def exportPropJSON(self, filePath, rootNode, isReference=True, name="", version_number=None): # TODO: look here for why the set json isn't created properly if isReference: body = get_body_from_reference(rootNode) else: body = Project().get_body(name) name = body.get_name() print("Body: ", str(body)) print("filepath: ", filePath) print("rootNode: ", rootNode) if not body or not body.is_asset() or body.get_type() != AssetType.PROP: print "The asset %s does not exist as a prop, skipping.".format(name) return None # Check if verNum is nothing - if so, we need to make it be an int 0 if not version_number: version_number = 0 firstMesh, path = find_first_mesh(rootNode) vertpos1, vertpos2, vertpos3 = get_anchor_points(firstMesh) # Put all relevant data into dictionary object json_data = {"asset_name": name, "version_number": version_number, "path" : path, "a" : [vertpos1.x, vertpos1.y, vertpos1.z], "b" : [vertpos2.x, vertpos2.y, vertpos2.z], "c" : [vertpos3.x, vertpos3.y, vertpos3.z] } print("json data: ", json_data) # Write JSON to fill jsonRef = json.dumps(json_data) wholePath = os.path.join(filePath, os.path.join(filePath, name + "_" + str(version_number) + ".json")) outfile = open(wholePath, "w") # *** THIS IS THE NAME OF THE OUTPUT FILE *** outfile.write(jsonRef) outfile.close() if not isReference: qd.info("JSON references written successfully.") return {"asset_name" : json_data["asset_name"], "version_number" : json_data["version_number"]}
def exportPropJSON(self, filepath, rootNode, isReference=True, name="", version_number=None): if isReference: try: body = get_body_from_reference(rootNode) except: qd.warning("Could not find " + str(filepath) + " in scene. Skipping.") return None else: body = Project().get_body(name) if not body or not body.is_asset(): if body: if body.get_type() == AssetType.SHOT: qd.warning( "Shots in sets are not supported. Can't export " + str(rootNode)) return None else: qd.warning("Asset not found in pipe: " + str(rootNode)) return None qd.warning(str(rootNode) + " does not exist in pipe.") return None name = body.get_name() # Increment the version number version_number, version_string = body.version_prop_json(name, filepath) firstMesh, path = find_first_mesh(rootNode) try: vertpos1, vertpos2, vertpos3 = get_anchor_points(firstMesh) except Exception as e: print(str(e)) qd.warning( "Couldn't export JSON for " + str(rootNode) + ". Is there a camera or a rig associated with this reference? Skipping this object." ) return None # Put all relevant data into dictionary object json_data = { "asset_name": name, "version_number": version_number, "path": path, "a": [vertpos1.x, vertpos1.y, vertpos1.z], "b": [vertpos2.x, vertpos2.y, vertpos2.z], "c": [vertpos3.x, vertpos3.y, vertpos3.z] } print("json data: ", json_data) # Write JSON to fill jsonRef = json.dumps(json_data) wholePath = os.path.join( filepath, os.path.join(filepath, name + "_" + version_string + ".json")) outfile = open(wholePath, "w") # *** THIS IS THE NAME OF THE OUTPUT FILE *** outfile.write(jsonRef) outfile.close() if not isReference: print("JSON references written successfully.") return { "asset_name": json_data["asset_name"], "version_number": json_data["version_number"] }
class Publisher: def __init__(self): self.dcc_geo_departments = [Department.MODIFY, Department.MATERIAL] self.item_gui = None def publish_content_hda(self, node): node_name = node.type().name() index = node_name.rfind('_') asset_name = node_name[:index] department = node_name[index + 1:] self.body = Project().get_body(asset_name) src = node.type().definition().libraryFilePath() user = Environment().get_user() comment = "publish by " + str( user.get_username()) + " in department " + str(department) self.publish_src_node_to_department(src, node, department, user, comment) success_message = "Success! Published " + asset_name + " to " + str( department) self.print_success_message(success_message) def publish_asset(self, node=None): self.departments = [ Department.MODIFY, Department.MATERIAL, Department.HAIR, Department.CLOTH ] self.publish(selectedHDA=node) def publish_tool(self, node=None): self.departments = [Department.HDA] self.publish(selectedHDA=node) def publish_set(self, node=None): self.departments = [Department.ASSEMBLY] project = Project() set_list = project.list_sets() self.item_gui = sfl.SelectFromList(l=set_list, parent=houdini_main_window(), title="Select a set to publish") self.item_gui.submitted.connect(self.set_results) def set_results(self, value): set_name = value[0] project = Project() self.body = project.get_body(set_name) obj = hou.node("/obj") set = obj.node(set_name) if set is None: qd.error( "No set found with that name. Please check naming and try again." ) return print("set: ", set) inside = set.node("inside") children = inside.children() set_file = os.path.join(Project().get_assets_dir(), set_name, "model", "main", "cache", "whole_set.json") set_data = [] try: with open(set_file) as f: set_data = json.load(f) except Exception as error: qd.error("No valid JSON file for " + str(set_name)) return items_in_set = [] for item in set_data: item_name = item['asset_name'] item_version = item['version_number'] items_in_set.append(item_name) # TODO: for each child, make sure that it exists in whole_set.json, or add it if it doesn't, or remove it if it does not child_names = [] for child in children: child_path = child.path() name = child_path.split('/')[-1].lower() child_names.append(name) for item in set_data: if str(item['asset_name']) not in child_names: set_data.remove(item) for child in children: print("child: ", child) inside = child.node("inside") out = inside.node("OUT") set_transform = inside.node("set_dressing_transform") child_path = child.path() name = child_path.split('/')[-1].lower() child_body = project.get_body(name) if child_body is None: qd.warning( str(name) + " not found in pipe. Please check that node is named correctly." ) continue # get transform parms: t is translate, r rotate and s scale (with associated x,y,z vals) tx, ty, tz = self.get_transform(set_transform, "tx", "ty", "tz") rx, ry, rz = self.get_transform(set_transform, "rx", "ry", "rz") sx, sy, sz = self.get_transform(set_transform, "sx", "sy", "sz") latest_file, latest_version = self.body.get_latest_json_version( name) if latest_version == int(9): new_version = 0 else: new_version = int(latest_version) + 1 prop_file = os.path.join( Project().get_assets_dir(), set_name, "model", "main", "cache", str(name) + "_" + str(latest_version) + ".json") if name in items_in_set: print("set contains asset: " + str(name)) try: with open(prop_file) as f: prop_data = json.load(f) except Exception as error: qd.warning("No valid JSON file for " + str(name) + ". Skipping changes made to this asset.") continue for set_item in set_data: if str(set_item['asset_name']) == str(name): set_item['version_number'] = new_version break else: print(str(name) + " not found in set file.") path = self.get_prim_path(out) prop_data = { "asset_name": name, "version_number": 0, "path": str(path), "a": [0, 0, 0], "b": [0, 0, 0], "c": [0, 0, 0] } set_data.append({"asset_name": str(name), "version_number": 0}) new_version = 0 new_prop_file = os.path.join( Project().get_assets_dir(), set_name, "model", "main", "cache", str(name) + "_" + str(new_version) + ".json") # get a b and c from prop_data file. Each is an array of size 3, representing x,y,z coords a = prop_data['a'] b = prop_data['b'] c = prop_data['c'] self.update_points_by_geo(out, a, b, c) # put the updated coords back into prop_data prop_data['a'] = a prop_data['b'] = b prop_data['c'] = c # TODO: add a commit and a publish for this set print("prop data (updated): ", prop_data) updated_prop_data = json.dumps(prop_data) outfile = open(new_prop_file, "w") outfile.write(updated_prop_data) outfile.close() print("prop file updated for " + str(name)) self.clear_transform(set_transform) self.update_version_number(child, new_version) import_node = child.node("import") read_from_json = import_node.node("read_from_json") read_from_json.parm("reload").pressButton() outfile = open(set_file, "w") print("set data: ", set_data) updated_set_data = json.dumps(set_data) outfile.write(updated_set_data) outfile.close() qd.info("Set " + str(set_name) + " published successfully!") def update_version_number(self, child, version_number): version_parm = child.parm("version_number").evalAsInt() child.parm("version_number").set(version_number) def get_prim_path(self, out): geo = out.geometry() return geo.findPrimAttrib("path").strings()[0] def update_points_by_geo(self, out, a, b, c): geo = out.geometry() point_a = geo.iterPoints()[0] point_b = geo.iterPoints()[1] point_c = geo.iterPoints()[2] a_x = point_a.position()[0] a_y = point_a.position()[1] a_z = point_a.position()[2] b_x = point_b.position()[0] b_y = point_b.position()[1] b_z = point_b.position()[2] c_x = point_c.position()[0] c_y = point_c.position()[1] c_z = point_c.position()[2] # a is the first point of this object in geo spreadsheet, b is second, c third. a[0] = a_x a[1] = a_y a[2] = a_z b[0] = b_x b[1] = b_y b[2] = b_z c[0] = c_x c[1] = c_y c[2] = c_z def get_transform(self, child, parm1, parm2, parm3): x = child.parm(parm1).evalAsFloat() y = child.parm(parm2).evalAsFloat() z = child.parm(parm3).evalAsFloat() return x, y, z def clear_transform(self, child): parm_scale_list = ["sx", "sy", "sz"] parm_list = ["tx", "ty", "tz", "rx", "ry", "rz", "sx", "sy", "sz"] for parm in parm_list: if parm not in parm_scale_list: child.parm(parm).set(0.0) else: child.parm(parm).set(1.0) child.parm(parm).eval() def publish_shot(self): scene = hou.hipFile.name() self.departments = [Department.HDA, Department.LIGHTING, Department.FX] project = Project() asset_list = project.list_shots() self.item_gui = sfl.SelectFromList(l=asset_list, parent=houdini_main_window(), title="Select a shot to publish to") self.item_gui.submitted.connect(self.shot_results) def shot_results(self, value): chosen_asset = value[0] project = Project() self.body = project.get_body(chosen_asset) department = Department.LIGHTING element = self.body.get_element(department) #, Element.DEFAULT_NAME) hou.hipFile.save() src = hou.hipFile.name() #Publish user = Environment().get_user() comment = "publish by " + str( user.get_username()) + " in department " + str(department) dst = self.publish_element(element, user, src, comment) message = "Successfully published " + str(self.body.get_name()) + "!" self.print_success_message(message) def publish( self, selectedHDA=None ): #, departments=[Department.HDA, Department.ASSEMBLY, Department.MODIFY, Department.MATERIAL, Department.HAIR, Department.CLOTH]): project = Project() self.selectedHDA = selectedHDA if selectedHDA is None: nodes = hou.selectedNodes() if len(nodes) == 1: selectedHDA = nodes[0] self.selectedHDA = selectedHDA elif len(nodes) > 1: qd.error( 'Too many nodes selected. Please select only one node.') return else: qd.error('No nodes selected. Please select a node.') return if selectedHDA.type().definition() is not None: self.src = selectedHDA.type().definition().libraryFilePath() asset_list = project.list_props_and_characters() self.item_gui = sfl.SelectFromList( l=asset_list, parent=houdini_main_window(), title="Select an asset to publish to") self.item_gui.submitted.connect(self.asset_results) else: qd.error('The selected node is not a digital asset') return def asset_results(self, value): chosen_asset = value[0] project = Project() self.body = project.get_body(chosen_asset) self.publish_hda() def publish_hda(self): project = Project() environment = Environment() user = environment.get_user() selectedHDA = self.selectedHDA src = self.src body = self.body asset_type = body.get_type() inside = selectedHDA.node("inside") modify = inside.node("modify") material = inside.node("material") hair = inside.node("hair") cloth = inside.node("cloth") if asset_type == AssetType.CHARACTER: geo = inside.node("geo") geo_inside = geo.node("inside") modify = geo_inside.node("modify") material = geo_inside.node("material") departments_to_publish = [] if not modify is None: departments_to_publish.append("modify") if not material is None: departments_to_publish.append("material") if not hair is None: departments_to_publish.append("hair") if not cloth is None: departments_to_publish.append("cloth") if body is None: qd.error("Asset not found in pipe.") return comment = "publish by " + str(user.get_username( )) + " in departments " + str(departments_to_publish) for department in departments_to_publish: inside = self.get_inside_node(asset_type, department, selectedHDA) node = inside.node(department) src = node.type().definition().libraryFilePath() self.publish_src_node_to_department(src, node, department, user, comment) success_message = "Success! Published to " + str( departments_to_publish) self.print_success_message(success_message) return "published to " + str(departments_to_publish) def get_inside_node(self, type, department, node): # If it's a character and it's not a hair or cloth asset, we need to reach one level deeper. if type == AssetType.CHARACTER and department in self.dcc_geo_departments: inside = node.node("inside/geo/inside") else: inside = node.node("inside") return inside def publish_src_node_to_department(self, src, node, department, user, comment): if os.path.exists(src): try: #save node definition--this is the same as the Save Node Type menu option. Just to make sure I remember how this works - We are getting the definition of the selected hda and calling the function on it passing in the selected hda. We are not calling the function on the selected hda. node.type().definition().updateFromNode(node) except hou.OperationFailed, e: qd.error( 'There was a problem publishing the HDA to the pipeline.\n' ) print(str(e)) return try: node.matchCurrentDefinition( ) # this function locks the node for editing. except hou.OperationFailed, e: qd.warning( 'There was a problem while trying to match the current definition. It\'s not a critical problem. Look at it and see if you can resolve the problem. Publish was successful.' ) print(str(e)) element = self.body.get_element(department, Element.DEFAULT_NAME) dst = self.publish_element(element, user, src, comment) print("dst: ", dst) hou.hda.installFile(dst) definition = hou.hdaDefinition(node.type().category(), node.type().name(), dst) definition.setPreferred(True)
def go(self, node=None): self.hda = node environment = Environment() project = Project() hda_dir = environment.get_hda_dir() if self.hda is None: self.hda = get_selected_node() if self.hda is None: return node_path = self.hda.path() name = node_path.split('/')[-1] tool_name = name.lower() if tool_name is None: return if not self.hda.canCreateDigitalAsset(): if self.hda.type().definition is not None: # we are dealing with an premade self.hda result = qd.yes_or_no( 'The selected node is already a digial asset. Would you like to copy the definition into the pipeline' ) if not result: return else: copyHDA = True else: qd.error( 'You can\'t make a digital asset from the selected node') return else: copyHDA = False destination = os.path.join(hda_dir, tool_name + ".hda") operatorName = tool_name operatorLabel = str(project.get_name()) + '_' + str(tool_name) saveToLibrary = destination num_inputs = len(self.hda.inputs()) if copyHDA: parent = self.hda.parent() subnet = parent.createNode('subnet') hda_node = subnet.createDigitalAsset(name=operatorName, description=operatorLabel, hda_file_name=saveToLibrary, min_num_inputs=num_inputs) hou.copyNodesTo(self.hda.children(), hda_node) hda_nodeDef = hda_node.type().definition() hdaDef = self.hda.type().definition() #Copy over sections sects = hdaDef.sections() for sectName in sects: hda_nodeDef.addSection(sectName, sects[sectName].contents()) #Copy over NodeGroups nodeGroups = self.hda.nodeGroups() for ng in nodeGroups: newNg = hda_node.addNodeGroup(ng.name()) for node in ng.nodes(): nodePath = hda_node.path() + '/' + str(node.name()) newNode = hou.node(nodePath) if newNode is None: print('Ya that node was null that is a problem') continue newNg.addNode(newNode) # Copy over paramters oldParms = hdaDef.parmTemplateGroup() hda_nodeDef.setParmTemplateGroup(oldParms) else: try: hda_node = self.hda.createDigitalAsset( name=operatorName, description=operatorLabel, hda_file_name=saveToLibrary, min_num_inputs=num_inputs) except hou.OperationFailed, e: qd.error('There was a problem creating a digital asset', details=str(e)) return
def create_hda(self, value): tool_name = create_window.result if tool_name is None: return if not self.hda.canCreateDigitalAsset(): if self.hda.type().definition is not None: # we are dealing with an premade self.hda result = qd.yes_or_no( 'The selected node is already a digial asset. Would you like to copy the definition into the pipeline' ) if not result: return copyHDA = True else: qd.error( 'You can\'t make a digital asset from the selected node') return else: copyHDA = False project = Project() environment = Environment() username = project.get_current_username() tool = project.get_tool(tool_name) hda_element = tool.get_element(Department.HDA) checkout_file = hda_element.checkout(username) operatorName = hda_element.get_short_name() operatorLabel = (project.get_name() + ' ' + tool.get_name()).title() saveToLibrary = checkout_file num_inputs = len(self.hda.inputs()) if copyHDA: parent = self.hda.parent() subnet = parent.createNode('subnet') hda_node = subnet.createDigitalAsset(name=operatorName, description=operatorLabel, hda_file_name=saveToLibrary, min_num_inputs=num_inputs) hou.copyNodesTo(self.hda.children(), hda_node) hda_nodeDef = hda_node.type().definition() hdaDef = self.hda.type().definition() #Copy over sections sects = hdaDef.sections() for sectName in sects: print 'Copying over section: ' + str(sectName) hda_nodeDef.addSection(sectName, sects[sectName].contents()) #Copy over NodeGroups nodeGroups = self.hda.nodeGroups() for ng in nodeGroups: newNg = hda_node.addNodeGroup(ng.name()) print 'New group: ' + str(newNg) for node in ng.nodes(): nodePath = hda_node.path() + '/' + str(node.name()) print 'The Node path is:' + str(nodePath) newNode = hou.node(nodePath) if newNode is None: print('Ya that node was null that is a problem') continue print 'The new Node is: ' + str(newNode) newNg.addNode(newNode) # Copy over paramters oldParms = hdaDef.parmTemplateGroup() hda_nodeDef.setParmTemplateGroup(oldParms) else: try: hda_node = self.hda.createDigitalAsset( name=operatorName, description=operatorLabel, hda_file_name=saveToLibrary, min_num_inputs=num_inputs) except hou.OperationFailed, e: print qd.error('There was a problem creating a digital asset', details=str(e)) return