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Build shot structure from the database #4
Build shot structure from the database #4
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Im getting error when triggering the build sequence
action as follows
LogPython: Error: Traceback (most recent call last):
LogPython: Error: File "C:\Users\lbate\AppData\Local\Ynput\AYON\addons\unreal_0.2.2-dev.1\ayon_unreal\api\hierarchy.py", line 287, in <lambda>
LogPython: Error: lambda: _on_confirm_clicked(folder_selector, sequence_path, project)
LogPython: Error: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
LogPython: Error: File "C:\Users\lbate\AppData\Local\Ynput\AYON\addons\unreal_0.2.2-dev.1\ayon_unreal\api\hierarchy.py", line 252, in _on_confirm_clicked
LogPython: Error: _create_sequence(
LogPython: Error: File "C:\Users\lbate\AppData\Local\Ynput\AYON\addons\unreal_0.2.2-dev.1\ayon_unreal\api\hierarchy.py", line 172, in _create_sequence
LogPython: Error: _create_sequence(
LogPython: Error: File "C:\Users\lbate\AppData\Local\Ynput\AYON\addons\unreal_0.2.2-dev.1\ayon_unreal\api\hierarchy.py", line 164, in _create_sequence
LogPython: Error: sequence, frame_range = generate_sequence(name, hierarchy_dir)
LogPython: Error: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
LogPython: Error: File "C:\Users\lbate\AppData\Local\Ynput\AYON\addons\unreal_0.2.2-dev.1\ayon_unreal\api\pipeline.py", line 633, in generate_sequence
LogPython: Error: fps = folder_entity["attrib"].get("fps") or 30.0
LogPython: Error: ~~~~~~~~~~~~~^^^^^^^^^^
LogPython: Error: TypeError: 'NoneType' object is not subscriptable
I have triggered it on top most folder (as starting point), here is my ayon project with that hierarchy selected and shots inside...
and here is the outcome in UE editor (shots not present atm)
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Im getting error when triggering the build sequence
action as follows
LogPython: Error: Traceback (most recent call last):
LogPython: Error: File "C:\Users\lbate\AppData\Local\Ynput\AYON\addons\unreal_0.2.2-dev.1\ayon_unreal\api\hierarchy.py", line 287, in <lambda>
LogPython: Error: lambda: _on_confirm_clicked(folder_selector, sequence_path, project)
LogPython: Error: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
LogPython: Error: File "C:\Users\lbate\AppData\Local\Ynput\AYON\addons\unreal_0.2.2-dev.1\ayon_unreal\api\hierarchy.py", line 252, in _on_confirm_clicked
LogPython: Error: _create_sequence(
LogPython: Error: File "C:\Users\lbate\AppData\Local\Ynput\AYON\addons\unreal_0.2.2-dev.1\ayon_unreal\api\hierarchy.py", line 172, in _create_sequence
LogPython: Error: _create_sequence(
LogPython: Error: File "C:\Users\lbate\AppData\Local\Ynput\AYON\addons\unreal_0.2.2-dev.1\ayon_unreal\api\hierarchy.py", line 164, in _create_sequence
LogPython: Error: sequence, frame_range = generate_sequence(name, hierarchy_dir)
LogPython: Error: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
LogPython: Error: File "C:\Users\lbate\AppData\Local\Ynput\AYON\addons\unreal_0.2.2-dev.1\ayon_unreal\api\pipeline.py", line 633, in generate_sequence
LogPython: Error: fps = folder_entity["attrib"].get("fps") or 30.0
LogPython: Error: ~~~~~~~~~~~~~^^^^^^^^^^
LogPython: Error: TypeError: 'NoneType' object is not subscriptable
I have triggered it on top most folder (as starting point), here is my ayon project with that hierarchy selected and shots inside...
and here is the outcome in UE editor (shots not present atm)
…t 'generate sequence'
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Now it correctly creates shot structure aka folder hierarchy and corresponding shot seq + level in each shot folder as seen on the pic below
One thing to note (probably not within scope of this PR) that when opening parent e.g. episodes_map
it does contain all children shots but all being set to default frame ranges and not been correctly positioned on timeline. As this has been mentioned before in ticket for this feature, its a something for future and need to be discussed more - possible OTIO usage etc)
@antirotor, I have some discussion with @LiborBatek on the folder structure. Just want to hear your thought on this. |
I totally agree! |
@LiborBatek I have implemented the structure similar to what we have discussed. Can you please test again? Thanks! |
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I am running it on already populated (and heavily abused) Unreal project. My point is that:
|
This message is irrelevant anymore regarding to the change of the PR. It needs some rephrases.
We need to improve the message and move some codes a little bit. |
…ctory creation & support to load the level of the directory if it is already created
… they are not empty list
@LiborBatek @antirotor I have modified the check on the directory creation and it won't be limited to create level/level sequences anymore but user would receive the message about that. Just FYI there is a case of which the users create the sequence hierarchy with the existing folders and they would receive the warning from default unreal engine. Although the popup warns the users about the creation, it won't block to create the level/level sequence for the shot. |
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Now this feature Build shot structure from the database
correctly creates folder structure and its also possible to re-run the action and the user gets info about already existing folder structure.
I guess the editorial aka correct clip in/outs
need to be still implemented / done (in separate PR??) @antirotor or?
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I wanted to say that we can do clipIn/out in next PR, but we are already getting that data, could we just add it there? Like - if it takes more then 20 minutes, I wouldn't do it.
The timeline stuff is something that we'll need to revisit later anyway because we should do it via OTIO.
Apparently, because I've transfered the PR and so I am the author, I cannot approve it :D |
Ask @LiborBatek for helping.(Or Me?) |
…tps://github.com/ynput/ayon-unreal into enhancement/AY-1066_build-shot-structure-from-db
Note
This is port of ynput/ayon-core#25 from ayon-core. For comments and review notes, please have a look at the conversation in the original PR.
Changelog Description
Added a button to build the shot structure as sequences from the database.
Also fixes the folder entity issue which is also implemented : #14
OpenPype PR linked to ynput/OpenPype#6168