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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 |
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@@ -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": { | ||
|
@@ -163,6 +163,7 @@ | |
}, | ||
"CreateModel": { | ||
"enabled": true, | ||
"write_color_sets": false, | ||
"defaults": [ | ||
"Main", | ||
"Proxy", | ||
|
@@ -183,6 +184,7 @@ | |
}, | ||
"CreateRig": { | ||
"enabled": true, | ||
"write_color_sets": false, | ||
"defaults": [ | ||
"Main", | ||
"Sim", | ||
|
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This shouldn't make much sense since the rig comes out as maya scene and does not strip any color set data. Animation instances however would extract as Alembic.
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we are trying to unify colors sets (and other sets) flow and even though currently rig creator can only output Maya scene we plan to add fbx representation (replacing the skeletal mesh) so it will make sense then.
It is not influencing anything currently but we thought it would be good to have it there for future use and consistency.
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I see what you're going for - but it'd just confuse the artists into thinking it would do something useful for the rig family.
Also, most usual "rigs" won't be suitable to do an "fbx rig" export for - and then also automate
animation
instance creation for in maya when loading them again. I'd sayfbxRig
is a family of its own and should also come with its own creator, validators, etc.If we're adding the option we should make the extractor capable of removing the values when publishing the maya scene to avoid any confusion whatsoever. Which is not an easy task for rigs with complex history.
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so we have to decide if we remove the component sets from Rig Creator @antirotor
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After internal discussion, we decided to keep the sets for Rig Creator there. We understand it is not very clean from the code perspective as these options are actually modifying the animation output, not the rig output itself, but as it does not have its own creator we gave preference to keeping all attributes settings in one place in preferences and not moving it outside just for the rig.
We think it will be more consistent from the user's point of view.