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[submodule "client/ayon_usd/ayon_bin_client"] | ||
path = client/ayon_usd/ayon_bin_client | ||
url = https://github.com/ynput/ayon-bin-bridge-client.git |
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## Introduction | ||
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> **_NOTE_**\ | ||
> this addon is currently in its Alpha stage and you will need to set some | ||
> LakeFs keys (LakeFs is the data server we use to distribute Bin data) you can | ||
> get those Keys on our Discord server just ask one of the Ynput staff for them. | ||
> the settings are the following: | ||
> `ayon+settings://ayon_usd/LakeFs_Settings/access_key_id` and | ||
> `ayon+settings://ayon_usd/LakeFs_Settings/secret_access_key` | ||
USD is a modern, open-source, scene description and file format developed by | ||
Pixar Animation Studios. Its an Extensive and extendable C++Lib that is used in | ||
3D, 2D and Games Graphics in order to allow for eficient work with Sceene data. | ||
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Many might know it from SideFs Houdini Solaris or Nvidia Omniverse but it is by | ||
now included in most other Vfx software packages. | ||
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In AYON we use it in our New **Contribution workflow** as the data backend to | ||
allow cross Platform and Application workflows. This allows for better | ||
integrated Teams and a more artist centric Workflow as artists can open the same | ||
scene in different applications and work with the tools that serve them the | ||
best. | ||
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||
Goal of this addon is to extend the Contirbution workflow by automaticly | ||
distributing Usd and Ayon Libs: | ||
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- USD-Lib build for supported platforms. | ||
- USD AR2 [Asset Resolver](https://github.com/ynput/ayon-usd-resolver) plugin | ||
for | ||
[**some**](https://github.com/ynput/ayon-usd-resolver?tab=readme-ov-file#tested-platforms) | ||
supported DCCs. | ||
- USD Tools (usdcat, usdedit, usdinfo, usdview, usdzip) coming with USD build. | ||
- Standalone tools for AYON - Extending the capability and usability of the | ||
OpenUsdLib for artists and studios. | ||
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## Configuration | ||
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there is a list of things that you can configure in the server settings to | ||
achieve the optimal setup for your studio. In most cases you will probably not | ||
need to touch them tho. | ||
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#### LakeFs Config | ||
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**LakeFs Settings:** `ayon+settings://ayon_usd/LakeFs_Settings`\ | ||
LakeFs is the backend of our bin distribution system the addon will use the | ||
specified server to download the resolvers and AyonUsdLibs from LakeFs. | ||
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**LakeFs Server Uri:** | ||
`ayon+settings://ayon_usd/LakeFs_Settings/ayon_usd_lake_fs_server_repo`\ | ||
this is the Uri used to host the LakeFs server. the Ynput server can be found at | ||
`https://lake.ayon.cloud` | ||
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**LakeFs Repository Uri:** | ||
`ayon+settings://ayon_usd/LakeFs_Settings/ayon_usd_lake_fs_server_repo`\ | ||
this is a LakeFs internal link that also specifies the branch your downloading | ||
from.\ | ||
this can be great if you want to pin your pipeline to a specific release. | ||
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**Asset Resolvers:** `ayon+settings://ayon_usd/LakeFs_Settings/asset_resolvers`\ | ||
allows you to associate a specific Application name with a specific resolver.\ | ||
we always setup all the resolvers we compile but if you have special App_Names | ||
in your Applications then you might want to add an App Alias.\ | ||
e.g if you have hou19.5.xxx setup as an variant for Houdini you can then set it | ||
as an alias for the Hou19.5 entry because they share the same resolver. | ||
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#### Usd Resolver Config | ||
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`ayon+settings://ayon_usd/Ayon_UsdResolver_Settings` | ||
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**Log Lvl** `ayon+settings://ayon_usd/Ayon_UsdResolver_Settings/ayon_log_lvl` | ||
control the log lvl of the AyonUsdResolver. It is advised to have this at Warn | ||
or Critical as Logging will impact the performance. | ||
|
||
**File Logger Enabled** | ||
`ayon+settings://ayon_usd/Ayon_UsdResolver_Settings/ayon_file_logger_enabled` | ||
AyonUsdResolver includes a file logger if needed. | ||
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**Logging Keys** | ||
`ayon+settings://ayon_usd/Ayon_UsdResolver_Settings/ayon_logger_logging_keys` | ||
AyonUsdResolver Logger has a few predefined logging keys that can be enabled for | ||
Debugging. it is advised to only do this with Developer bundles as it can expose | ||
AYON Server data. it will also generate quite a big output. | ||
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**File Logger Path** | ||
`ayon+settings://ayon_usd/Ayon_UsdResolver_Settings/file_logger_file_path` The | ||
Ayon File Logger needs an output path this needs to be a relative or absolute | ||
path to a folder. | ||
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#### UsdLib Config: | ||
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`ayon+settings://ayon_usd/Usd_Settings` | ||
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**Tf_Debug** `ayon+settings://ayon_usd/Usd_Settings/usd_tf_debug`\ | ||
this allows you to set the UsdTfDebug env variable to get extra debug info from | ||
the UsdLib.\ | ||
[Usd Survival Guide (Luca Sheller)](https://lucascheller.github.io/VFX-UsdSurvivalGuide/core/profiling/debug.html)\ | ||
[OpenUsd Debug Wiki](https://openusd.org/release/api/group__group__tf___debugging_output.html) |
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# Developer Docs | ||
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Most important Locations. | ||
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1. config | ||
- provides general addon config and a list of variables and functions to | ||
access settings across the addon. | ||
- also allows to get lakeFs related classes and functions in there global | ||
state | ||
2. hooks | ||
- Ayon + Pyblish related addons and hooks. | ||
3. standalone | ||
- AyonUsd standalone tools. They should be DCC agnostic. | ||
4. utils | ||
- utility functions to make interaction with the addon simpler. | ||
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## Standalone | ||
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### Pinning Support. | ||
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The Ayon Usd resolver has a feature we call pinning support. This allows storing | ||
the current state of an Usd stage in a file to load the data quickly and without | ||
server interaction on a Farm or any distributed system that might overwhelm or | ||
impact the server performance. | ||
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The rest of this can be found in the pinning support Branch |
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# AYON USD Addon | ||
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This is AYON Addon for support of [USD](https://github.com/PixarAnimationStudios/OpenUSD). | ||
This AYON Addon acts as an extension for the **AYON Contribution workflow** | ||
utilizing the | ||
[Open-USD Framework](https://github.com/PixarAnimationStudios/OpenUSD) to allow | ||
for a more automated workflow across Applications, Systems and Teams. | ||
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It helps to distribute USD binaries and related tools to artist workstations and | ||
to configure its environment. | ||
You can find Admin and Developer docs under Docs/Ayon_Docs/ | ||
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## Introduction | ||
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USD is a modern, open-source, scene description and file format developed by | ||
Pixar Animation Studios. It is used for interchanging 3D graphics data between | ||
applications and for rendering. | ||
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Goal of this addon is to help distribute USD binaries: | ||
## Getting Started | ||
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- USD build for supported platforms. | ||
- USD AR2 plugin for __some__ supported DCCs. | ||
- USD Tools (usdcat, usdedit, usdinfo, usdview, usdzip) coming with USD build. | ||
- Standalone tools for AYON - USD interoperation. | ||
### Clone the Repo | ||
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## Getting Started | ||
> **_IMOPRTANT_**\ | ||
> This repository uses Git Submodules. Make sure to use the correct `git clone`\ | ||
> commands accordingly.\ | ||
> `git clone --recurse-submodules https://github.com/ynput/ayon-usd.git`\ | ||
> `git submodule update --init --recursive` | ||
### Installation | ||
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1. Clone the repository to your local machine. | ||
2. Run `.\tools\manage.ps1 create-env` on Windows or `./tools/manage.sh create-env` on Linux. | ||
3. Run `.\tools\manage.ps1 build` on Windows or `./tools/manage.sh build` on Linux. | ||
4. In AYON, go to `Studio Settings` -> `Bundles` -> `Install Addons...` and select the `./package/ayon_usd-x.x.x.zip` file. | ||
2. Run `.\tools\manage.ps1 create-env` on Windows or | ||
`./tools/manage.sh create-env` on Linux. | ||
3. Run `.\tools\manage.ps1 build` on Windows or `./tools/manage.sh build` on | ||
Linux. | ||
4. In AYON, go to `Studio Settings` -> `Bundles` -> `Install Addons...` and | ||
select the `./package/ayon_usd-x.x.x.zip` file. | ||
5. Upload the Addon and let the server restart after installation is done. | ||
6. Use new addon in your bundles. | ||
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### Configuration | ||
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In addon settings, you can configure mapping between USD Resolver plugin and you DCCs. | ||
`App Name` is the name of the DCC application, like `maya/2025` corresponding | ||
to the Application addon settings. Then there is a platform settings, where you | ||
can specify the platform for which the USD Asset Resolver plugin is used. | ||
Lastly, there is a URL to the USD Asset Resolver plugin zip matching the platform and | ||
the DCC application. | ||
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`ayon+settings://ayon_usd/asset_resolvers` is the key for the settings. |
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