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When publishing a look on a mesh that for whatever reason has the looks assigned to all the components instead of the shape itself the validation will log it as 'invalid'.
Why does this happen?
This is because querying the members for a shader when there are face assignments Maya returns those like pCube1.f[0:200] instead of pCubeShape1.f[0:200] so it returns the transform - instead of the shape. Which is wildly confusing.
Anyway, we may want to, on collect, if the member has components and the node is a transform collect the shape instead. That may actually even fix potential issues where we're accidentally collecting the ids from the transform instead of the shape?
Expected Behavior:
It should either be allowed (if it doesn't provide issues elsewhere) or provide a clearer validation error so the user knows how to fix it.
Version
1.0.0
What platform you are running on?
Windows
Steps To Reproduce:
Select all faces of a mesh.
Assign a material
Publish
(This is just to make an easy reproducable; however, similar issues may arise on merging or separating meshes or other maya construction history)
Are there any labels you wish to add?
I have added the relevant labels to the bug report.
Relevant log output:
ERROR: Missing '|cube|cubeShape'in collected set node 'blinn1SG'
Traceback (most recent call last):
File "C:\Users\Maqina-RTX-03\AppData\Local\Ynput\AYON\dependency_packages\ayon_2407291312_windows.zip\dependencies\pyblish\plugin.py", line 528, in __explicit_process
runner(*args)
File "C:\Users\Maqina-RTX-03\AppData\Local\Ynput\AYON\addons\maya_0.2.12-cb.1\ayon_maya\plugins\publish\validate_look_sets.py", line 47, in process
raise PublishValidationError(
ayon_core.pipeline.publish.publish_plugins.PublishValidationError: 'lookMain' has relationships that could not be collected, likely due to lack of a `cbId` on the relevant nodes or sets.
Additional context:
No response
The text was updated successfully, but these errors were encountered:
Is there an existing issue for this?
Current Behavior:
When publishing a look on a mesh that for whatever reason has the looks assigned to all the components instead of the shape itself the validation will log it as 'invalid'.
Why does this happen?
This is because querying the members for a shader when there are face assignments Maya returns those like
pCube1.f[0:200]
instead ofpCubeShape1.f[0:200]
so it returns the transform - instead of the shape. Which is wildly confusing.Anyway, we may want to, on collect, if the member has components and the node is a transform collect the shape instead. That may actually even fix potential issues where we're accidentally collecting the ids from the transform instead of the shape?
Expected Behavior:
It should either be allowed (if it doesn't provide issues elsewhere) or provide a clearer validation error so the user knows how to fix it.
Version
1.0.0
What platform you are running on?
Windows
Steps To Reproduce:
(This is just to make an easy reproducable; however, similar issues may arise on merging or separating meshes or other maya construction history)
Are there any labels you wish to add?
Relevant log output:
Additional context:
No response
The text was updated successfully, but these errors were encountered: