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refactoring_sandbox : Hydra : Moved USD Proxy makes Prim selection highlight still behave as if at origin #82

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BigRoy opened this issue Oct 25, 2019 · 9 comments
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@BigRoy
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BigRoy commented Oct 25, 2019

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 )
@huidong-chen huidong-chen changed the title refactoring_sandbox : Hydra : Moved USD Proxy makes Prim selection still behave as if at origin refactoring_sandbox : Hydra : Moved USD Proxy makes Prim selection highlight still behave as if at origin Nov 5, 2019
@huidong-chen
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Hi @BigRoy Thanks for raising this issue. I am looking into it.

@huidong-chen huidong-chen added the bug Something isn't working label Nov 5, 2019
@huidong-chen
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Logged as MAYA-99904 internally.

@cfmoore007
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@BigRoy - my tests look good here. Can you confirm the same ?

@BigRoy
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BigRoy commented Nov 13, 2019

Unfortunately I am out of office this week (at Unreal Academy in London) and will be unable to confirm the fixes/changes of #112 until early next week.

@huidong-chen
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The issue has been fixed by #112 in the dev branch, but it cannot be validated at the moment because the mtoh plugin is not merged to dev branch yet.

@BigRoy
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BigRoy commented Nov 15, 2019

@HdC-adsk any ETA on when that might happen and have these fixes propagated to refactoring_sandbox (or the other way around)?

@kxl-adsk
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@BigRoy Regarding merging remaining work from refactoring_sandbox - we have always said that this branch will have a short lifetime and it's a priority for us to be all together in the dev branch.
As for when fixes will be propagated to refactoring_sandbox - we will be doing them often, just didn't get to it yet. FWIW. It shouldn't be blocking for you, the dev branch should merge cleanly into refactoring_sandbox if you want to try it locally.

@BigRoy
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BigRoy commented Nov 18, 2019

Great. I'll get to using the dev branch because if I understand you correctly that's the branch that will be the "end goal" at some point.

I can confirm this works as expected in the latest dev branch in Viewport 2.0. As @HdC-adsk mentioned, the dev branch does not have the mtoh viewport renderer, as such any potential mismatch in selection can't be tested there.

For now I'll assume this will also be fixed once the mtoh is merged into dev. Feel free to reopen if the issue reappears.

@BigRoy BigRoy closed this as completed Nov 18, 2019
@kxl-adsk
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The merge is in #120

pmolodo pushed a commit to LumaPictures/maya-usd that referenced this issue Jan 22, 2020
* mayaUsd_Translators and mayaUsd_Schemas Pixar PlugPlugin's load.

* Removed translator plugin requirement for sidecar Maya plugin.

* Compilation and hdMaya camelCase fixes.

* Addressed code review feedback.
robthebloke pushed a commit to AnimalLogic/maya-usd that referenced this issue Sep 10, 2020
…awn-when-excluded-tag-set

PIPE-2402 Ensure excluded prim changed are correctly handled.
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