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maya-usd's Introduction

What is USD for Maya?

USD for Maya is a project to create a Maya plugin, as well as reusable libraries, that provide translation and editing capabilities for Pixar Animation Studios Universal Scene Description (USD).

Read more about Pixar's USD here

Motivation

Why yet another Maya plugin?

As USD gains in popularity many studios have been wondering what plugin they should deploy within their pipelines. Two popular choices, used individually as well as together, have been the Pixar USDMaya plugin that has been part of USD itself, and Animal Logic's, which was separately released as Open Source. Both plugins have a strong community of users, but some have questioned when Autodesk would eventually release an officially supported plugin themselves. The goal of this project is to work directly with Pixar and Animal Logic, as well as other key contributors, in order to merge the best of both into a single supported plugin.

Pixar maintains a list of contributors to USD in their documentation here, and as we start working together to merge the two existing plugins it is also important to acknowledge the amount of work that individuals put in on the Animal Logic plugin as well. The list of those contributors is kept here.

Install MayaUSD

Installers for MayaUSD can be found here

Getting Help

Both Animal Logic and Pixar have forums which will remain great places to go with questions.

Pixar forum is here
Animal Logic forum is here

Detailed Documentation

maya-usd's People

Contributors

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maya-usd's Issues

Compiling error for `refactoring_sandbox` branch on Windows

Issue

I'm trying to compile the refactoring_sandbox branch with the latest commit however I seem to be unable to compile maya-usd on Windows.

I compiled USD with commit b85ddac2 using:

%PYTHON% build_scripts/build_usd.py --build-args boost,"--with-date_time --with-thread --with-system --with-filesystem" --no-maya %USD_BUILD_DIR%

Then I tried to compile maya-usd yet it failed on some missing .lib files, which I hacked using this solution and then it passed on as it seems it should.

This is what I used to trigger the compile of maya-usd:

%PYTHON% build.py --maya-location %MAYA_LOCATION% --pxrusd-location %USD_BUILD_DIR% --devkit-location %MAYA_DEVKIT_LOCATION% %USD_MAYA_BUILD_DIR%

But then it hit an error linking some code. Specifically it errors on:

wrapTranslatorContext.obj : error LNK2005: "class AL::usdmaya::nodes::ProxyShape const volatile * __cdecl boost::get_pointer<class AL::usdmaya::nodes::ProxyShape const volatile >(class AL::usdmaya::nodes::ProxyShape const volatile *)" (??$get_pointer@$$CDVProxyShape@nodes@usdmaya@AL@@@boost@@YAPEDVProxyShape@nodes@usdmaya@AL@@PEDV1234@@Z) already defined in wrapProxyShape.obj [D:\dev\usd\maya-usd-build\build\RelWithDebInfo\plugin\al\lib\AL_USDMaya\_AL_USDMaya.vcxproj]

     Creating library D:/dev/usd/maya-usd-build/build/RelWithDebInfo/plugin/al/lib/AL_USDMaya/RelWithDebInfo/_AL_USDMaya.lib and object D:/dev/usd/maya-usd-build/build/RelWithDebInfo/plugin/al/lib/AL_USDMaya/RelWithDebInfo/_AL_USDMaya.exp

D:\dev\usd\maya-usd-build\build\RelWithDebInfo\plugin\al\lib\AL_USDMaya\RelWithDebInfo\_AL_USDMaya.pyd : fatal error LNK1169: one or more multiply defined symbols found [D:\dev\usd\maya-usd-build\build\RelWithDebInfo\plugin\al\lib\AL_USDMaya\_AL_USDMaya.vcxproj]

     Creating library D:/dev/usd/maya-usd-build/build/RelWithDebInfo/plugin/al/plugin/AL_USDMayaPlugin/RelWithDebInfo/AL_USDMayaPlugin.lib and object D:/dev/usd/maya-usd-build/build/RelWithDebInfo/plugin/al/plugin/AL_USDMayaPlugin/RelWithDebInfo/AL_USDMayaPlugin.exp

  AL_USDMayaPlugin.vcxproj -> D:\dev\usd\maya-usd-build\build\RelWithDebInfo\plugin\al\plugin\AL_USDMayaPlugin\RelWithDebInfo\AL_USDMayaPlugin.mll

The full build log is here: build_log.txt

refactoring_sandbox : UFE : 'invalid' warnings for SetTranslate on an incompatible xformable.

Issue

When trying out the example Pixar Kitchen set USD file I'm getting the following errors when selecting lots of small objects at the same time, e.g. marque selecting over the bowl of cereals on the kitchen table, and then translating those things around.

Warning: in SetTranslate at line 701 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetTranslate on an incompatible xformable </Kitchen_set/Props_grp/DiningTable_grp/TableTop_grp/CerealBowl_grp/Cheerios_grp/CheerioB_2/Geom/Cheerio>.
Warning: in SetTranslate at line 701 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetTranslate on an incompatible xformable </Kitchen_set/Props_grp/DiningTable_grp/TableTop_grp/CerealBowl_grp/Cheerios_grp/CheerioB_20/Geom/Cheerio>.
Warning: in SetTranslate at line 701 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetTranslate on an incompatible xformable </Kitchen_set/Props_grp/DiningTable_grp/TableTop_grp/CerealBowl_grp/Cheerios_grp/CheerioB_1/Geom/Cheerio>.
Warning: in SetTranslate at line 701 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetTranslate on an incompatible xformable </Kitchen_set/Props_grp/DiningTable_grp/TableTop_grp/DinnerMat_1/Geom/DinnerMat>.
Warning: in SetTranslate at line 701 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetTranslate on an incompatible xformable </Kitchen_set/Props_grp/DiningTable_grp/TableTop_grp/CerealBowl_grp/Cheerios_grp/CheerioB_43/Geom/Cheerio>.
Warning: in SetTranslate at line 701 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetTranslate on an incompatible xformable </Kitchen_set/Props_grp/DiningTable_grp/TableTop_grp/CerealBowl_grp/Cheerios_grp/CheerioB_9/Geom/Cheerio>.
Warning: in SetTranslate at line 701 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetTranslate on an incompatible xformable </Kitchen_set/Props_grp/DiningTable_grp/TableTop_grp/PaperWrinkle_1/Geom/PaperWrinkle>.
Warning: in SetTranslate at line 701 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetTranslate on an incompatible xformable </Kitchen_set/Props_grp/DiningTable_grp/TableTop_grp/PaperWrinkle_3/Geom/PaperWrinkle>.

The same happens with scaling, e.g.

Warning: in SetScale at line 842 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetScale on an incompatible xformable </Kitchen_set/Props_grp/North_grp/SinkArea_grp/Cupboard_grp/BowlC_1/Geom/Bowl>.
Warning: in SetScale at line 842 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetScale on an incompatible xformable </Kitchen_set/Props_grp/West_grp/TinCanA_1/Geom/TinCan>.
Warning: in SetScale at line 842 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetScale on an incompatible xformable </Kitchen_set/Props_grp/North_grp/SinkArea_grp/Cupboard_grp/BowlB_1/Geom/Bowl>.
Warning: in SetScale at line 842 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetScale on an incompatible xformable </Kitchen_set/Props_grp/North_grp/SinkArea_grp/Cupboard_grp/CerealBoxA_2/Geom/CerealBox>.
Warning: in SetScale at line 842 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetScale on an incompatible xformable </Kitchen_set/Props_grp/North_grp/SinkArea_grp/Cupboard_grp/CerealBoxA_1/Geom/CerealBox>.
Warning: in SetScale at line 842 of D:\dev\usd\USD\pxr\usd\lib\usdGeom\xformCommonAPI.cpp -- XformCommonAPI: Attempted to SetScale on an incompatible xformable </Kitchen_set/Props_grp/North_grp/SinkArea_grp/Cupboard_grp/BowlA_1/Geom/Bowl>.

It seems like an "invalid" warning, as it seems to show only once. Within the same Maya session I'm unable to get the same object to show the warning again. Plus it actually does appear to move the selected Prims around.

However, I've been unable to reproduce this with rotating. That always works without error. Also, if I first rotate my selection and then translate it... no error. Odd.

The objects that raise the error seem slightly random, but oddly enough it does seem to happen on mostly relatively smaller objects in the set, like the cereal and tin cans. I've never seen it happen with the cupboard for example.

To reproduce

  1. Load the example Kitchen Set as proxy.
  2. Marquee select over a large part of the set or many smaller things, e.g. cereal bowl.
  3. Translate or Scale with the respective maya tool in viewport.
  4. See the error in Output Window.

Specs

  • Windows 10
  • Maya 2019.2
  • refactoring_sandbox ( e47ca02 )
  • Pixar USD dev ( 1d08054 )

[MAYA-102266] VP2RenderDelegate: Selection Highlight Consistent ( No visual cue for last selected object )

Issue :

When selecting multiple DAG objects in Maya, the application lets you visually see the last selected object ( highlighted in green vs the earlier selections that are highlighted white ).

While selecting USD Prims ( as part of the same proxy shape ), all selected objects are highlighted in green.ย  This makes it difficult to know the last selected object.
ย 

Steps to reproduce :

  1. open the maya file included in selectionTest.tar.gz
  2. shift-select sphere prims ( notice the highlight color is the same on all 3 )
  3. now try making a few maya spheres ( DAG objects ) and try the same
  4. Notice the difference in selection highlighting.

Using the adsk plug-in from refactoring sandbox

Issue

It seems largely undocumented on how to play and potentially contribute to the development of maya-usd.

The master branch seems to be the straight Animal Logic and Pixar plug-ins combined into a single repository and seem to do little to understand exactly what is being developed. The refactoring_sandbox branch is seeing some commits being merged into it with PRs from time to time and seems to be the goal for a next version, currently including a Hydra viewport with mtoh and its own adsk plug-in for USD. Other than that it's hard to pinpoint what the status is.

Is there some documentation on how to get up and running and what to expect?

What I tried and issues/questions I ran into.

I tested on Windows 10 with Maya 2019.

Display of the mayaUsdProxyShape seems to not react much

I tried to create the proxy shape but it seems it's picky on how it updates and displays in Viewport 2.0

from maya import cmds

path = "path/to/Kitchen_set/Kitchen_set.usd"
node = cmds.createNode("mayaUsdProxyShape")
cmds.setAttr(node + ".filePath", path, type="string")

Whenever I triggered that it does seem to instantly display it. But then:

  1. Trying to transform (move) things around kept it visually in the same location.
  2. Hiding the node still displayed it.
  3. Deleting the node and the display of it was instantly gone, apparently it does display the actual node. (This basically related to visual bug point 1)

It did seem to move around fine using the GL (Hydra) viewport. Notes below are in Hydra viewport

  • However when switching to the Hydra renderer and the object was already invisible would still initially make it visible. Until I unhide it and hide it again.
  • The same happens when you duplicate it when the object was hidden. The new object then turns visible even though it is actually hidden.
  • Also duplicating sometimes doesn't seem to show the new object in the correct position until it's "nudged" by transforming it. Best noticable with Smart Duplicate where it gets transformation directly with duplicating... the new duplicate shows at the origin as opposed to where it's actually located.

Can't select the separate things inside the USD scene with the proxy resolved

I recall previously with the Master Branch and the AL plug-in I was able to have the selection work correctly where I could select the items inside the USD file and move them around. With the current refactoring_sandbox branch I seem to be unable to do so with any of the plug-ins.

Whenever using the GL (Hydra) viewport I did see the selection color popping up, but solely the full kitchen set got selected. I was still unable to select individual elements.

Do I need to somehow enable UFE? I don't think it's compiling with UFE on my end however the .mod file does show:

MAYA_WANT_UFE_SELECTION=1

Applying a deformer to the proxy shape crashes Maya can't reproduce

I'm not sure what I expected, haha. But as I was just trying some random things to see if I could break some bits of it this resulted in a Fatal Error. :) I was expecting it do just do nothing.

Edit: I can't seem to reproduce this now. Maybe this was only an issue when the UFE failed to be included in the build. Not sure.


Maybe there's a forum or chat somewhere to be found where the development is being actively discussed? :) Dropping these notes here could clutter things because most seem like individual issues of their own.

[MAYA-103876] refactoring_sandbox : UFE : Translating Prim in objectSpace does not take into account its local rotation changes

Issue

Whenever the translate tool is in "object space" it will totally ignore any local scene rotations that were performed on the Prims in the USD scene. It will always move in the original local space direction that was stored in the USD scene prior to any local scene rotation changes to that Prim.

  1. Load USD proxy shape.
  2. Select a transform in it.
  3. Rotate the objects around.
  4. Translate along a single axis in objectSpace.

Note that now the translation is happening as if Step 3 never occurred.

Specs

  • Windows 10
  • Maya 2019.2
  • refactoring_sandbox ( d0bb624 )
  • Pixar USD dev ( b85ddac )

Mentioned in #51

Automated builds (CI)

Goal

Automated the building process on merges.

Motivation

Having precompiled builds would lower the barrier for people wanting to use this plugin.

refactoring_sandbox : UFE : Center Pivot Does Not Work

Issue :

While you can modify the pivot of a prim and manipulate it in UFE, it seems the Maya command to center the pivot does not apply.

Steps to re-produce :

  1. open maya with UFE enabled ( refactoring_sandbox branch for the UFE code )
  2. load AL and import a proxyShape
  3. modify the pivot
  4. Modify -> Center Pivot
  5. Notice nothing happens ( without UFE, when it's an AL_usdmaya_Transform node, this works as expected )

Testing Environment :

(Linux) Maya 2019.2
refactoring_sandbox ( d0bb624 ) and Pixar USD dev ( b85ddac )

( Windows ) beta ( latest PR )
refactoring_sandbox ( w/ PR#69 ) and Pixar USD-rc3

usdqt?

Hey there,

Is usdqt part of the build? I built the master and it doesn't seem to have it, is this correct?

I'm trying to build the Refractoring_Sandbox but alas I am running into build issues again.
build_log.txt
CMakeError.log

Thanks Sue

VP2RenderDelegate: Selection Highlight Lost When Selecting Multiple Proxy Shapes ( only last selection is highlighted )

Issue :

When selecting multiple AL Proxy Shapes objects in Maya, only the last selected shape shows it's selection highlight.

Selecting the prims themselves across proxy shapes all show up highlighted green ( see #104 for that separate highlight color related issue )

Steps to reproduce :

1.open the maya file included in selectionTest.tar.gz
2. select first proxy shape in Maya Outliner ( notice it's highlighted green, this is expected )
3. now shift-select the second proxyShape
4. Notice the first proxyShape loses it's selection highlight once the second proxyShape is selected.

build.py not find USD_GENSCHEMA

use command : python build.py --maya-location /usr/autodesk/maya2019 --pxrusd-location /usr/dev/lib/usd/19.07/USD-core /usr/dev/lib/usd/19.07-maya

but FindUSD cmake occurt error.

if pxrUsd build thirdparty problem?

USD for Maya plugin not able to load

Hi,

I build the plugin using the build_usd.py, installed/ tried on both Maya 2018 and 2019

Windows10 64bit
Python 2.7

The command I used to install:

C:\Users\xxx\Desktop\maya-usd-19.07\build_scripts>build_usd.py --force-all --no-doc --python --maya --maya-location "C:\Program Files\Autodesk\Maya2018" "C:\Users\xxx\Git\USDAD"

In the plugin manager it the options showed up, but whenever I tried to load, Maya gives the following messages:

// Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: Unable to dynamically load : C:/Users/xxx/Git/USDAD/third_party/maya/plugin/pxrUsd.mll
The specified module could not be found.
//
// Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: The specified module could not be found.
(pxrUsd) //
// Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: Unable to dynamically load : C:/Users/xxx/Git/USDAD/third_party/maya/plugin/pxrUsdPreviewSurface.mll
The specified module could not be found.
//
// Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: The specified module could not be found.
(pxrUsdPreviewSurface) //
// Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: Unable to dynamically load : C:/Users/xxx/Git/USDAD/third_party/maya/plugin/pxrUsdTranslators.mll
The specified module could not be found.
//
// Error: file: C:/Program Files/Autodesk/Maya2018/scripts/others/pluginWin.mel line 290: The specified module could not be found.
(pxrUsdTranslators) //

It'd be great if any one have good suggestions. Thanks!

Thomas

Master branch doesn't build AL plugin on Windows 10

Animal Logic's plugin doesn't really like to be built on Windows:
AnimalLogic/AL_USDMaya#76

I'm not sure if there is a solution for this in a more recent version of USD. Version 19.05, the one supposed to be used with the master branch of maya-usd, certainly have this problem.

PixarAnimationStudios/OpenUSD@bc78ee9
It looks like there was a push request specifically for allow AL-USD to build, however it din't pass.

Also I don't get this Autodesk plug-in, right now it just build the Pixar's and the Animal-Logic's... as far as I can tell, I don't see any attempt to merge them in a unique "best-of-the-two-world" plug-in...

Maya always uses "pxrUsdImport" file type to load references in reference editor.

Hi There,

It looks like Maya always uses "pxrUsdImport" type instead of use specified type to load reference files.

Issue reproducing steps:

  1. New a Maya scene
  2. Load Pxr Maya plugins and AL Maya plugins at the same time.
  3. Make a polygon cube and export it with "AL usdmaya export" file type option.
  4. Reference the exported usd file with "AL usdmaya import" file type option.
  5. Get below issue if unload or reload the referenced file in Reference Editor:
    // Error: Unknown flag 'Import_Meshes' -- Coding Error in ParseArgumentValue at line 1871 of C:\workspace_usd\maya-usd\plugin\pxr\maya\lib\usdMaya\util.cpp //
    // Error: Unknown flag 'Import_Curves' -- Coding Error in ParseArgumentValue at line 1871 of C:\workspace_usd\maya-usd\plugin\pxr\maya\lib\usdMaya\util.cpp //
    // Error: Unknown flag 'Import_Animations' -- Coding Error in ParseArgumentValue at line 1871 of C:\workspace_usd\maya-usd\plugin\pxr\maya\lib\usdMaya\util.cpp //
    // Error: Unknown flag 'Import_Dynamic_Attributes' -- Coding Error in ParseArgumentValue at line 1871 of C:\workspace_usd\maya-usd\plugin\pxr\maya\lib\usdMaya\util.cpp //
    // Error: Unknown flag 'Load_None' -- Coding Error in ParseArgumentValue at line 1871 of C:\workspace_usd\maya-usd\plugin\pxr\maya\lib\usdMaya\util.cpp //
    // Error: Unknown flag 'Read_Default_Values' -- Coding Error in ParseArgumentValue at line 1871 of C:\workspace_usd\maya-usd\plugin\pxr\maya\lib\usdMaya\util.cpp //

The saved Maya scene looks as:

//Maya ASCII 2019 scene
//Name: test.ma
//Last modified: Sun, Nov 10, 2019 12:39:06 PM
//Codeset: 936
file -rdi 1 -ns "cube" -rfn "cubeRN" -op "..." -typ "pxrUsdExport" "foo.usdc";
file -r -ns "cube" -dr 1 -rfn "cubeRN" -op "..." -typ "pxrUsdExport" "foo.usdc";

It looks like Maya uses "pxrUsdImport" type instead of "AL usdmaya import" type to load reference files. Are there any ways to let Maya uses user selected import type(it is "AL usdmaya import" in this example) instead of "pxrUsdImport" to load references? Not sure is this a plugin issue or my settings issue. Really appreciate.

Best Regards,

-Jerry

pthreads.h not found on Windows

New error when building the current master on Windows 10, CMakeError.log shows pthreads.h not being found, and not sure why it's looking for that on windows.

See also "C:/Users/lindd067/dev/external/install/maya-2018-usd-19.05/build/Release/CMakeFiles/CMakeOutput.log".
See also "C:/Users/lindd067/dev/external/install/maya-2018-usd-19.05/build/Release/CMakeFiles/CMakeError.log".

Traceback (most recent call last):
File "build.py", line 482, in
InstallMayaUSD(context, context.buildArgs, context.stagesArgs)
File "build.py", line 319, in InstallMayaUSD
RunCMake(context, extraArgs, stagesArgs)
File "build.py", line 283, in RunCMake
extraArgs=(" ".join(extraArgs) if extraArgs else "")))
File "build.py", line 189, in Run
.format(cmd=cmd, log=os.path.abspath(context.logFileLocation)))
RuntimeError: Failed to run 'cmake -DCMAKE_INSTALL_PREFIX="C:\Users\lindd067\dev\external\install\maya-2018-usd-19.05\install\Release" -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -G "Visual Studio 14 2015 Win64" -DMAYA_LOCATION="C:\Program Files\Autodesk\Maya2018" -DPXR_USD_LOCATION="C:\Users\lindd067\dev\external\install\USD" "C:\Users\lindd067\dev\external\git\maya-usd"'
See C:\Users\lindd067\dev\external\install\maya-2018-usd-19.05\build\Release\build_log.txt for more details.

CMakeError.log:
Determining if the include file pthread.h exists failed with the following output:
Change Dir: C:/Users/lindd067/dev/external/install/maya-2018-usd-19.05/build/Release/CMakeFiles/CMakeTmp

Run Build Command(s):C:/Program Files (x86)/MSBuild/14.0/bin/MSBuild.exe cmTC_3482c.vcxproj /p:Configuration=Debug /p:Platform=x64 /p:VisualStudioVersion=14.0 /v:m && Microsoft (R) Build Engine version 14.0.25420.1

Copyright (C) Microsoft Corporation. All rights reserved.

Microsoft (R) C/C++ Optimizing Compiler Version 19.00.24234.1 for x64

Copyright (C) Microsoft Corporation. All rights reserved.

cl /c /Zi /W3 /WX- /Od /Ob0 /D WIN32 /D _WINDOWS /D "CMAKE_INTDIR="Debug"" /D _MBCS /Gm- /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Zc:inline /Fo"cmTC_3482c.dir\Debug\" /Fd"cmTC_3482c.dir\Debug\vc140.pdb" /Gd /TC /errorReport:queue "C:\Users\lindd067\dev\external\install\maya-2018-usd-19.05\build\Release\CMakeFiles\CMakeTmp\CheckIncludeFile.c"

CheckIncludeFile.c

C:\Users\lindd067\dev\external\install\maya-2018-usd-19.05\build\Release\CMakeFiles\CMakeTmp\CheckIncludeFile.c(1): fatal error C1083: Cannot open include file: 'pthread.h': No such file or directory [C:\Users\lindd067\dev\external\install\maya-2018-usd-19.05\build\Release\CMakeFiles\CMakeTmp\cmTC_3482c.vcxproj]

refactoring_sandbox : Hydra : Moved USD Proxy makes Prim selection highlight still behave as if at origin

Issue

When moving the USD Proxy Shape's transform around the Prim UFE Selection still selects as if the object was not transformed from the origin.

This is only noticeable in Hydra viewport as Viewport 2.0 does not support the transformation of the USD scene through the Maya transform currently, see: #71

Potentially this is fixed once VP2 also supports the transformation with a fix for #71.

To reproduce

  1. Create a proxy shape and load USD file.
  2. Set viewport to Hydra.
  3. Move the proxy shape transform.
  4. Now select prims in the viewport, they will misalign visually because the selection will behave as if you didn't move the transform in Step 3.

Specs

  • Windows 10
  • Maya 2019.2
  • refactoring_sandbox ( d0bb624 )
  • Pixar USD dev ( b85ddac2 )

Failing to find pxr headers

I'm trying to build on Centos 7.5 and am running into errors finding the USD headers
for example:

fatal error: pxr/pxr.h: No such file or directoryfatal error: pxr/pxr.h: No such file or directory #include "pxr/pxr.h"

The command I use is (some paths redacted)

python build.py --maya-location path/maya2018 --pxrusd-location /tmp/usd-optix/ --build-args="-DBOOST_LIBRARYDIR=BOOST/1.55.0/linux-x86-64/gcc-4.8.5/lib, -DBOOST_INCLUDEDIR=BOOST/1.55.0/linux-x86-64/gcc-4.8.5/include, -DBUILD_ADSK_PLUGIN=ON,-DBUILD_AL_PLUGIN=ON, -DBUILD_PXR_PLUGIN=OFF" --install-location /tmp/maya-usd pwd``

I compiled PXR USD 19.05 with the Maya plugin disabled and the header files it is looking for are present in the pxrusd-location /tmp/usd-optix/include

Error loading mayusd.so "No module named UsdMaya"

Hey there,

Just built the sandbox branch and tried to load the plugin in: Maya 2019.1, Linuz Centos 7
It gives me the following error
waitCursor -state on; $gIgnoreUpdateCallback = true;loadPluginCmd( "/home/suesauer/maya/2019/build/RelWithDebInfo/plugin/adsk/plugin/mayaUsdPlugin.so"); updatePluginUI( "0" );waitCursor -state off; $gIgnoreUpdateCallback = false; isPluginDisabled("mayaUsdPlugin"); // Result: 0 // // Error: file: /usr/autodesk/maya/scripts/others/pluginWin.mel line 317: initializePlugin function failed (mayaUsdPlugin) // updatePluginCallback(); // Result: 0 //

my maya.env is
## USD ## MAYA_PLUG_IN_PATH=$MAYA_PLUG_IN_PATH:/home/suesauer/maya/2019/build/RelWithDebInfo/plugin/adsk/plugin:/home/suesauer/maya/2019/build/RelWithDebInfo/plugin/al/plugin:/home/suesauer/maya/2019/build/RelWithDebInfo/plugin/pxr/maya/plugin MAYA_SCRIPT_PATH=$MAYA_SCRIPT_PATH:/home/suesauer/maya/2019/build/RelWithDebInfo/plugin/adsk/scripts/ XBMLANGPATH=$XBMLANGPATH:/home/suesauer/maya/2019/build/RelWithDebInfo/plugin/pxr/maya/lib/usd/usdMaya/resources:/home/suesauer/maya/2019/build/RelWithDebInfo/plugin/al/plugin/AL_USDMayaPxrTranslators/resources

Am I doing this right?

Thanks
Sue

refactoring_sandbox : AL unit test fails due to UFE crash (Ufe_v1::Path::runTimeId)

Issue :

Maya crashes when running the AL unit tests with UFE enabled.

Steps to re-produce :
1)ย launch maya with the refactoring_sandbox in prompt mode
2) run unit test :
loadPlugin AL_USDMayaTestPlugin
pluginInfo -query -path AL_USDMayaTestPlugin
AL_maya_test_UnitTestHarness

  1. crashย 
#############################################################################
#  VP2_RENDER_DELEGATE_PROXY is overridden to 'true'.  Default is 'false'.  #
#############################################################################
...
mel: loadPlugin AL_USDMayaTestPlugin
pluginInfo -query -path AL_USDMayaTestPlugin
AL_maya_test_UnitTestHarness
Result: AL_USDMayaTestPlugin
mel: Result: ...plugin/al/plugin/AL_USDMayaTestPlugin.so
mel: [==========] Running 276 tests from 47 test cases.
[----------] Global test environment set-up.
[----------] 15 tests from DataDiff
[ RUN      ] DataDiff.vec2AreAllTheSame
[       OK ] DataDiff.vec2AreAllTheSame (0 ms)
[ RUN      ] DataDiff.vec3AreAllTheSame
[       OK ] DataDiff.vec3AreAllTheSame (0 ms)
[ RUN      ] DataDiff.vec4AreAllTheSame
[       OK ] DataDiff.vec4AreAllTheSame (0 ms)
[ RUN      ] DataDiff.vec2AreAllTheSameDouble
[       OK ] DataDiff.vec2AreAllTheSameDouble (0 ms)
[ RUN      ] DataDiff.vec3AreAllTheSameDouble
[       OK ] DataDiff.vec3AreAllTheSameDouble (0 ms)
[ RUN      ] DataDiff.vec4AreAllTheSameDouble
[       OK ] DataDiff.vec4AreAllTheSameDouble (0 ms)
[ RUN      ] DataDiff.compareHalfFloatArray
[       OK ] DataDiff.compareHalfFloatArray (0 ms)
[ RUN      ] DataDiff.compareHalfDoubleArray
[       OK ] DataDiff.compareHalfDoubleArray (0 ms)
[ RUN      ] DataDiff.compareFloatArray
[       OK ] DataDiff.compareFloatArray (0 ms)
[ RUN      ] DataDiff.compareDoubleArray
[       OK ] DataDiff.compareDoubleArray (0 ms)
[ RUN      ] DataDiff.compareInt8Array
[       OK ] DataDiff.compareInt8Array (0 ms)
[ RUN      ] DataDiff.compareInt16Array
[       OK ] DataDiff.compareInt16Array (0 ms)
[ RUN      ] DataDiff.compareInt32Array
[       OK ] DataDiff.compareInt32Array (0 ms)
[ RUN      ] DataDiff.compareInt64Array
[       OK ] DataDiff.compareInt64Array (0 ms)
[ RUN      ] DataDiff.compareUvArray
[       OK ] DataDiff.compareUvArray (0 ms)
[----------] 15 tests from DataDiff (1 ms total)

[----------] 1 test from Callback
[ RUN      ] Callback.Callback
[       OK ] Callback.Callback (0 ms)
[----------] 1 test from Callback (0 ms total)

[----------] 3 tests from EventDispatcher
[ RUN      ] EventDispatcher.EventDispatcher
[       OK ] EventDispatcher.EventDispatcher (0 ms)
[ RUN      ] EventDispatcher.triggerEvent1
[       OK ] EventDispatcher.triggerEvent1 (0 ms)
[ RUN      ] EventDispatcher.triggerEvent2
[       OK ] EventDispatcher.triggerEvent2 (0 ms)
[----------] 3 tests from EventDispatcher (0 ms total)

[----------] 4 tests from EventScheduler
[ RUN      ] EventScheduler.registerEvent
Error: The event "eventName" has already been registered
[       OK ] EventScheduler.registerEvent (0 ms)
[ RUN      ] EventScheduler.registerChildEvent
[       OK ] EventScheduler.registerChildEvent (0 ms)
[ RUN      ] EventScheduler.registerCallback
[       OK ] EventScheduler.registerCallback (0 ms)
[ RUN      ] EventScheduler.registerCallbackAgainstEventThatDoesNotExist
[       OK ] EventScheduler.registerCallbackAgainstEventThatDoesNotExist (0 ms)
[----------] 4 tests from EventScheduler (0 ms total)

[----------] 6 tests from EventCommands
[ RUN      ] EventCommands.runBasicNodeEventTest
Undo: 
Redo: 
EventDispatcher: An attempt to register the same event tag twice occurred - perch
Undo: 
Redo: 
Undo: 
Undo: 
Redo: 
[       OK ] EventCommands.runBasicNodeEventTest (38 ms)
[ RUN      ] EventCommands.runBasicGlobalEventTest
Undo: 
Redo: 
Undo: 
Redo: 
EventDispatcher: An attempt to register the same event tag twice occurred - guppy
[       OK ] EventCommands.runBasicGlobalEventTest (26 ms)
[ RUN      ] EventCommands.runDynamicNodeEventTest
Undo: 
Redo: 
Undo: 
Redo: 
EventDispatcher: An attempt to register the same event tag twice occurred - tuna
[       OK ] EventCommands.runDynamicNodeEventTest (23 ms)
[ RUN      ] EventCommands.runParentNodeCallbackTest
[       OK ] EventCommands.runParentNodeCallbackTest (12 ms)
[ RUN      ] EventCommands.runParentGlobalCallbackTest
[       OK ] EventCommands.runParentGlobalCallbackTest (10 ms)
[ RUN      ] EventCommands.runEventLookupTest
[       OK ] EventCommands.runEventLookupTest (1 ms)
[----------] 6 tests from EventCommands (112 ms total)

[----------] 1 test from usdmaya_Utils
[ RUN      ] usdmaya_Utils.matrixToSRT
[       OK ] usdmaya_Utils.matrixToSRT (0 ms)
[----------] 1 test from usdmaya_Utils (0 ms total)

[----------] 6 tests from maya_Event
[ RUN      ] maya_Event.registerEvent
[       OK ] maya_Event.registerEvent (18 ms)
[ RUN      ] maya_Event.invalidRegisteredEvent
[       OK ] maya_Event.invalidRegisteredEvent (8 ms)
[ RUN      ] maya_Event.simpleUnregisterEvent
[       OK ] maya_Event.simpleUnregisterEvent (8 ms)
[ RUN      ] maya_Event.invalidDeregisteredEvent
[       OK ] maya_Event.invalidDeregisteredEvent (8 ms)
[ RUN      ] maya_Event.eventOrdering
[       OK ] maya_Event.eventOrdering (15 ms)
[ RUN      ] maya_Event.userDataIsWorking
[       OK ] maya_Event.userDataIsWorking (15 ms)
[----------] 6 tests from maya_Event (73 ms total)

[----------] 3 tests from ExportCommands
[ RUN      ] ExportCommands.exportUVOnly
Warning: -luv flag is deprecated in AL_usdmaya_ExportCommand

[       OK ] ExportCommands.exportUVOnly (40 ms)
[ RUN      ] ExportCommands.exportUVS
Warning: -luv flag is deprecated in AL_usdmaya_ExportCommand

Warning: -luv flag is deprecated in AL_usdmaya_ExportCommand

[       OK ] ExportCommands.exportUVS (15 ms)
[ RUN      ] ExportCommands.extensiveAnimationCheck
[       OK ] ExportCommands.extensiveAnimationCheck (16 ms)
[----------] 3 tests from ExportCommands (72 ms total)

[----------] 2 tests from LayerCommands
[ RUN      ] LayerCommands.layerCreateLayerTests
LayerCreateLayer:
[       OK ] LayerCommands.layerCreateLayerTests (17 ms)
[ RUN      ] LayerCommands.addSubLayer
LayerCreateLayer:
Warning: Ill-formed SdfPath <>: syntax error
Stack trace:
  Ufe_v1::Path::runTimeId() const
  UfeUtils::isMayaItem(std::shared_ptr<Ufe_v1::SceneItem> const&)
  TufeScene::postNotifyObjectAdd(Ufe_v1::ObjectAdd const&)
  MayaUsd_v0::ufe::StagesSubject::stageChanged(pxrInternal_v0_19__pxrReserved__::UsdNotice::ObjectsChanged const&, pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::UsdStage> const&)
  pxrInternal_v0_19__pxrReserved__::TfNotice::_StandardDeliverer<pxrInternal_v0_19__pxrReserved__::TfNotice::_DelivererWithSender<pxrInternal_v0_19__pxrReserved__::TfWeakPtr<MayaUsd_v0::ufe::StagesSubject>, pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::UsdStage>, void (MayaUsd_v0::ufe::StagesSubject::*)(pxrInternal_v0_19__pxrReserved__::UsdNotice::ObjectsChanged const&, pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::UsdStage> const&), pxrInternal_v0_19__pxrReserved__::UsdNotice::ObjectsChanged> >::_SendToListener(pxrInternal_v0_19__pxrReserved__::TfNotice const&, pxrInternal_v0_19__pxrReserved__::TfType const&, pxrInternal_v0_19__pxrReserved__::TfWeakBase const*, void const*, std::type_info const&, std::vector<pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::TfNotice::Probe>, std::allocator<pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::TfNotice::Probe> > > const&)
  pxrInternal_v0_19__pxrReserved__::Tf_NoticeRegistry::_Deliver(pxrInternal_v0_19__pxrReserved__::TfNotice const&, pxrInternal_v0_19__pxrReserved__::TfType const&, pxrInternal_v0_19__pxrReserved__::TfWeakBase const*, void const*, std::type_info const&, std::vector<pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::TfNotice::Probe>, std::allocator<pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::TfNotice::Probe> > > const&, std::pair<std::list<pxrInternal_v0_19__pxrReserved__::TfNotice::_DelivererBase*, std::allocator<pxrInternal_v0_19__pxrReserved__::TfNotice::_DelivererBase*> >*, std::_List_iterator<pxrInternal_v0_19__pxrReserved__::TfNotice::_DelivererBase*> > const&)
  pxrInternal_v0_19__pxrReserved__::Tf_NoticeRegistry::_Send(pxrInternal_v0_19__pxrReserved__::TfNotice const&, pxrInternal_v0_19__pxrReserved__::TfType const&, pxrInternal_v0_19__pxrReserved__::TfWeakBase const*, void const*, std::type_info const&)
  pxrInternal_v0_19__pxrReserved__::TfNotice::_Send(pxrInternal_v0_19__pxrReserved__::TfWeakBase const*, void const*, std::type_info const&) const
  pxrInternal_v0_19__pxrReserved__::UsdStage::_HandleLayersDidChange(pxrInternal_v0_19__pxrReserved__::SdfNotice::LayersDidChangeSentPerLayer const&)
  pxrInternal_v0_19__pxrReserved__::TfNotice::_StandardDeliverer<pxrInternal_v0_19__pxrReserved__::TfNotice::_Deliverer<pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::UsdStage>, pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::SdfLayer>, void (pxrInternal_v0_19__pxrReserved__::UsdStage::*)(pxrInternal_v0_19__pxrReserved__::SdfNotice::LayersDidChangeSentPerLayer const&), pxrInternal_v0_19__pxrReserved__::SdfNotice::LayersDidChangeSentPerLayer> >::_SendToListener(pxrInternal_v0_19__pxrReserved__::TfNotice const&, pxrInternal_v0_19__pxrReserved__::TfType const&, pxrInternal_v0_19__pxrReserved__::TfWeakBase const*, void const*, std::type_info const&, std::vector<pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::TfNotice::Probe>, std::allocator<pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::TfNotice::Probe> > > const&)
  pxrInternal_v0_19__pxrReserved__::Tf_NoticeRegistry::_Deliver(pxrInternal_v0_19__pxrReserved__::TfNotice const&, pxrInternal_v0_19__pxrReserved__::TfType const&, pxrInternal_v0_19__pxrReserved__::TfWeakBase const*, void const*, std::type_info const&, std::vector<pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::TfNotice::Probe>, std::allocator<pxrInternal_v0_19__pxrReserved__::TfWeakPtr<pxrInternal_v0_19__pxrReserved__::TfNotice::Probe> > > const&, std::pair<std::list<pxrInternal_v0_19__pxrReserved__::TfNotice::_DelivererBase*, std::allocator<pxrInternal_v0_19__pxrReserved__::TfNotice::_DelivererBase*> >*, std::_List_iterator<pxrInternal_v0_19__pxrReserved__::TfNotice::_DelivererBase*> > const&)
  pxrInternal_v0_19__pxrReserved__::Tf_NoticeRegistry::_Send(pxrInternal_v0_19__pxrReserved__::TfNotice const&, pxrInternal_v0_19__pxrReserved__::TfType const&, pxrInternal_v0_19__pxrReserved__::TfWeakBase const*, void const*, std::type_info const&)
  pxrInternal_v0_19__pxrReserved__::TfNotice::_Send(pxrInternal_v0_19__pxrReserved__::TfWeakBase const*, void const*, std::type_info const&) const
  pxrInternal_v0_19__pxrReserved__::Sdf_ChangeManager::_SendNotices()
  pxrInternal_v0_19__pxrReserved__::Sdf_ChangeManager::CloseChangeBlock()
  pxrInternal_v0_19__pxrReserved__::Sdf_VectorListEditor<pxrInternal_v0_19__pxrReserved__::SdfSubLayerTypePolicy, std::string>::_UpdateFieldData(std::vector<std::string, std::allocator<std::string> > const&)
  pxrInternal_v0_19__pxrReserved__::Sdf_VectorListEditor<pxrInternal_v0_19__pxrReserved__::SdfSubLayerTypePolicy, std::string>::ReplaceEdits(pxrInternal_v0_19__pxrReserved__::SdfListOpType, unsigned long, unsigned long, std::vector<std::string, std::allocator<std::string> > const&)
  pxrInternal_v0_19__pxrReserved__::SdfListProxy<pxrInternal_v0_19__pxrReserved__::SdfSubLayerTypePolicy>::_Edit(unsigned long, unsigned long, std::vector<std::string, std::allocator<std::string> > const&)
  AL::usdmaya::cmds::LayerCreateLayer::redoIt()
  AL::usdmaya::cmds::LayerCreateLayer::doIt(Autodesk::Maya::OpenMaya20190000::MArgList const&)
  THcommandObject::doIt(TargList&)
  TmetaCommand::doCommand(TargList&)
  aw/maya2019-dist-up2.1/lib/libCommandEngine.so(+0x589d4) [0x7fe4efd6b9d4]
  aw/maya2019-dist-up2.1/lib/libCommandEngine.so(+0xa9974) [0x7fe4efdbc974]
  aw/maya2019-dist-up2.1/lib/libCommandEngine.so(+0x82ec1) [0x7fe4efd95ec1]
  aw/maya2019-dist-up2.1/lib/libCommandEngine.so(+0x83091) [0x7fe4efd96091]
  SophiaExecutable::evaluate(void*)
  TcommandEngine::executeCommand(Tstring const&, bool, bool, TmelCmdResult*, unsigned int)
  Autodesk::Maya::OpenMaya20190000::MGlobal::executeCommand(Autodesk::Maya::OpenMaya20190000::MString const&, bool, bool)
  LayerCommands_addSubLayer_Test::TestBody()
  void testing::internal::HandleExceptionsInMethodIfSupported<testing::Test, void>(testing::Test*, void (testing::Test::*)(), char const*)
  testing::Test::Run()
  testing::TestInfo::Run()
  testing::TestCase::Run()
  testing::internal::UnitTestImpl::RunAllTests()
  testing::UnitTest::Run()
  AL::maya::test::UnitTestHarness::doIt(Autodesk::Maya::OpenMaya20190000::MArgList const&)
  THcommandObject::doIt(TargList&)
  TmetaCommand::doCommand(TargList&)
  aw/maya2019-dist-up2.1/lib/libCommandEngine.so(+0x589d4) [0x7fe4efd6b9d4]

Result: untitled.ma
Fatal Error. 

Testing Environment :

(Linux) Maya 2019.2
refactoring_sandbox ( d0bb624 and 737616d ) and Pixar USD dev ( b85ddac )

[MAYA-99888] refactoring_sandbox : UFE : Snapping Prims fails to perform correct snap translation

Issue

When selecting something from the USD subscene and trying to snap it to regular Maya content, e.g. a locator in the scene. It will perform snapping but will be misaligned. It does not snap using the pivot point but just applies the "translation" of the local scene on top of the original offset of the USD subscene.

For example, when trying to snap a floor tile of the example Kitchen Set it will have a similar distance to the locator as it originally had to the origin. The maya MEL command being issued from the snapping is:

move -rpr -300 10 50;

The snapping makes use of the -rotatePivotRelative flag which seems to fail to move correctly relative to the rotate pivot but instead just does a regular move like move -300 10 50; which gives the exact same result.

Once the -rotatePivotRelative flag will work the snapping should start to behave as expected.

To reproduce

  1. Create a locator at a random position (that you can snap to)
  2. Load USD proxy shape.
  3. Select a Prim or multiple of them in the proxy.
  4. Translate snap to the locator (default shortcut is v )

Note how the snapping behaves very odd.

Specs

  • Windows 10
  • Maya 2019.2
  • refactoring_sandbox ( d0bb624 )
  • Pixar USD dev ( b85ddac )

Mentioned in #51

build maya-usd error

I am getting an error when compiling maya-usd.

C:\maya-usd>python build.py --maya-location "C:\Program Files\Autodesk\maya2018" --pxrusd-location C:\usd C:\workspace

Building with settings:
Source directory C:\maya-usd
Workspace directory C:\workspace
Build directory C:\workspace\build\RelWithDebInfo
Install directory C:\workspace\install\RelWithDebInfo
Variant RelWithDebInfo
CMake generator Default
Build Log C:\workspace\build\RelWithDebInfo\build_log.txt
2019-07-31 19:20
cmake -DCMAKE_INSTALL_PREFIX="C:\workspace\install\RelWithDebInfo" -DCMAKE_BUILD_TYPE=RelWithDebInfo -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -G "Visual Studio 15 2017 Win64" -DMAYA_LOCATION="C:\Program Files\Autodesk\maya2018" -DPXR_USD_LOCATION="C:\usd" "C:\maya-usd"
-- Selecting Windows SDK version 10.0.17763.0 to target Windows 10.0.16299.
-- _PYTHON_VERSION_LIST: 2.7.16.final.0
-- PYTHON_PREFIX: C:\Python27
-- PYTHON_INCLUDE_DIR: C:\Python27\include
-- PYTHON_SITE_PACKAGES: C:\Python27\Lib\site-packages
-- PYTHON_MODULE_EXTENSION: .pyd
-- PYTHON_IS_DEBUG: 0
-- PYTHON_SIZEOF_VOID_P: 8
-- PYTHON_LIBRARY_SUFFIX: 27
-- PYTHON_LIBDIR:
-- PYTHON_MULTIARCH:
Updated PYTHONPATH: C:\usd\lib\python
Updated PATH: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX86\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCPackages;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\CommonExtensions\Microsoft\TestWindow;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\CommonExtensions\Microsoft\TeamFoundation\Team Explorer;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin\Roslyn;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Team Tools\Performance Tools;C:\Program Files (x86)\Microsoft Visual Studio\Shared\Common\VSPerfCollectionTools;C:\Program Files (x86)\Windows Kits\10\bin\10.0.17763.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\bin;C:\Windows\Microsoft.NET\Framework\v4.0.30319;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\Tools;C:\ProgramData\DockerDesktop\version-bin;C:\Program Files\Docker\Docker\Resources\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0;C:\Program Files\CMake\bin;C:\Program Files (x86)\QuickTime\QTSystem;D:\Program Files\Git\cmd;C:\Users\timeaxis\AppData\Local\Microsoft\WindowsApps;C:\Program Files\Bandizip;C:\Python27;C:\Python27\Scripts;C:\Program Files\Intel\Embree3 x64\lib;C:\Program Files\3Delight\bin;C:\Program Files\Side Effects Software\Houdini 17.0.506;C:\python36;C:\python36\Scripts;C:\Program Files\Autodesk\Maya2018;C:\Program Files\Java\jdk1.8.0_221\bin;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin;C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\Ninja;C:\usd\bin;C:\usd\lib
-- C++ namespace configured to (external) pxr, (internal) pxrInternal_v0_19
========== Pixar USD Plugin ==========
CMake Error at C:/usd/cmake/pxrTargets.cmake:522 (message):
The imported target "hdStream" references the file

 "C:/usd/plugin/usd/hdStream.lib"

but this file does not exist. Possible reasons include:

  • The file was deleted, renamed, or moved to another location.

  • An install or uninstall procedure did not complete successfully.

  • The installation package was faulty and contained

    "C:/usd/cmake/pxrTargets.cmake"

but not all the files it references.

Call Stack (most recent call first):
C:/usd/pxrConfig.cmake:9 (include)
plugin/pxr/CMakeLists.txt:24 (include)

-- Configuring incomplete, errors occurred!
See also "C:/workspace/build/RelWithDebInfo/CMakeFiles/CMakeOutput.log".

Traceback (most recent call last):
File "build.py", line 458, in
InstallMayaUSD(context, context.forceBuild, context.buildArgs)
File "build.py", line 307, in InstallMayaUSD
RunCMake(context, force, extraArgs)
File "build.py", line 281, in RunCMake
extraArgs=(" ".join(extraArgs) if extraArgs else "")))
File "build.py", line 189, in Run
.format(cmd=cmd, log=os.path.abspath(context.logFileLocation)))
RuntimeError: Failed to run 'cmake -DCMAKE_INSTALL_PREFIX="C:\workspace\install\RelWithDebInfo" -DCMAKE_BUILD_TYPE=RelWithDebInfo -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -G "Visual Studio 15 2017 Win64" -DMAYA_LOCATION="C:\Program Files\Autodesk\maya2018" -DPXR_USD_LOCATION="C:\usd" "C:\maya-usd"'
See C:\workspace\build\RelWithDebInfo\build_log.txt for more details.

I compiled usd successfully compiled. But the prompt asks there is no "C:/usd/plugin/usd/hdStream.lib" file. I don't know what to do. Can someone help me with this? thank you very much

win10
vs2017

Error: ProxyShapeUI.cpp:608:55

Hi every one !

I'm trying to build maya-usd for use with maya 2019 on Centos 7 inside a docker.
The docker is build from the usd-docker repo from AnimalLogic.

I'm getting maya-usd source code from the master on github:
https://github.com/Autodesk/maya-usd/archive/master.zip

I'm executing the following command to build maya-usd:

RUN python build.py \
        -v 3 \
        --generator Ninja \
        --build-args="-DCMAKE_MAKE_PROGRAM=${NINJA}" \
        --maya-location ${MAYA_LOCATION} \
        --devkit-location ${MAYA_LOCATION}  \
        --pxrusd-location ${USD_BUILD_DIR} \
        --install-location ${USD_MAYA_INSTALL_DIR} \
        ${USD_MAYA_BUILD_DIR}

USD was build using the build.py script from the pixar/USD repository.

After multiple issue with the configuration of cmake, it finally started to build.
But I now have an error from the c++ code.

Here it is:

/tmp/usd-build/maya-usd-master/plugin/al/lib/AL_USDMaya/AL/usdmaya/nodes/ProxyShapeUI.cpp:608:55: error: base operand of '->' has non-pointer type 'std::initializer_list<std::shared_ptr<Ufe_v1::HierarchyHandler> >'
                 const Ufe::SceneItem::Ptr& si{ handler->createItem(proxyShape->ufePath() + ps_usd) };
                                                       ^
/tmp/usd-build/maya-usd-master/plugin/al/lib/AL_USDMaya/AL/usdmaya/nodes/ProxyShapeUI.cpp:608:100: error: invalid initialization of reference of type 'const Ptr& {aka const std::shared_ptr<Ufe_v1::SceneItem>&}' from expression of type '<brace-enclosed initializer list>'
                 const Ufe::SceneItem::Ptr& si{ handler->createItem(proxyShape->ufePath() + ps_usd) };
                                                                                                    ^

I don't know if this issue might be caused by a misconfiguration on my side.

There is also A LOT of the following verbosity, I don't know if it might be related:
note: template argument deduction/substitution failed:

If any one have a clue on this issue,
Best Regards,
Hans

Problem building with UFE

Hi all, I am having problem building maya-usd if I have the UFE enabled.

This is the error message I am getting.

[ 89%] Building CXX object plugin/al/lib/AL_USDMaya/CMakeFiles/AL_USDMaya.dir/AL/usdmaya/nodes/proxy/PrimFilter.cpp.o
cd /images/tmp/jenkins/install/working/maya-usd-19.05/cmake.build/plugin/al/lib/AL_USDMaya && /bin/c++   -DAL_MAYA_MACROS_EXPORT -DAL_USDMAYA_EXPORT -DAL_USDMAYA_LOCATION_NAME=\"AL_USDMAYA_LOCATION\" -DAL_USDMaya_EXPORTS -DBOOST_PYTHON_NO_PY_SIGNATURES -DGLX_GLXEXT_PROTOTYPES -DGL_GLEXT_PROTOTYPES -DLINUX -DMFB_ALT_PACKAGE_NAME=\"AL_USDMaya\" -DMFB_PACKAGE_MODULE=usdmaya -DMFB_PACKAGE_NAME=\"AL_USDMaya\" -DPXR_PYTHON_ENABLED=1 -DWANT_UFE_BUILD -msse3  -std=c++11 -Wall -Wno-deprecated -Wno-deprecated-declarations -Wno-unused-local-typedefs   -std=c++11 -Wall -Wno-deprecated -Wno-deprecated-declarations -Wno-unused-local-typedefs -O3 -DNDEBUG -fPIC -I/images/tmp/jenkins/install/working/maya-usd-19.05/cmake.build/plugin/al/lib/AL_USDMaya -I/images/tmp/jenkins/install/working/maya-usd-19.05/plugin/al/lib/AL_USDMaya -isystem /images/tmp/jenkins/install/install/kiln.platform/2.2/CentOS_Linux_7.4.1708/gcc4.8.5_glibc2.17_x86_64/python2.7.9/2.7.9/include/python2.7 -I/packages/vendor/autodesk/maya/linux_64/maya2019-UPDATE2-x64/devkit/ufe/include -isystem /images/tmp/jenkins/install/install/kiln.platform/2.2/CentOS_Linux_7.4.1708/gcc4.8.5_glibc2.17_x86_64/usd/19.05/include -I/packages/vendor/autodesk/maya/linux_64/maya2019-UPDATE2-x64/include -I/images/tmp/jenkins/install/working/maya-usd-19.05/plugin/al/utils -I/images/tmp/jenkins/install/working/maya-usd-19.05/plugin/al/usdmayautils -I/images/tmp/jenkins/install/working/maya-usd-19.05/plugin/al/usdutils -isystem /images/tmp/jenkins/install/install/kiln.platform/2.2/CentOS_Linux_7.4.1708/gcc4.8.5_glibc2.17_x86_64/boost/1.55.0/include -isystem /images/tmp/jenkins/install/install/kiln.platform/2.2/CentOS_Linux_7.4.1708/gcc4.8.5_glibc2.17_x86_64/tbb/tbb-4.4.6/include -I/images/tmp/jenkins/install/working/maya-usd-19.05/plugin/al/mayautils -isystem /images/tmp/jenkins/install/install/kiln.platform/2.2/CentOS_Linux_7.4.1708/gcc4.8.5_glibc2.17_x86_64/opensubd/3.0.5/include -isystem /images/tmp/jenkins/install/install/kiln.platform/2.2/CentOS_Linux_7.4.1708/gcc4.8.5_glibc2.17_x86_64/glew/2.1.0/include -isystem /images/tmp/jenkins/install/install/kiln.platform/2.2/CentOS_Linux_7.4.1708/gcc4.8.5_glibc2.17_x86_64/openexr/2.2.0/include -isystem /images/tmp/jenkins/install/install/kiln.platform/2.2/CentOS_Linux_7.4.1708/gcc4.8.5_glibc2.17_x86_64/openexr/2.2.0/include/OpenEXR -isystem /images/tmp/jenkins/install/install/kiln.platform/2.2/CentOS_Linux_7.4.1708/gcc4.8.5_glibc2.17_x86_64/ptex/2.0.42/include    -o CMakeFiles/AL_USDMaya.dir/AL/usdmaya/nodes/proxy/PrimFilter.cpp.o -c /images/tmp/jenkins/install/working/maya-usd-19.05/plugin/al/lib/AL_USDMaya/AL/usdmaya/nodes/proxy/PrimFilter.cpp
/images/tmp/jenkins/install/working/maya-usd-19.05/plugin/al/lib/AL_USDMaya/AL/usdmaya/nodes/ProxyDrawOverride.cpp: In member function โ€˜virtual bool AL::usdmaya::nodes::ProxyDrawOverride::userSelect(const Autodesk::Maya::OpenMaya20190000::MHWRender::MSelectionInfo&, const Autodesk::Maya::OpenMaya20190000::MHWRender::MDrawContext&, const Autodesk::Maya::OpenMaya20190000::MDagPath&, const Autodesk::Maya::OpenMaya20190000::MUserData*, Autodesk::Maya::OpenMaya20190000::MSelectionList&, Autodesk::Maya::OpenMaya20190000::MPointArray&)โ€™:
/images/tmp/jenkins/install/working/maya-usd-19.05/plugin/al/lib/AL_USDMaya/AL/usdmaya/nodes/ProxyDrawOverride.cpp:736:19: error: no match for โ€˜operator==โ€™ (operand types are โ€˜std::initializer_list<std::shared_ptr<Ufe_v1::HierarchyHandler> >โ€™ and โ€˜std::nullptr_tโ€™)
       if (handler == nullptr)

There are a lot of this similar operator errors below. Looks to me like the operator does not recognize the Ufe type pointer. I found that if I specify the MAYA_DEVKIT_LOCATION as "", it will disable UFE and I will be able to finish building it.

I do have Maya 2019 Update 2 devkit downloaded and copied devkit and mkspecs folder to the maya installation folder. From this log, it looks like it was able to find the UFE as well.

========== AL USD Plugin ==========
-- Found PythonInterp: /bin/python2.7 (found version "2.7.9") 
UFE Build Enabled
Using UFE version : 1.0.0
-- Boost version: 1.55.0
-- Found the following Boost libraries:
--   python
--   thread
--   filesystem
-- Building AL_USDMayaSchemas

Also I am using cmake instead of the build script. Has anyone encountered this problem before? Any help would be appreciated.

Thanks,
Zeph

USD and maya-usd paths insertion in "PYTHONPATH" order dependency.

Hi,

I came across a quite annoying one: if USD is inserted before maya-usd in PYTHONPATH, the UsdMaya package cannot be imported. Changing the order of the paths fixed the issue.

The problem resides in the fact that the USD pxr package is not a Python namespace package but the maya-usd pxr package tries to extend the pxr namespace as if it was part of a namespace package:

"try:\n __import__('pkg_resources').declare_namespace(__name__)\nexcept:\n from pkgutil import extend_path\n __path__ = extend_path(__path__, __name__)\n")

This is quite bad because if you start to use namespace packages somewhere, you have to use them everywhere, i.e. in USD too: https://packaging.python.org/guides/packaging-namespace-packages/

Every distribution that uses the namespace package must include an identical init.py. If any distribution does not, it will cause the namespace logic to fail and the other sub-packages will not be importable. Any additional code in init.py will be inaccessible.

To make matter worse, the ordering of potentially dynamically generated PYTHONPATH entries is not reliable.

Cheers,

Thomas

Switching to Hydra (GL) viewport crashes Maya in refactoring_sandbox branch

Issue

I've just compiled maya-usd with refactoring_sandbox using the latest commit which instantly crashes Maya 2019.2 with a fatal error when switching the viewport to Hydra (GL). This even occurs in an empty new scene.

Maya Crash log:
MayaCrashLog191025.1356.log

I'm not sure where the issue was introduced but it could be with PR #59 which mentions changes to the viewport 2.0 but not explicitly to Hydra.


About 15 days ago I was able to compile the latest of refactoring_sandbox branch at the time and load up the Hydra viewport just fine of which some notes were mentioned here #51

refactoring_sandbox : VP2 Delegate : Moving Proxy Shape Does Not Update Prim Positions in Viewport

Issue :

Moving the proxyShape, does not update prim positions in the viewport

Steps to re-produce :

import maya.cmds as cmds
cmds.loadPlugin ("AL_USDMayaPlugin")

# import proxyShape
cmds.AL_usdmaya_ProxyShapeImport(file="3_Spheres.usda")

# select proxy shape
cmds.select("AL_usdmaya_Proxy")

# notice, nothing in the viewport is moved
cmds.move(-10,rpr=True,z=True)

Testing Environment :
(Linux) Maya 2019.2
refactoring_sandbox ( d0bb624 ) and Pixar USD dev ( b85ddac )

( Windows ) beta ( latest PR )
refactoring_sandbox ( w/ PR#69 ) and Pixar USD-rc3

( having issues uploading example file, sorry! )

refactoring_sandbox : VP2 Delegate : Duplicating ProxyShape Crash

Issue :

Maya crashes when duplicating a proxyShape node when the VP2_RENDER_DELEGATE_PROXY is enabled.

Steps to re-produce :

  1. open maya ( UFE does not need to be set, just the envar for VP2_RENDER_DELEGATE_PROXY )

2) import an AL proxyShape :

import maya.cmds as cmds
cmds.loadPlugin ("AL_USDMayaPlugin")

# import proxyShape
cmds.AL_usdmaya_ProxyShapeImport(file="3_Spheres.usda")

# select and duplicate
cmds.select("AL_usdmaya_Proxy",r=True)
cmds.duplicate()

( USD Debug Information )

ProxyShape::ProxyShape
ProxyShape::postConstructor
ProxyShapeSelection::onSelectionChanged 0
ProxyShapeSelection::onSelectionChanged 0
ProxyShape::getUsdStage
ProxyShape::compute AL_usdmaya_Proxy1Shape.outStageData

3) Crash

Stack Trace :

------------------------ 'maya.bin' is dying ------------------------
maya.bin crashed. FATAL ERROR: Used null prim
in Usd_IssueFatalPrimAccessError at line 243 of /pxr/usd/lib/usd/primData.cpp

The stack can be found in /usr/tmp/st_maya.bin.32238
done.
------------------------------------------------------------------

Testing Environment :

  • (Linux) Maya 2019.2

  • refactoring_sandbox ( d0bb624 ) and Pixar USD dev ( b85ddac )

  • ( Windows ) beta ( latest PR )

  • refactoring_sandbox ( w/ PR#69 ) and Pixar USD-rc3

( I can't seem to upload any files here, but the test was with a sphere usd file )

Side note : the crash did not occur w/ the Autodesk proxy shape

target version for USD?

Hi guys. I ultimately want to build against USD 19.07 with one of the refactoring branches. It seems that the USD version expected is something between 19.1 and 19.07, and build breaks on either of those versions suggest the real answer is somewhere inbetween...

thx,
-ray (Disney Animation)

Cannot open include file: 'pthread.h'

Hello all, I'm encountering difficulties building maya-usd which seem to be similar to those already raised in #27.

I've tried building on windows 7 and on a virtual machine using windows 10. I built pixar usd using visual studio 14 2015 and I've tried building maya-usd using both vs 2015 and vs 2017, on both windows 7 and 10.

I've attached the latest CMakeOutput and CMakeError files as well as the build log. In all permutations of os/vs version I've used the error in CMakeError is the same:

Y:\Users\ben.hawkyard\code\maya-usd\workspace\build\RelWithDebInfo\CMakeFiles\CMakeTmp\CheckIncludeFile.c(1): fatal error C1083: Cannot open include file: 'pthread.h': No such file or directory [Y:\Users\ben.hawkyard\code\maya-usd\workspace\build\RelWithDebInfo\CMakeFiles\CMakeTmp\cmTC_4fb8f.vcxproj]

Thank you for your time!

build_log.txt
CMakeError.log
CMakeOutput.log

Coding Error in _LoadTexture

Hey there,

refactoring_sandbox branch, Pulled down today with USD 1d08054

This barrel works just fine in Solaris, and usdview. But imports black(no textures) in maya 2019.1
FYI: I've check and the textures are in the right place. Not sure why maya is looking for them here: /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp

The error it gives in maya.

Error CODE:
// Breakdown for file: /home/suesauer/Documents/LOPS_DEMO_FILES/Library/Assets/Barrels/BarrelsAsset.usd [-2.14748e+07%](0ms) LoadStage [-2.14748e+07%](0ms) PostLoadProcess [-2.14748e+07%](0ms) CreateTransformChains [-2.14748e+07%](0ms) HuntForNativePrims [-2.14748e+07%](0ms) PostImportLogic [-2.14748e+07%](0ms) CreatePrims [-2.14748e+07%](0ms) OpeningUsdStage [-2.14748e+07%](0ms) UsdStageOpen [-2.14748e+07%](0ms) OpenRootLayer [-2.14748e+07%](0ms) OpeningSessionLayer // setFilterScript "initialShadingGroup"; // Result: 0 // setFilterScript "initialParticleSE"; // Result: 0 // setFilterScript "defaultLightSet"; // Result: 1 // setFilterScript "defaultObjectSet"; // Result: 1 // ls -type mayaUsdProxyShapeBase -long; // Result: |AL_usdmaya_Proxy|AL_usdmaya_ProxyShape // ls -type mayaUsdProxyShapeBase -long; // Result: |AL_usdmaya_Proxy|AL_usdmaya_ProxyShape // // Error: Failed verification: ' image ' -- Coding Error in _LoadTexture at line 275 of /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp // // Error: Failed verification: ' image ' -- Coding Error in _LoadTexture at line 275 of /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp // // Error: Failed verification: ' image ' -- Coding Error in _LoadTexture at line 275 of /home/suesauer/Documents/maya-usd/lib/render/vp2RenderDelegate/material.cpp // timeField -edit -value currentTime -queryTimeSlider|MainTimeSliderLayout|formLayout8|timeField1; // Result: TimeSlider|MainTimeSliderLayout|formLayout8|timeField1 // timeField -edit -valuecurrentTime -queryTimeSlider|MainTimeSliderLayout|formLayout8|timeField1; // Result: TimeSlider|MainTimeSliderLayout|formLayout8|timeField1 //

Screenshot from 2019-10-30 12-01-52

Does the exporter support blendshapes?

When I export my character the blendshape animations does not export. When exporting with skeleton that is. it animates fine if I animate without skeleten as it goes into points mode.

refactoring_sandbox : VP2 Delegate : Hiding ProxyShape Does Not Work

Issue :

When VP2_RENDER_DELEGATE_PROXY is enabled, setting the visibility ( aka Hiding ) a proxyShape does not work.

The visibility state is not updated in the viewport, nor are any edits written to the session layer ( though I guess I would expect this, as we're not editing a prim's visibility state directly, rather the shape that represents the USD stage ).

Orbiting in the viewport, nor the 'ogs -reset' command seem to have any effect.

Steps to re-produce :

  1. load the refactoring_sandbox
  2. load proxyShape ( I used a simple usd file with 3 spheres )
  3. select proxyShape and hide it
  4. notice, no updates in the viewport

Testing Environment :
(Linux) Maya 2019.2
refactoring_sandbox ( d0bb624 ) and Pixar USD dev ( b85ddac )

( Windows ) beta ( latest PR )
refactoring_sandbox ( w/ PR#69 ) and Pixar USD-rc3

( having issues uploading example file, sorry! )

cmake/usd.cmake breaking Houdini Solaris environment.

Hey there,
How are "environment variables set in linux centos 7 using cmake/usd.cmake", I would like to turn them off. It is breaking Houdini Solaris USD on my Linux at the moment having these paths in my computers environments.

Thanks Sue

Optimally rendering the the USD content

Discussion

This is less of an issue, but more of a question/discussion regarding the maya-usd workflow and working towards rendering that optimally for heavy scenes.

I was wondering what others are doing to optimally load and render the USD scenes. We are most interested in USD with the proxy shapes (e.g. like the proxy shape from the Animal Logic plug-in) as it allows to load heavier scenes with many objects, instances and heavy dependencies without loading them into the local scene. Technically we could even load just bounding boxes and only have the actual renderer load the full content.

That's the workflow we're looking into with the maya-usd plug-in, however I'm wondering how others are tackling this. I noticed the Animal Logic proxy shape by default is not able to render with for example the now built-in Arnold renderer. Do others have custom Arnold procedurals to allow for that translation to the renderer and if so are they publicly available?

In the end we are least interested in yet another plug-in that requires to load all content into the local Maya scene as geometry and then have that being translated to the renderer. It's slow and has always been introducing more trouble than it's worth.

where did the AL MayaReference go?

Hi,

from AL.usd.schemas.maya import MayaReference does not work anymore and looking at all the lib/python libraries that is included in the PYTHONPATH it's not included there. It seems to have been moved to maya-usd/lib which is not added to the PYTHONPATH; I might be missing something here but from what I can see the MayaReference is never added to the PYTHONPATH envar in the mayaUSD.mod file.

Cheers,
Dan

"mayaUSD.mod" is not being filled with values.

Hi,

I'm building the plugin with CMake on Windows and I see that the mayaUSD.mod file is not being updated, its content is actually the same than the source mayaUSD.mod.template file:

+ USD <USD_VERSION> <PATH_TO_PXR_USD_DIR>
PYTHONPATH+:=lib/python
PATH+:=bin
PATH+:=lib

+ PXR_USDMAYA <USD_VERSION> <PATH_TO_PXR_USDMAYA_DIR>
PYTHONPATH+:=lib/python
PATH+:=maya/lib
XBMLANGPATH+:=maya/lib/usd/usdMaya/resources
MAYA_SCRIPT_PATH+:=maya/lib/usd/usdMaya/resources
MAYA_PLUG_IN_PATH+:=maya/plugin
PXR_PLUGINPATH_NAME+:=lib/usd

+ AL_USDMaya <AL_MAYAUSD_VER> <PATH_TO_AL_USDMaya_DIR>
PYTHONPATH+:=lib/python
PATH+:=lib
MAYA_PLUG_IN_PATH+:=plugin
PXR_PLUGINPATH_NAME+:=lib/usd

It seems that it should be filled by the build process as I can see a relevant call to configure_file at the very end of the CMakeLists.txt file but it does not seem to work as expected.

Cheers,

Thomas

pthread_create exist failed

Hey there,

I am trying to build USD Maya on linux centos 7

my build path is :
python build.py --maya-location /usr/autodesk/maya2019 --pxrusd-location /home/suesauer/Documents/USD --devkit-location /home/suesauer/Documents/devkitBase /home/suesauer/Documents/Workspace

Using maya 2019
linux centos 7
Latest Devkit 2019.2 update devkit
Latest PXR USD cloned down today 21 oct 2019
Cloned down usd maya today 21 oct 2019

CmakeError log

Determining if the pthread_create exist failed with the following output:
Change Dir: /home/suesauer/Documents/Workspace/build/RelWithDebInfo/CMakeFiles/CMakeTmp

Run Build Command(s):/usr/bin/gmake cmTC_2f4d8/fast
/usr/bin/gmake -f CMakeFiles/cmTC_2f4d8.dir/build.make CMakeFiles/cmTC_2f4d8.dir/build
gmake[1]: Entering directory /home/suesauer/Documents/Workspace/build/RelWithDebInfo/CMakeFiles/CMakeTmp' Building C object CMakeFiles/cmTC_2f4d8.dir/CheckSymbolExists.c.o /usr/bin/cc -o CMakeFiles/cmTC_2f4d8.dir/CheckSymbolExists.c.o -c /home/suesauer/Documents/Workspace/build/RelWithDebInfo/CMakeFiles/CMakeTmp/CheckSymbolExists.c Linking C executable cmTC_2f4d8 /usr/bin/cmake3 -E cmake_link_script CMakeFiles/cmTC_2f4d8.dir/link.txt --verbose=1 /usr/bin/cc -rdynamic CMakeFiles/cmTC_2f4d8.dir/CheckSymbolExists.c.o -o cmTC_2f4d8 CMakeFiles/cmTC_2f4d8.dir/CheckSymbolExists.c.o: In function main':
CheckSymbolExists.c:(.text+0x16): undefined reference to pthread_create' collect2: error: ld returned 1 exit status gmake[1]: *** [cmTC_2f4d8] Error 1 gmake[1]: Leaving directory /home/suesauer/Documents/Workspace/build/RelWithDebInfo/CMakeFiles/CMakeTmp'
gmake: *** [cmTC_2f4d8/fast] Error 2

File /home/suesauer/Documents/Workspace/build/RelWithDebInfo/CMakeFiles/CMakeTmp/CheckSymbolExists.c:
/* */
#include <pthread.h>

int main(int argc, char** argv)
{
(void)argv;
#ifndef pthread_create
return ((int*)(&pthread_create))[argc];
#else
(void)argc;
return 0;
#endif
}

Determining if the function pthread_create exists in the pthreads failed with the following output:
Change Dir: /home/suesauer/Documents/Workspace/build/RelWithDebInfo/CMakeFiles/CMakeTmp

Run Build Command(s):/usr/bin/gmake cmTC_a803d/fast
/usr/bin/gmake -f CMakeFiles/cmTC_a803d.dir/build.make CMakeFiles/cmTC_a803d.dir/build
gmake[1]: Entering directory /home/suesauer/Documents/Workspace/build/RelWithDebInfo/CMakeFiles/CMakeTmp' Building C object CMakeFiles/cmTC_a803d.dir/CheckFunctionExists.c.o /usr/bin/cc -DCHECK_FUNCTION_EXISTS=pthread_create -o CMakeFiles/cmTC_a803d.dir/CheckFunctionExists.c.o -c /usr/share/cmake3/Modules/CheckFunctionExists.c Linking C executable cmTC_a803d /usr/bin/cmake3 -E cmake_link_script CMakeFiles/cmTC_a803d.dir/link.txt --verbose=1 /usr/bin/cc -DCHECK_FUNCTION_EXISTS=pthread_create -rdynamic CMakeFiles/cmTC_a803d.dir/CheckFunctionExists.c.o -o cmTC_a803d -lpthreads /usr/bin/ld: cannot find -lpthreads collect2: error: ld returned 1 exit status gmake[1]: *** [cmTC_a803d] Error 1 gmake[1]: Leaving directory /home/suesauer/Documents/Workspace/build/RelWithDebInfo/CMakeFiles/CMakeTmp'
gmake: *** [cmTC_a803d/fast] Error 2

Am I missing something?

Thanks Sue

Building latest release advice

Hi there,

Just trying to build from the most up-to-date master branch and getting some compilation errors. I've attached the log file.
build_log.txt
I have been following your build instructions to the letter (although not using Ninja). Pixar USD has been built using the boost flags specified, and the environment is set up correctly as far as I can tell.
I'm very much a noob at compiling from source still, and my knowledge of C++ is limited. I am assuming that the current master branch is compiling for you, so it must be something my end. Any help would be appreciated.

This is on a centos 7 system, with maya 2019, devkit update 2 and usd 19.07

Thanks

Liam

failing to build ADSK USD plugin

Hi,

I'm trying to build maya-usd with the following settings:
branch: refactoring_sandbox
USD version: 19.05
OS: Centos7
maya version: 2018
Using cmake3

Most of it builds fine, but I'm currently getting errors when building the ADSK USD plugin where it fails on a strongly typed enum if I'm reading this correctly. See build log here: build_log.txt

This is how I've built it if it might help debug this:

build steps USD-core:

export USD_VERSION=19
export USD_ROOT=/usr/local/USD.$USD_VERSION
export tbb_os=linux
python build_usd.py -v -v --build-args boost,"--with-date_time --with-thread --with-system --with-filesystem" --no-maya $USD_ROOT/USD-core

build steps maya-usd:

python build.py --maya-location /usr/autodesk/maya2018 --pxrusd-location /usr/local/USD.19/USD-core /usr/local/workspace -v 3 --install /usr/local/USD.19/maya-usd

Any help would be much appreciated.
Many thanks,
Dan

Errors building the refactoring_sandbox against USD 19.05

Is USD 19.05 still the current version to build aginst the refactoring sandbox? I get errors related to include\pxr\imaging\hdx\pickTask.h missing and a number of HDRenderdelgate errors, but 19.05 doesn't even have pickTask.h in it's repo, that's 19.07 thing. I've followed advice from this issue with no luck: #1. Compiling against 19.07 yields me these errors:
C:\dev\maya-usd\lib\render\pxrUsdMayaGL\batchRenderer.cpp(1015): error C2065: 'HdRenderTagTokens': undeclared identifier [C:\maya_usd\build\Release\lib\mayaUsd.vcxproj]
C:\dev\maya-usd\lib\render\pxrUsdMayaGL\hdRenderer.cpp(184): error C2660: 'pxrInternal_v0_19__pxrReserved__::UsdImagingGLEngine::SetCameraState': function does not take 2 arguments [C:\maya_usd\build\Release\lib\mayaUsd.vcxproj]
C:\dev\maya-usd\lib\render\pxrUsdMayaGL\hdRenderer.cpp(185): error C2039: 'SetRenderViewport': is not a member of 'pxrInternal_v0_19__pxrReserved__::UsdImagingGLEngine' [C:\maya_usd\build\Release\lib\mayaUsd.vcxproj]

Which are quite a few less the 19.05 but still no success.

[MAYA-103762] refactoring_sandbox : UFE : Outliner Syncing Issues ( Selection / Prims )

Issue :

The first time you select a prim, the selection is not reflected in the outliner ( there's some syncing issue )

Once you toggle expanding the prims the outliner ( and collapsing again ), when you duplicate again, only the latest duplicate is visible in the outliner ( the original spheres are now missing )

Steps to re-produce :

  1. open maya with UFE enabled ( refactoring_sandbox branch for the UFE code )
  2. load AL and import a proxyShape
  3. all prims seem to be properly reflected in the outliner :
  4. select the sphere on the left, duplicate
  5. expand outliner ( notice all prims are there )
  6. if you collapse the hierarchy, and select something else, starts to go out of sync

Testing Environment :

(Linux) Maya 2019.2
refactoring_sandbox ( d0bb624 ) and Pixar USD dev ( b85ddac )

( Windows ) beta ( latest PR )
refactoring_sandbox ( w/ PR#69 ) and Pixar USD-rc3

Multiple Animated AL_usdmaya_Transforms Crash Maya in EM Mode

Issue :

We ran into 2 scenarios, where the EM evaluates several of the same AL_usdmaya_Transform nodes at the same time, which in tern sends updates or 'writes' to the AL_usdmaya_proxyShape's session layer ... also at the same time. USD does not like this.

Our work-around is to set the AL_usdmaya_Transform nodes to kGloballySerial ( in plugin/al/lib/AL_USDMaya/AL/usdmaya/nodes/Transform.h) , but we're wondering if there's a different way. We are willing to submit a PR for it, but we're concerned over scalability ( or lack thereof ) of this approach. As more keyed AL_usdmaya_Transform nodes are added, so does the evaluation time.

Error / Crash :
Detected usd threading violation. Concurrent changes to layer(s) composed in stage 0x16241710 rooted at @3_Spheres.usda@. (serial=435, lastSerial=436). -- Coding Error in _HandleLayersDidChange at line 3564 of src/USD/pxr/usd/lib/usd/stage.cpp
Detected usd threading violation. Concurrent changes to layer(s) composed in stage 0x16241710 rooted at @3_Spheres.usda@. (serial=530, lastSerial=531). -- Coding Error in _HandleLayersDidChange at line 3564 of src/USD/pxr/usd/lib/usd/stage.cpp
Detected usd threading violation. Concurrent changes to layer(s) composed in stage 0x16241710 rooted at @3_Spheres.usda@. (serial=675, lastSerial=676). -- Coding Error in _HandleLayersDidChange at line 3564 of src/USD/pxr/usd/lib/usd/stage.cpp

( crash )

Steps to re-produce :

  1. cmds.AL_usdmaya_ProxyShapeImport(file="3_Spheres.usda")
  2. cmds.AL_usdmaya_ProxyShapeImportAllTransforms("AL_usdmaya_Proxy", p2p=True)
  3. make 3 locators
  4. wire up parent constraint between locators and spheres
  5. key frame locators
  6. playback
    5. crash

or

  1. cmds.AL_usdmaya_ProxyShapeImport(file="3_Spheres.usda")
  2. cmds.AL_usdmaya_ProxyShapeImportAllTransforms("AL_usdmaya_Proxy", p2p=True)
  3. key frame sphere AL_usdmaya_Transform nodes ( 2 offset keys )
  4. playback
    5. crash

3_Spheres.zip

[MAYA-99990] refactoring_sandbox : VP2RenderDelegate: Holding snap shortcut while dragging over USD proxy will keep adding Prims to selection

Issue

When trying to snap (using snap shortcut) to the USD scene the UFE subscene selection thinks it needs to be active and will continuously add whatever you hover over to the selection. Plus the first object in the USD scene that was under the cursor at the time of starting the snapping will move along too. The rest is just added to selection, but not moving along.

To reproduce

  1. Load USD proxy shape.
  2. Create a locator.
  3. Try and snap to the USD scene, e.g to one of its Prims while holding the snap shortcut (default shortcut is v).
  4. Now as you drag over the USD proxy shape note how it's changing the selection.

Specs

  • Windows 10
  • Maya 2019.2
  • refactoring_sandbox ( d0bb624 )
  • Pixar USD dev ( b85ddac )

Mentioned in #51

[dev] Build on windows fails due to UFE_TEST.util command being too long

It seems that UFE_TEST.util just calls cmd.exe with a massive "&&" join of a bunch of tests, which results in the command being over the 8192 char limit for me, with my dir structure. (Which isn't even all that long, to be honest: D:\Projects\Dev\USD\maya-usd).

This command needs to break this up into multiple commands to run (ideally, in parallel!), to avoid this issue.

refactoring_sandbox : Proxy shape local Prim changes remain even after delete/recreate or new scene

Issue

If you create a USD Proxy shape and move Prims around using UFE these changes will persist as if stored globally. Deleting the proxy and loading the same USD scene will directly show the same changes. Even New Scene will have the local USD changes you did persist. Even if you unload the plug-in and reload the plug-in the change persists.

Only restarting Maya seems to resolve it.

Note that I'm create the proxy shapes with:

from maya import cmds

path = "path/to/Kitchen_set.usd"
node = cmds.createNode("mayaUsdProxyShape")
cmds.setAttr(node + ".filePath", path, type="string")

To reproduce

  1. Create a proxy shape and load USD file.
  2. Move Prims around in the USD Proxy.
  3. Delete the Proxy (or New Scene)
  4. Recreate the proxy shape and load the USD file.

Note how the changes done in Step 2 also still exist in the new shape with Step 4.

Specs

  • Windows 10
  • Maya 2019.2
  • refactoring_sandbox ( d0bb624 )
  • Pixar USD dev ( b85ddac2 )

Mentioned in #51

Switching to Hydra crashes Maya instantly.

Hey there,
Hydra plugin is loading on linux now(thanks @HamedSabri-adsk ), but when I try to switch the viewport to hydra it crashes instantly.
Tested with a sphere(no textures), the barrel.usd asset, and nothing in the scene. Crashes every time. I can open the option box with the hydra settings, just can't switch to hydra. It doesn't through up any errors either just closes.

refactoring_sandbox : UFE : Renaming Prims Does Not Work

Issue :

Renaming Prims does not work.

// Error: line 1: Rename of '|world|AL_usdmaya_Proxy|AL_usdmaya_ProxyShape/pSphere1' to 'test' failed: No prim found at /pSphere1. //

Steps to re-produce :

  1. open maya ( with MAYA_WANT_UFE_SELECTION=1 )
  2. import an AL proxyShape :
  3. select a prim
  4. try renaming it in the outliner
  5. see error returned

Testing Environment :

(Linux) Maya 2019.2
refactoring_sandbox ( d0bb624 ) and Pixar USD dev ( b85ddac )

( Windows ) beta ( latest PR )
refactoring_sandbox ( w/ PR#69 ) and Pixar USD-rc3

[MAYA-101854] UFE fails to populate USD hierarchy when proxy is not parented to world

Issue

UFE seems to be unable to detect the USD children hierarchies whenever the Proxy Transform is not parented to the world.

To reproduce

  1. Create a proxy.
  2. Group the proxy.

Note that now:

  • The outliner cannot expand lower than the shape showing the 'usd hierarchy' through UFE. It will stop at the Proxy shape.
  • You cannot use the UFE selection to select parts of the USD scene.
    • When trying to do so you'll see the following warning in the Output Window:
Warning: in getInstancedSelectionPath at line 409 of D:\dev\usd\maya-usd\lib\render\vp2RenderDelegate\proxyRenderDelegate.cpp -- UFE runtime is not updated for the USD stage. Please save scene and reopen.
  • That using the ufe python library you now cannot get the children from the hierarchy as also is done here.

Known issue

This is a known issue, it's described in this code. However it's somewhat hidden and I'm opening this issue to track status and discuss. Plus it might help others to spot it too.

Specs

  • Windows 10
  • Maya 2019.2
  • refactoring_sandbox ( e47ca02 )
  • Pixar USD dev ( 1d08054 )

Issue compiling with Windows 10

Hi!

I tried to compile the plugin for Maya 2020 (PR109) on Windows 10 with Visual 2017 compiler.
I just compiled USD 19_11.
Everything went fine! (I haven't compile the Maya plugin)

but I tried to compiled the maya-usd, plugin, I wasn't able.

I attached the build_log.txt

Is there anything I did wrong?

Thanks

`D:\github\maya-usd>python build.py --maya-location="c:\Program Files\autodesk\Maya2020" --pxrusd-location="d:\myproject\usd_19_11" --devkit-location="e:\myproject\external\Maya\sdk\2020" d:\maya_usd

Building with settings:
Source directory D:\github\maya-usd
Workspace directory d:\maya_usd
Build directory d:\maya_usd\build\RelWithDebInfo
Install directory d:\maya_usd\install\RelWithDebInfo
Variant RelWithDebInfo
CMake generator Default
Build Log d:\maya_usd\build\RelWithDebInfo\build_log.txt
Stages arguments ['clean', 'configure', 'build', 'install']
2019-10-28 14:50
cmake -DCMAKE_INSTALL_PREFIX="d:\maya_usd\install\RelWithDebInfo" -DCMAKE_BUILD_TYPE=RelWithDebInfo -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -G "Visual Studio 15 2017 Win64" -DMAYA_LOCATION="c:\Program Files\autodesk\Maya2020" -DPXR_USD_LOCATION="d:\myproject\usd_19_11" -DMAYA_DEVKIT_LOCATION="e:\myproject\external\Maya\sdk\2020" "D:\github\maya-usd"
-- The C compiler identification is MSVC 19.16.27031.1
-- The CXX compiler identification is MSVC 19.16.27031.1
-- Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Professional/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x64/cl.exe
-- Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Professional/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x64/cl.exe -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Professional/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x64/cl.exe
-- Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio/2017/Professional/VC/Tools/MSVC/14.16.27023/bin/Hostx86/x64/cl.exe -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Found PythonInterp: C:/Python27/python.exe (found suitable version "2.7.14", minimum required is "2.7")
-- _PYTHON_VERSION_LIST: 2.7.14.final.0
-- PYTHON_PREFIX: C:\Python27
-- PYTHON_INCLUDE_DIR: C:\Python27\include
-- PYTHON_SITE_PACKAGES: C:\Python27\Lib\site-packages
-- PYTHON_MODULE_EXTENSION: .pyd
-- PYTHON_IS_DEBUG: 0
-- PYTHON_SIZEOF_VOID_P: 8
-- PYTHON_LIBRARY_SUFFIX: 27
-- PYTHON_LIBDIR:
-- PYTHON_MULTIARCH:
-- Found PythonLibs: C:/Python27/libs/Python27.lib
-- Found USD: d:\myproject\usd_19_11 (found version "0.19.11")
Updated PYTHONPATH: d:\myproject\usd_19_11\lib\python
Updated PATH: C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.16.27023\bin\HostX86\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Common7\IDE\VC\VCPackages;C:\Program Files (x86)\Microsoft SDKs\TypeScript\3.1;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Common7\IDE\CommonExtensions\Microsoft\TestWindow;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Common7\IDE\CommonExtensions\Microsoft\TeamFoundation\Team Explorer;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\MSBuild\15.0\bin\Roslyn;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Team Tools\Performance Tools;C:\Program Files (x86)\Microsoft Visual Studio\Shared\Common\VSPerfCollectionTools;C:\Program Files (x86)\Microsoft SDKs\Windows\v10.0A\bin\NETFX 4.6.1 Tools;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Common7\IDE\CommonExtensions\Microsoft\FSharp;C:\Program Files (x86)\Windows Kits\10\bin\10.0.17763.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\MSBuild\15.0\bin;C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Common7\IDE;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Common7\Tools;C:\Program Files (x86)\SCE\ORBIS SDKs\6.500\host_tools\bin;C:\Program Files (x86)\SCE\Common\SceVSI-VS15\bin;C:\Program Files (x86)\SCE\Common\SceVSI-VS14\bin;C:\Program Files (x86)\SCE\ORBIS\Tools\Publishing Tools\bin;C:\Program Files (x86)\SCE\ORBIS\Tools\Target Manager Server\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0;C:\Program Files (x86)\Windows Kits\10\Windows Performance Toolkit;C:\Program Files\Microsoft SQL Server\130\Tools\Binn;C:\Program Files\dotnet;C:\Users\enassif_can.dnx\bin;C:\Program Files\Microsoft DNX\Dnvm;C:\Program Files\Microsoft SQL Server\120\Tools\Binn;C:\Program Files\Zeranoe\FFmpeg\git-a8ad7e420140225\Bin;C:\Program Files\Common Files\Autodesk Shared;C:\Program Files (x86)\Autodesk\Backburner;e:\myproject\external\Houdini\bin;E:\myproject\external\Houdini\bin;C:\Python27;C:\Python27\Scripts;C:\Python27\Lib\site-packages;D:\soft\maya\PySide2\pyside-setup\pyside2-setup\sources\pyside2-tools;C:\Program Files\doxygen\bin;C:\Program Files\Nasm;D:\soft\usd\CMake\bin;C:\Program Files\Git\cmd;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0;C:\WINDOWS\System32\OpenSSH;C:\Program Files\cmake\bin;C:\Program Files\TortoiseSVN\bin;E:\myproject_openworld\external\Houdini\bin;C:\Program Files\Perforce;C:\Program Files\Collaborator Client;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\Users\fdevic\AppData\Local\Microsoft\WindowsApps;C:\Program Files (x86)\Collaborator Client;C:\Users\fdevic\AppData\Local\GitHubDesktop\bin;e:\myproject\external\Houdini\bin;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\VC\Tools\MSVC\14.14.26428\bin\Hostx64\x64;E:\myproject\external\Houdini\bin;%USERPROFILE%\AppData\Local\Microsoft\WindowsApps;;E:\myproject_openworld\external\Houdini\bin;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin;C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Common7\IDE\CommonExtensions\Microsoft\CMake\Ninja;d:\myproject\usd_19_11\bin;d:\myproject\usd_19_11\lib
-- C++ namespace configured to (external) pxr, (internal) pxrInternal_v0_19
========== Pixar USD Plugin ==========
-- Found Maya: C:/Program Files/Autodesk/Maya2020/bin/maya.exe (found version "20200000")
-- Skipping validation of Maya fragment XML files because PXR_VALIDATE_GENERATED_CODE=OFF
========== AL USD Plugin ==========
CMake Deprecation Warning at plugin/al/CMakeLists.txt:7 (cmake_policy):
The OLD behavior for policy CMP0026 will be removed from a future version
of CMake.

The cmake-policies(7) manual explains that the OLD behaviors of all
policies are deprecated and that a policy should be set to OLD only under
specific short-term circumstances. Projects should be ported to the NEW
behavior and not rely on setting a policy to OLD.

-- Found PythonInterp: C:/Python27/python.exe (found version "2.7.14")
CMake Error at C:/Program Files/cmake/share/cmake-3.13/Modules/FindPackageHandleStandardArgs.cmake:137 (message):
Could NOT find UFE (missing: UFE_INCLUDE_DIR UFE_LIBRARY UFE_VERSION)
Call Stack (most recent call first):
C:/Program Files/cmake/share/cmake-3.13/Modules/FindPackageHandleStandardArgs.cmake:378 (_FPHSA_FAILURE_MESSAGE)
cmake/modules/FindUFE.cmake:71 (find_package_handle_standard_args)
plugin/al/CMakeLists.txt:38 (find_package)

-- Configuring incomplete, errors occurred!
See also "D:/maya_usd/build/RelWithDebInfo/CMakeFiles/CMakeOutput.log".

Traceback (most recent call last):
File "build.py", line 482, in
InstallMayaUSD(context, context.buildArgs, context.stagesArgs)
File "build.py", line 319, in InstallMayaUSD
RunCMake(context, extraArgs, stagesArgs)
File "build.py", line 283, in RunCMake
extraArgs=(" ".join(extraArgs) if extraArgs else "")))
File "build.py", line 189, in Run
.format(cmd=cmd, log=os.path.abspath(context.logFileLocation)))
RuntimeError: Failed to run 'cmake -DCMAKE_INSTALL_PREFIX="d:\maya_usd\install\RelWithDebInfo" -DCMAKE_BUILD_TYPE=RelWithDebInfo -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -G "Visual Studio 15 2017 Win64" -DMAYA_LOCATION="c:\Program Files\autodesk\Maya2020" -DPXR_USD_LOCATION="d:\myproject\usd_19_11" -DMAYA_DEVKIT_LOCATION="e:\myproject\external\Maya\sdk\2020" "D:\github\maya-usd"'
See d:\maya_usd\build\RelWithDebInfo\build_log.txt for more details.
build_log.txt
`

refactoring_sandbox : UFE : Duplicate Prim Issues

Issues :

  1. if an object was already moved on the stage, and you duplicate, the duplicate is created at the original position ( not the modified position )

  2. no prim shows up in outliner if you have it expanded hierarchy under the proxyShape ( if you leave the proxy shape hiearchy hidden, it will show up )

  3. after saving file, and re-opening it , the duplicates are lost
    the session layer only has :

over "pSphere4"
{
double3 xformOp:translate = (-6.07144779549791, 0, 0)
}

over "pSphere5"
{
double3 xformOp:translate = (6.175688405241867, 0, 0)
}

no definitions for what pSphere4 and pSphere5 are present ( actually they are never reflected in the session layer at all )

Testing Environment :

(Linux) Maya 2019.2
refactoring_sandbox ( d0bb624 ) and Pixar USD dev ( b85ddac )

( Windows ) beta ( latest PR )
refactoring_sandbox ( w/ PR#69 ) and Pixar USD-rc3

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