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Maya: write color sets in create_model #3690
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mkolar
merged 7 commits into
ynput:develop
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moonyuet:enhancement/OP-3749_write_color_sets
Oct 19, 2022
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851b573
add write_color_sets in create_rig and enable options of swtiching o…
d90fa8b
add write_color_sets in create_rig and enable options of swtiching o…
745386d
add write_color_sets in create_rig and enable options of swtiching o…
31cc505
add write_color_sets in create_rig and enable options of swtiching o…
affd54b
write color sets
c369b6e
delete unneccessary schema and data of Create Rig
c410ee6
clean up
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Original file line number | Diff line number | Diff line change |
---|---|---|
|
@@ -33,7 +33,7 @@ | |
}, | ||
"RenderSettings": { | ||
"apply_render_settings": true, | ||
"default_render_image_folder": "", | ||
"default_render_image_folder": "renders", | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. this seems unrelated to this PR, other than that I'm happy to merge |
||
"aov_separator": "underscore", | ||
"reset_current_frame": false, | ||
"arnold_renderer": { | ||
|
@@ -102,13 +102,15 @@ | |
"CreateAnimation": { | ||
"enabled": true, | ||
"write_color_sets": false, | ||
"write_face_sets": false, | ||
"defaults": [ | ||
"Main" | ||
] | ||
}, | ||
"CreatePointCache": { | ||
"enabled": true, | ||
"write_color_sets": false, | ||
"write_face_sets": false, | ||
"defaults": [ | ||
"Main" | ||
] | ||
|
@@ -163,6 +165,8 @@ | |
}, | ||
"CreateModel": { | ||
"enabled": true, | ||
"write_color_sets": false, | ||
"write_face_sets": false, | ||
"defaults": [ | ||
"Main", | ||
"Proxy", | ||
|
@@ -183,6 +187,8 @@ | |
}, | ||
"CreateRig": { | ||
"enabled": true, | ||
"write_color_sets": false, | ||
"write_face_sets": false, | ||
"defaults": [ | ||
"Main", | ||
"Sim", | ||
|
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@BigRoy is correct. This code has absolutely no bearing on any result anywhere. When we load the rig, an animation instance is created automatically, but that uses the settings from animation creator, rather than rig. So this introduces two attributes that are just extra and will create confusion.
It would of course be possible to have these parsed into the animation instance that is created, so that rigger could choose what values should be used down the line as starting point, but I'm not sure that it's actually worth the hassle at the moment, considering that simply adding the attributes to the animation creator solves the immediate issue for the upcoming production.
that being said, the confusion between
animation
family,animation
creator and how and if they are affected from the rig, is almighty and should be addressed. I'm not convinced it is the responsibility of this PR though, so I reckon let's just remove the obsolete code from the rig creator here and separately have a look at how to clean up the rig -> animation workflow to make it a bit more clear.