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I’m having troubles understanding the Photoshop addon. I’ve got it installed alright and I have the little window with the options “Workfiles…”, “Load…”, “Publish…”, Manage…", “Experimental Tools…”.
But I can’t get it to do anything and I’m not sure why. What are the buttons supposed to do and what is the intended workflow?
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.
The solution is Photoshop needs to be launched through the Ayon launcher. The Ayon launcher was not yet showing any applications, because I had yet to set the “Applications” attribute under Anatomy.
Add Photoshop as an application under the project anatomy attributes.
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
But. this will work if model product type in Blender includes fbx representation, right ?
I think the default model product type doesn’t have fbx representation by default, I mean I can’t find it.
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.
@milan Flying in Milan into this conversation. I always recall he has a standpoint there but somehow always forget where that was documented and what is standpoint was precisely (or maybe he secretly just changes it each time!)
With regards to the loaders, you can also just target a file extension, I provided an example here