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is there any integration with pureref that people know of???
And basically i just want that if you open pureref it automatically saves it.
If i start pureref from powershell with this .\PureRef.exe -c 'save;D:\pr_001.pur' it saves the file.
But if i at t the arguments in ayon -c 'save;D:\pr_001.pur' it doesn’t work.
This is from the commandline in ayon launcher >>> [ Launching "PureRef/PureRef" with args (2): ['C:\\Program Files\\PureRef\\PureRef.exe', "-c 'save;D:\\pr_001.pur'"] ]
any idea why, and would it be possible to add a ayon path to that???
Each button there should pop-up a User Interface (Python Qt-interface). If it doesn’t there are likely errors or the ‘server’ it’s supposed to connect to is not running. How to best debug the Photoshop integration I’m not sure myself but the buttons should display a UI, like the same labeled buttons in other DCC integrations would open as well.
And for now it would be simple as just create a workfile if you click the pureref icon, and open it if it’s there. (like prism does)
Publishing etc i can do through the launcher publisher, that shouldn’t be a problem.
But indeed maybe a separate topic on how to integrate pureref
The solution is Photoshop needs to be launched through the Ayon launcher
For what it’s worth - it’s good to note that all applications only have the integrations active when launched via the launcher. This is not Photoshop-specific but also goes for Maya, Houdini, Fusion, Nuke, After Effects, Resolve, Blender, etc.
Ayon does not install itself into your local installs of the applications (you can run them fine outside of Ayon without the Ayon tools). But instead only loads up the relevant bits when launched via the launcher.
There are some edge cases, e.g. where for Adobe products the plug-ins MUST be installed locally for Adobe to even consider them to work, so there may be potential ‘traces’ of Ayon. But the mean goal of Ayon is that it should not affect your applications itself when not launched via Ayon - if the host app allows that.
I think this feature doesn’t exist yet. (speaking of Houdini)
I’m not familiar with the workflow in Blender. and, I thought about giving it a quick test.
The model product type includes two representations abc and blend
I believe if fbx representation was included then you’ll be able to load it as fbx in Houdini.
Yeah the thing is if it’s a “model” as fbx from blender i can’t import them to houdini.
If it’s a “staticMesh” fbx from houdini i can import it into houdini.
(and the other way around)
Is that due to that houdini doen’t have a “model” as family support???
And i tried to quickly add a “model” family based on the "staticMesh"exporter.
But couldn’t get it to work.
Need to dive deeper into how and what, i just don’t have enough time, so any pointers would be more than welcome
yeah working, indeed very simpel.
Sorry for the noob questions, but what would be the best way to implement that for every one and also that it will be in the future updates?
And I think this has been brought up sometime before, but would it be better to disconnect the family and export type, and have it more modulair.
We use primarily Blender and houdini in our pipeline for the asset creation.
But they both have such a different “family”/ publishtypes.
I would rather have the option of what i export ( fbx, abc, bgeo) and attach the family myself.