a mesh: ' + node)
            else:
                pass

        #switch to Shadow render layer
        shadowLayer.setCurrent()
        # Apply layer overrides for shadows catchers and assets
        for node in renderNodes:
            if pm.nodeType(node) == 'transform' and pm.PyNode(node).hasAttr(
                    'asset'):
                mesh = pm.PyNode(node).getShape()
                mel.eval('editRenderLayerAdjustment "%s.primaryVisibility";' %
                         mesh)
                mesh.primaryVisibility.set(0)
            elif pm.nodeType(node) == 'transform':
                try:
                    mesh = pm.PyNode(node).getShape()
                    mel.eval(
                        'editRenderLayerAdjustment "%s.primaryVisibility";' %
                        mesh)
                    mesh.primaryVisibility.set(1)
                except:
                    print('This node is not a mesh: ' + node)
            else:
                pass
                #mesh.aiSelfShadows.set(0)
                #mesh.aiOpaque.set(0)

        pm.confirmDialog(
            title='Report',
            message=
            ('New scene was created. These objects couldn\'t have shaders applied: )'
             + str(failedNodes)),
            button=['Ok', 'No'],
            defaultButton='Yes',
            cancelButton='No',
            dismissString='No')
コード例 #8
0
    def maya_anim_setup(self, variable, var):

        pm.confirmDialog(
            title='Confirm',
            message='Are you sure you want to create a new scene?',
            button=['Yes', 'No'],
            defaultButton='Yes',
            cancelButton='No',
            dismissString='No')

        #pm.newFile(f=1, typ='mayaAscii')

        cmds.file(newFile=True, force=True)
        '''
        #referencing latest rigs
        assets=su.getLatestShotAssets(self,'rig',specific='Grandpa')
        
        if len(assets)>0:
        
            for asset in assets:
                
                mu.referenceAsset(asset['path']['local_path_windows'])
        else:
            cmds.warning('Could not find any assets to reference! Please link the assets in shotgun.')
        '''
        #referencing latest camera track
        camData = su.getLatestShotAssets(self, 'cam', specific=None)

        #query asset cameras, if none exists get shot cameras instead
        camNodes = None
        if len(camData) < 1:
            camData = su.getLatestShotFile(self, 'cam', 'FUUUUUUUUUUUUCK')

            if camData != None:
                camNodes = mu.referenceAsset(
                    camData['path']['local_path_windows'])
            else:
                cmds.warning('Could not find any asset cameras to reference!')
        else:
            camNodes = mu.referenceAsset(camData['path']['local_path_windows'])

        #getting camera node
        if camNodes != None:
            for node in camNodes:

                if cmds.nodeType(node) == 'camera':
                    cam = node

            #setup reference plate
            tk = self.parent.tank

            ctx = self.parent.context
            maya_work = tk.templates['shot_work_area']
            fields = ctx.as_template_fields(maya_work)

            low_plate = tk.templates['low_resolution_plate']
            plateDir = low_plate.parent.apply_fields(fields)

            firstFile = os.listdir(plateDir)[0]

            imagePath = plateDir + '/' + firstFile
            mu.imagePlane(cam, imagePath)
        else:
            cmds.warning('Could not find any cameras to reference!')
コード例 #9
0
    def light_setup(self, fields, tk, ctx):       
        
        '''
        This script is errorring, but once it runs through everything is setup correctly
        so the errorr has ben put on hold. 
        Error:  Message: There was a problem starting the Tank Engine.
                Please contact [email protected]
                Exception: <class 'tank.errors.TankError'> - Key '<Tank StringKey Step>' in template '<Tank TemplatePath asset_work_area_maya: assets/{sg_asset_type}/{Asset}/work/{Step}/>' 
                could not be populated by context 'Asset arnoldTemplate' because the context does not contain a shotgun entity of type 'Step'!
        
        ------------------------------------
        
        Might need extra part at the end, which assigns objects to render layers. We haven't decided whether this needs to be implemented or not. 
       
        '''
        
        #cmds.file(newFile=True, force=True)
        
        print ('Communicating with shotgun, please wait!')
                        
         
        temp_file=tk.templates['light_setup_temp']
        #fields_temp=ctx.as_template_fields(temp_file)
        #tempPath = temp_file.apply_fields(fields_temp)
        
        tk.templates['maya_shot_work']
        
        dst=temp_file.apply_fields(fields)

        pm.loadPlugin('mtoa.mll',quiet=True)
        pm.loadPlugin('AbcExport.mll', quiet=True)  
        pm.loadPlugin('AbcImport.mll', quiet=True)         


        #Open Arnold Renders Settings template   
        arnoldSetup="M:/00719_grandpa/assets/Environments/arnoldTemplate/publish/arnoldTemplate.rend.v004.ma"
        
        #print str(arnoldSetup)
        shutil.copyfile(arnoldSetup, dst) 
              
        pm.system.openFile(dst, force=True)    
              
        print ('getting latest shot assets')
        #reference light setup scene 
        lightSetup=su.getLatestShotAssets(tk, ctx, publishedType='Maya Lighting')
        print lightSetup
        
        shadowLayer = pm.PyNode('setExtras')
        beautyLayer = pm.PyNode('beauty')
        workLayer = pm.PyNode('defaultRenderLayer')
        
        for asset in lightSetup: 
            print ('loading reference: ' + (asset['path']['local_path_windows']))      
            setNodes = mu.referenceAsset(asset['path']['local_path_windows'])

        workLayer.setCurrent()
            
        #referencing latest camera file 
        print ('getting latest cameras')
        camData=su.getLatestShotFile(tk, ctx, publishedType='Maya Camera')        
        
        maya_work=tk.templates['shot_work_area']        
        fields=ctx.as_template_fields(maya_work)
        
        low_plate=tk.templates['low_res_proxy_plate_path']
        plateDir=low_plate.parent.apply_fields(fields)
        
        qt_plate=tk.templates['quicktime_proxy_plate_path']
        qtplateDir=qt_plate.parent.apply_fields(fields)
        
        if len(os.listdir(qtplateDir)) > 0:
            firstMovie=os.listdir(qtplateDir)[0]       
            print ('moviePlate: ' + firstMovie)     
            moviePath=qtplateDir+'/'+firstMovie
        
        if len(os.listdir(plateDir)) > 0:  
            firstImage=os.listdir(plateDir)[0]    
            print ('imagePlate: ' + firstImage)        
            imagePath=plateDir+'/'+firstImage
        
        full_plate=tk.templates['full_res_proxy_plate_path']
        fullPlateDir=full_plate.parent.apply_fields(fields)
               
        try:
            firstImage=os.listdir(fullPlateDir)[0] 
            imagePath=fullPlateDir+'/'+firstImage
            pm.PyNode('backplate').fileTextureName.set(imagePath)    
        except:
            pass
               
        
        #Checks if shot camera exists. If not tries to find asset camera related to the shot.
        print ('referencing camera')
        try:
            for cam in camData:
                print ('camera is: ' + cam['path']['local_path_windows'])
                camNodes=mu.referenceAsset(cam['path']['local_path_windows'])
            
            print ('connecting camera to projection')      
             
            for node in camNodes:      
                if pm.nodeType(node) == 'camera':
                    cam=pm.PyNode(node)
                    print cam
                    projection = pm.PyNode('projection')
                    cam.message >> projection.linkedCamera                                      
                    #try for image planes---
                    try: 
                        IP = pm.PyNode(mu.imagePlane(cam, imagePath))
                        #mu.imagePlane(cam, imagePath)
                        IP.depth.set(1500)
                        IP.fit.set(0)
                        IP.width.set(960)
                        IP.height.set(540)
                        IP.sizeY.set(0.797)
                        IP.sizeX.set(1.417)
                    except:
                        print ('Backplate not found!!!')                             
                                                                                                  
        except:
            print ('Camera Trouble!!!')

              
        #assign backplate to shadowcatcher material

        
                   
        

        #import alembic files and reference shaded assets
        shotAssets=su.getLatestShotAssets(tk, ctx, publishedType='Maya Shaded Model') 
        
        animCaches=[] 
        animCaches= su.getLatestShotFile(tk, ctx, publishedType='Alembic Animation') 
        
        simCaches=[] 
        simCaches= su.getLatestShotFile(tk, ctx, publishedType='Alembic Simulation') 
        
        cachedAssets=[]
        for cache in animCaches:
            cachedAssets.append(cache['name'])
            
        simmedAssets=[]
        for cache in simCaches:
            simmedAssets.append(cache['name'])
        
        
        abc_template=tk.templates['cache_alembic']
        
            
        #for cache in animCaches:
        try:
            input_path=animCaches[0]['path']['local_path_windows']
            fields=abc_template.get_fields(input_path)   
            for f in animCaches:
                print ('cache path: ' + f['path']['local_path_windows'])
                print f['name']     
            print fields
        except:
            print ('Cache file not found!!!')
        
        importedCaches= []
        failedNodes= []
        #grp = pm.group( em=True, name='cache' )
        for asset in shotAssets:
            try:           
                print ('loading reference for' + asset['assetName']) 
                refNodes = mu.referenceAsset(asset['path']['local_path_windows'], namespace=(asset['assetName'] + 'Shaded'))
                print (asset['assetName'] + ' referenced')
                #make temporary namespace 
                nspaceAnim = (asset['assetName'] + 'Anim')
                pm.namespace( add=nspaceAnim)
                pm.namespace( set=nspaceAnim )
                #import alembic cache for current asset
                if asset['assetName'] in cachedAssets:
                    print ('Loading alembic cache for ' + asset['assetName'])
                    for cache in animCaches:
                        if cache['name'] == asset['assetName']:
                            print ('Abc File: ' + cache['path']['local_path_windows'])
                            #mu.alembicImport(cache['path']['local_path_windows'], 'parent', parent=grp)
                            abcNodes = mu.referenceAsset(cache['path']['local_path_windows'], namespace=nspaceAnim)
                            importedCaches.append(cache['path']['local_path_windows'])
                            print 'done'
                        else:
                            print cache['name']
                else:
                    print ('Cache not found: ' + asset['assetName'])
                   
                nspaceSim = (asset['assetName'] + 'Sim')
                pm.namespace( add=nspaceSim)
                pm.namespace( set=nspaceSim )
                #import alembic cache for current asset
                if asset['assetName'] in simmedAssets:
                    print ('Loading alembic cache for ' + asset['assetName'])
                    for cache in simCaches:
                        if cache['name'] == asset['assetName']:
                            print ('Abc File: ' + cache['path']['local_path_windows'])
                            #mu.alembicImport(cache['path']['local_path_windows'], 'parent', parent=grp)
                            abcNodes = mu.referenceAsset(cache['path']['local_path_windows'], namespace=nspaceSim)
                            importedCaches.append(cache['path']['local_path_windows'])
                            print 'done'
                        else:
                            print cache['name']
                
            except:
                print ('Something went wrong with ' + asset['assetName'])
            
            transformNodes = []
            print ('transfering shaders for: ' + asset['assetName'])
            for node in refNodes:
                #collect all transform nodes
                if pm.nodeType(node)=='transform':
                    transformNodes.append(pm.PyNode(node))         
                try:
                    if pm.nodeType(node) == 'transform' and pm.PyNode(node).hasAttr('asset'): 
                        source = pm.PyNode(node)
                        shadingEngine = source.getShape().connections()
                        SG = str(shadingEngine[0].shortName())
                        target = pm.PyNode(source.swapNamespace(nspaceAnim)).getShape() 
                        pm.sets(SG, e=True, forceElement=target)                                                
                        target.aiOpaque.set(source.getShape().aiOpaque.get())
                        target.aiSubdivType.set(source.getShape().aiSubdivType.get())
                        target.aiSubdivIterations.set(source.getShape().aiSubdivIterations.get()) 
                        target.aiTraceSets.set('cast') 
                        try:
                            if source.swapNamespace(nspaceSim).hasAttr('sim'):
                                targetSim = pm.PyNode(source.swapNamespace(nspaceSim)).getShape()   
                                pm.sets(SG, e=True, forceElement=targetSim)                                                
                                targetSim.aiOpaque.set(source.getShape().aiOpaque.get())
                                targetSim.aiSubdivType.set(source.getShape().aiSubdivType.get())
                                targetSim.aiSubdivIterations.set(source.getShape().aiSubdivIterations.get()) 
                                targetSim.aiTraceSets.set('cast')   
                                source.visibility.set(0)
                            else:
                                source.swapNamespace(nspaceSim).visibility.set(0)
                        except:
                            pass    
                                          
                except:
                    failedNodes.append(str(pm.PyNode(node).shortName()))
                    pass 
                                                    
            #print('These objects couldn\'t be resolved: ' + str(failedNodes))   
            
            #hide referenced asset
            transformNodes[0].visibility.set(0)

            pm.namespace( set=':' )

        #copy objects from master layer to shadow layer
        renderNodes = pm.editRenderLayerMembers(workLayer, query=True, fullNames=True)
        renderPyNodes =[]
        for node in renderNodes:
            renderPyNodes.append(pm.PyNode(node))
        
        try:
            pm.editRenderLayerMembers(shadowLayer, renderNodes)
            pm.editRenderLayerMembers(beautyLayer, renderNodes)
        except:
            print 'couldn\' copy objects to shadow layer'
          
        #make sure we are in the Default render layer    
        workLayer.setCurrent() 
        print 'Setting main render attributes'
        #set parameters on members 
        for node in renderPyNodes:
            if  node.nodeType() == 'transform':
                try:
                    mesh = node.getShape()
                except:
                    pass    
            if  node.nodeType() == 'transform' and node.hasAttr('asset') :
                try:            
                    mesh.primaryVisibility.set(1)
                    mesh.aiTraceSets.set('cast')  
                except:
                    pass
            elif node.nodeType() == 'transform' and mesh!=None:
                if mesh.nodeType() == 'mesh':
                    mesh.primaryVisibility.set(1)
                    mesh.castsShadows.set(1)
                    mesh.aiSelfShadows.set(1)
                    mesh.aiOpaque.set(1)
                    mesh.aiTraceSets.set('shadow')  
                    ProjectionSG = 'projection_matSG'
                    pm.sets(ProjectionSG, e=True, forceElement=mesh)         
        
        #switch to Beauty render layer        
        beautyLayer.setCurrent()    
        print 'Setting overrides for Beauty Layer'
        # Apply layer overrides for shadows catchers and assets    
        for node in renderPyNodes:
            if  node.nodeType() == 'transform':
                try:
                    mesh = node.getShape()
                except:
                    pass  
            if  pm.nodeType(node) == 'transform' and node.hasAttr('asset'):            
                mesh.primaryVisibility.set(1)
            elif node.nodeType() == 'transform' and node.getShape()!=None:
                if mesh.nodeType() == 'mesh':
                    mel.eval('editRenderLayerAdjustment "%s.primaryVisibility";' % mesh)
                    mesh.primaryVisibility.set(0)
            else:
                pass
                
        #switch to Shadow render layer        
        shadowLayer.setCurrent() 
        print 'Setting overrides for Shadow Layer'   
        # Apply layer overrides for shadows catchers and assets    
        for node in renderPyNodes:
            if  node.nodeType() == 'transform':
                try:
                    mesh = node.getShape()
                except:
                    pass  
            if  pm.nodeType(node) == 'transform' and node.hasAttr('asset'):
                mel.eval('editRenderLayerAdjustment "%s.primaryVisibility";' % mesh)
                mesh.primaryVisibility.set(0)
            elif node.nodeType() == 'transform' and node.getShape()!=None:
                if mesh.nodeType() == 'mesh':
                    mel.eval('editRenderLayerAdjustment "%s.primaryVisibility";' % mesh)
                    mesh.primaryVisibility.set(1)                 
                    # NAME OF SHADOW CATCHER IS HARDCODED HERE FOR NOW#                    
                    ShadowCatcherSG = 'ShadowCatcher_matSG'
                    pm.sets(ShadowCatcherSG, e=True, forceElement=mesh)
            else:
                pass

        workLayer.setCurrent() 

        
        pm.confirmDialog( title='Report', message=('New scene was created. These objects couldn\'t have shaders applied: )' + str(failedNodes)), button=['Ok', 'No'], defaultButton='Yes', cancelButton='No', dismissString='No' )
        
コード例 #10
0
    def anim_setup(self, fields, tk, ctx):
        
        print 'Preparing new animation Scene'
        
        cmds.file(newFile=True, force=True)
        
        #referencing latest rigs
        print 'Finding latest Grandpa Rig'
        assets=su.getLatestShotAssets(tk, ctx, publishedType='Maya Rig')
        
        if len(assets)>0:
            for asset in assets:
                print asset
                if asset['assetName'] != 'Grandpa':
                    if asset['assetName'] == 'Main Outfit' or asset['assetName'] == 'Captain Dumbletwit':
                        namespace = 'Grandpa'
                        mu.referenceAsset(asset['path']['local_path_windows'], namespace = namespace)
                    else:
                        mu.referenceAsset(asset['path']['local_path_windows'])
        else:
            cmds.warning('Could not find any assets to reference! Please link the assets in shotgun.')
        
        #reference latest set
        environments = su.getLatestShotAssets(tk, ctx, publishedType='Maya Model', category='Environments')

        if len(environments)>0:
            for set in environments:
                mu.referenceAsset(set['path']['local_path_windows'], namespace = 'set')
        else:
            cmds.warning('Could not find any sets to reference! Please link the assets in shotgun.')

        #query asset cameras, if none exists get shot cameras instead
        camNodes=None
        
        
        camData=su.getLatestShotFile(tk, ctx, publishedType='Maya Camera')      
             
        if camData!=None:
            camNodes=mu.referenceAsset(camData[0]['path']['local_path_windows'],namespace='camera')
        else:
            cmds.warning('Could not find any asset cameras to reference!')

        
        #getting camera node
        if camNodes!=None:
            for node in camNodes:
                
                if cmds.nodeType(node)=='camera':
                    cam=node
                
            #setup reference plate
            maya_work=tk.templates['shot_work_area']        
            fields=ctx.as_template_fields(maya_work)

            low_plate=tk.templates['low_res_proxy_plate_path']
            plateDir=low_plate.parent.apply_fields(fields)               
            
            qt_plate=tk.templates['quicktime_proxy_plate_path']
            qtplateDir=qt_plate.parent.apply_fields(fields)        
            
            if len(os.listdir(qtplateDir)) > 0:
                firstMovie=os.listdir(qtplateDir)[0]           
                moviePath=qtplateDir+'/'+firstMovie
            elif len(os.listdir(plateDir)) > 0:  
                firstImage=os.listdir(plateDir)[0]          
                imagePath=plateDir+'/'+firstImage
            else:
                print 'Backplate couldn\'t be found'
            #create imagePlane
            try:
                if len(os.listdir(qtplateDir)) > 0:
                    IP = pm.PyNode(mu.imagePlane(cam, moviePath, fileType='movie'))
                else:  
                    IP = pm.PyNode(mu.imagePlane(cam, imagePath))
                #mu.imagePlane(cam, imagePath)
                IP.depth.set(1500)
                IP.fit.set(0)
                IP.width.set(960)
                IP.height.set(540)
                IP.sizeY.set(0.797)
                IP.sizeX.set(1.417)
            except:
                pass

        else:
            cmds.warning('Could not find any cameras to reference!')
        
        #set Lambert transparency
        pm.setAttr('lambert1.transparency', 0.5, 0.5, 0.5, type="double3")
コード例 #11
0
    def maya_light_setup(self, fields, tk, ctx):       
        
        '''
        This script is errorring, but once it runs through everything is setup correctly
        so the errorr has ben put on hold. 
        Error:  Message: There was a problem starting the Tank Engine.
                Please contact [email protected]
                Exception: <class 'tank.errors.TankError'> - Key '<Tank StringKey Step>' in template '<Tank TemplatePath asset_work_area_maya: assets/{sg_asset_type}/{Asset}/work/{Step}/>' 
                could not be populated by context 'Asset arnoldTemplate' because the context does not contain a shotgun entity of type 'Step'!
        
        ------------------------------------
        
        Might need extra part at the end, which assigns objects to render layers. We haven't decided whether this needs to be implemented or not. 
       
        '''        
        
        cmds.file(newFile=True, force=True)
        
        print ('Communicating with shotgun, please wait!')
                        
         
        temp_file=tk.templates['light_setup_temp']
        #fields_temp=ctx.as_template_fields(temp_file)
        #tempPath = temp_file.apply_fields(fields_temp)
        
        work_template=tk.templates['maya_shot_work']
        
        dst=temp_file.apply_fields(fields)

        
        try:
            pm.loadPlugin('mtoa.mll')           
        except:
            pass

        
        #Open Arnold Renders Settings template
        
        arnoldSetup="M:/00719_grandpa/assets/Environments/arnoldTemplate/publish/arnoldTemplate.rend.v001.ma"
        #print str(arnoldSetup)
        shutil.copyfile(arnoldSetup, dst) 
        
        '''  
        arnoldSetup=su.getLatestShotAssets(self,'rend') 
        for file in arnoldSetup:
            #pm.system.openFile(file['path']['local_path_windows'], force=True)
            shutil.copyfile(file['path']['local_path_windows'], dst)
        ''' 
        
        pm.system.openFile(dst, force=True)    
        
        
        #print ('path is' + tempPath)
        #pm.system.saveAs(tempPath)
        
        
        #scene_path = os.path.abspath(cmds.file(query=True, sn=True))
        #print scene_path

        
        
        
        print ('getting latest shot assets')
        #reference light setup scene 
        lightSetup=su.getLatestShotAssets(self,'light')
        print lightSetup
    
        for asset in lightSetup: 
            print ('loading reference: ' + (asset['path']['local_path_windows']))      
            setNodes = mu.referenceAsset(asset['path']['local_path_windows'])
            
            for node in setNodes:
                #print ('node is: ' + node)
                if pm.nodeType(node) == 'mesh':
                    mesh = pm.PyNode(node)
                    #print ('mesh is: ' + mesh)       
                    mesh.aiSelfShadows.set(0)
                    mesh.aiOpaque.set(0)   
                    # NAME OF SHADOW CATCHER IS HARDCODED HERE FOR NOW#                    
                    ShadowCatcherSG = 'ShadowCatcher_matSG'
                    pm.sets(ShadowCatcherSG, e=True, forceElement=mesh)
                    
        
        #referencing latest camera file 
        print ('getting latest cameras')
        camData=su.getLatestShotFile(tk,ctx, filetag='cam')        
        
        #Checks if shot camera exists. If not tries to find asset camera related to the shot.
        print ('referencing camera')
        for cam in camData:
            print ('camera is: ' + cam['path']['local_path_windows'])
            camNodes=mu.referenceAsset(cam['path']['local_path_windows'])
        
        
                
        #connect camera to projection
        print ('connecting camera to projection')        
        for node in camNodes:       
            if pm.nodeType(node) == 'camera':
                cam=pm.PyNode(node)
                print cam
                projection = pm.PyNode('projection')
                cam.message >> projection.linkedCamera
              
        #assign backplate to shadowcatcher material
            #tk=self.parent.tank
            
            #ctx=self.parent.context
        maya_work=tk.templates['shot_work_area']        
        fields=ctx.as_template_fields(maya_work)
                   
        low_plate=tk.templates['low_res_proxy_plate_path']
        plateDir=low_plate.parent.apply_fields(fields)
        print ('plates: ' + plateDir)
        
        try:
            firstFile=os.listdir(plateDir)[0]
            imagePath=plateDir+'/'+firstFile
            pm.PyNode('backplate').fileTextureName.set(imagePath)    
        except:
            pass
               
        #set Arnold DOF attribute on the camera        
        cam.aiEnableDOF.set(1)

        
        #import alembic files and reference shaded assets
        shotAssets=su.getLatestShotAssets(self,'shaded') 
        print shotAssets
        
        shotCaches= su.getLatestShotFile(tk, ctx, publishedType = 'Alembic Cache') 
        print shotCaches
        
        abc_template=tk.templates['cache_alembic']
             
        #for cache in shotCaches:
        input_path=shotCaches[0]['path']['local_path_windows']
        fields=abc_template.get_fields(input_path)   
        for file in shotCaches:
            print ('cache path: ' + file['path']['local_path_windows'])
            print file['name']     
        print fields
        
        failedNodes= []
        for asset in shotAssets:
            try:           
                print ('loading reference for' + asset['assetName']) 
                refNodes = mu.referenceAsset(asset['path']['local_path_windows'])
                print refNodes
                fields['Asset']=asset['assetName']
                abcFile = abc_template.apply_fields(fields)
                #make temporary namespace
                pm.namespace(add='temp')
                pm.namespace(set='temp')
                #import alembic cache for current asset
                grp = pm.group( em=True, name=asset['assetName'] )
                print ('loading alembic cache for' + asset['assetName'])
                mu.alembicImport(abcFile, 'parent', parent=grp)
                print ('transfering shaders for' + asset['assetName'])
            except:
                print ('asset wasn')
            
            transformNodes = []
            for node in refNodes:
                #collect all transform nodes
                if pm.nodeType(node)=='transform':
                    transformNodes.append(pm.PyNode(node))
                    
                try:
                    if pm.nodeType(node) == 'transform' and pm.PyNode(node).hasAttr('asset'): 
                         source = pm.PyNode(node)
                         shadingEngine = source.getShape().connections()
                         SG = str(shadingEngine[0].shortName())
                         target = pm.PyNode(source.swapNamespace('temp')).getShape()
                         pm.sets(SG, e=True, forceElement=target)                       
                except:
                    failedNodes.append(str(pm.PyNode(node).shortName()))
                    pass 
                                         
            print('These objects couldn\'t be resolved: ' + str(failedNodes))   
            
            #hide referenced asset
            transformNodes[0].visibility.set(0)
            
            #clear the temp namespace  
            pm.namespace( set=':' )
            pm.namespace(mv=('temp', ':'))
            pm.namespace(rm='temp')
        
        
        #set rendertime subdivision on all meshes to catclark, 2 iterations
        meshes = pm.ls(type='mesh')
        
        shadowLayer = pm.PyNode('shadowLayer')
        masterLayer = pm.PyNode('defaultRenderLayer')
        
        #copy objects from master layer to shadow layer
        renderNodes = pm.editRenderLayerMembers(masterLayer, query=True )
        print
        try:
            pm.editRenderLayerMembers(shadowLayer, renderNodes)
        except:
            print 'couldn\' copy objects to shadow layer'
          
        #make sure we are in the Default render layer    
        masterLayer.setCurrent() 
        #set parameters on members 
        for node in renderNodes:
            if  pm.nodeType(node) == 'transform' and pm.PyNode(node).hasAttr('asset'):
                mesh = pm.PyNode(node).getShape()
                mesh.primaryVisibility.set(1)
                mesh.aiSubdivType.set(1);
                mesh.aiSubdivIterations.set(2);
            elif pm.nodeType(node) == 'transform':
                try:
                    mesh = pm.PyNode(node).getShape()
                    mesh.primaryVisibility.set(0)
                    mesh.aiSelfShadows.set(0)
                    mesh.aiOpaque.set(0)
                except:
                    print ('This node is not a mesh: ' + node)
            else:
                pass
                
                
                
        #switch to Shadow render layer        
        shadowLayer.setCurrent()    
        # Apply layer overrides for shadows catchers and assets    
        for node in renderNodes:
            if  pm.nodeType(node) == 'transform' and pm.PyNode(node).hasAttr('asset'):
                mesh = pm.PyNode(node).getShape()
                mel.eval('editRenderLayerAdjustment "%s.primaryVisibility";' % mesh)
                mesh.primaryVisibility.set(0)
            elif pm.nodeType(node) == 'transform':
                try:
                    mesh = pm.PyNode(node).getShape()
                    mel.eval('editRenderLayerAdjustment "%s.primaryVisibility";' % mesh)
                    mesh.primaryVisibility.set(1)
                except:
                    print ('This node is not a mesh: ' + node)
            else:
                pass
                #mesh.aiSelfShadows.set(0)
                #mesh.aiOpaque.set(0)
        
        pm.confirmDialog( title='Report', message=('New scene was created. These objects couldn\'t have shaders applied: )' + str(failedNodes)), button=['Ok', 'No'], defaultButton='Yes', cancelButton='No', dismissString='No' )