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MAYA-123753 - As a user, I would like my display layers to save with … #2455

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Jul 5, 2022
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1 change: 1 addition & 0 deletions test/lib/mayaUsd/fileio/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@ set(TEST_SCRIPT_FILES
testImportChaser.py
testImportWithNamespace.py
testJobContextRegistry.py
testDisplayLayerSaveRestore.py

# Once of the tests in this file requires UsdMaya (from the Pixar plugin). That test
# will be skipped if not found (probably because BUILD_PXR_PLUGIN is off).
Expand Down
90 changes: 90 additions & 0 deletions test/lib/mayaUsd/fileio/testDisplayLayerSaveRestore.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,90 @@
#!/usr/bin/env python

#
# Copyright 2022 Autodesk
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#

import fixturesUtils

from maya import cmds
from maya import standalone

import mayaUtils
import mayaUsd
import mayaUsd_createStageWithNewLayer

import unittest

class DisplayLayerSaveNonMaya(unittest.TestCase):
'''
Test saving/restoring a Display Layer that has non-Maya items.
'''

pluginsLoaded = False

@classmethod
def setUpClass(cls):
fixturesUtils.readOnlySetUpClass(__file__, loadPlugin=False)

if not cls.pluginsLoaded:
cls.pluginsLoaded = mayaUtils.isMayaUsdPluginLoaded()

@classmethod
def tearDownClass(cls):
standalone.uninitialize()

def setUp(self):
cmds.file(new=True, force=True)

def testDisplayLayerSaveAndRestore(self):
# First create Display Layer and find out if it has the Ufe member save/restore support.
cmds.createDisplayLayer(name='layer1', number=1, empty=True)
if 'ufeMembers' not in cmds.listAttr('layer1'):
self.skipTest('Maya DisplayLayer does not support saving/restoring Ufe (non-Maya) members.')
Comment on lines +54 to +55
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Skip test if the Display Layer doesn't have the new "ufeMembers" attribute.


# Create some objects to add to layer.
cmds.CreatePolygonSphere()
cmds.CreatePolygonCube()

psPathStr = mayaUsd_createStageWithNewLayer.createStageWithNewLayer()
stage = mayaUsd.lib.GetPrim(psPathStr).GetStage()
stage.DefinePrim('/Sphere1', 'Sphere')
stage.DefinePrim('/Cube1', 'Cube')

# Add the two sphere (Maya and non-Maya) to the layer.
cmds.editDisplayLayerMembers('layer1', '|pSphere1', '|stage1|stageShape1,/Sphere1', noRecurse=True)

# Verify they are in layer.
layerObjs = cmds.editDisplayLayerMembers('layer1', query=True, fn=True)
self.assertTrue('|pSphere1' in layerObjs)
self.assertTrue('|stage1|stageShape1,/Sphere1' in layerObjs)

# Save the file with ufe display layer members.
tempMayaFile = 'displayLayerRestore.ma'
cmds.file(rename=tempMayaFile)
cmds.file(save=True, force=True, type='mayaAscii')

# Clear and reopen the file.
cmds.file(new=True, force=True)
cmds.file(tempMayaFile, open=True)

# Verify the two objecst (Maya and non-Maya are in layer).
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objecst

layerObjs = cmds.editDisplayLayerMembers('layer1', query=True, fn=True)
self.assertTrue('|pSphere1' in layerObjs)
self.assertTrue('|stage1|stageShape1,/Sphere1' in layerObjs)
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The main part of the test. After we save and reload the scene make sure the Ufe item is still in the layer1.


# We can also directly query the attribute value.
ufeAttr = cmds.getAttr('layer1.ufem')
self.assertTrue('|stage1|stageShape1,/Sphere1' in ufeAttr)