Planned
Allow grouping of fields in overview tab
Similarly to how airtable does it, besides filtering it would be great to select “Group by …” and group the entities for a field
Marios Bikos
Production
Feature requests
Planned
Allow grouping of fields in overview tab
Similarly to how airtable does it, besides filtering it would be great to select “Group by …” and group the entities for a field
Marios Bikos
Production
Feature requests
Planned
In the loader, make Hero selection easier
When Hero mode is OFF : artists can just load the product, no problem, they get the latest version. When Hero mode is ON : in the Loader, the default version that is selected is the latest version, and not the Hero version : Problem : if artists want to import a Hero, they need to manually select the [v] for each product they load (which can mean 4 or 5 textures, in the case of published Substance). If Hero mode is active, it would make sense to have it available easily in the Loader, which means force the Hero to be on the first position among the versions list. I think it would help avoid user errors, as we could ask users to not touch anything and just load. It is also discussed here : https://community.ynput.io/t/in-the-loader-make-hero-selection-easier/2537
a.xerri
Pipeline
Feature requests
Planned
In the loader, make Hero selection easier
When Hero mode is OFF : artists can just load the product, no problem, they get the latest version. When Hero mode is ON : in the Loader, the default version that is selected is the latest version, and not the Hero version : Problem : if artists want to import a Hero, they need to manually select the [v] for each product they load (which can mean 4 or 5 textures, in the case of published Substance). If Hero mode is active, it would make sense to have it available easily in the Loader, which means force the Hero to be on the first position among the versions list. I think it would help avoid user errors, as we could ask users to not touch anything and just load. It is also discussed here : https://community.ynput.io/t/in-the-loader-make-hero-selection-easier/2537
a.xerri
Pipeline
Feature requests
Custom endpoints should have a fixed url
Current situation : Currently, paths to addon endpoints always contain the addon version, since all endpoints from all versions are always exposed. Example : http:// myserverayon:5000/api/addons/my_addon/0.1.2/get-test-data/myProjectName Problem : If we code a custom endpoint, to be used by other departments, we can’t tell them it’s a moving target, they need a fixed url, as in usual REST APIs. Because other departments can’t use self.version or similar, as the calls are done from other softwares. Proposal Please provide a “production" placeholder, that would replace the version. Example : /api/addons/my_addon/production/my_endpoint Context : It is also discussed here : https://github.com/ynput/ayon-backend/issues/494
a.xerri
Community
Feature requests
Custom endpoints should have a fixed url
Current situation : Currently, paths to addon endpoints always contain the addon version, since all endpoints from all versions are always exposed. Example : http:// myserverayon:5000/api/addons/my_addon/0.1.2/get-test-data/myProjectName Problem : If we code a custom endpoint, to be used by other departments, we can’t tell them it’s a moving target, they need a fixed url, as in usual REST APIs. Because other departments can’t use self.version or similar, as the calls are done from other softwares. Proposal Please provide a “production" placeholder, that would replace the version. Example : /api/addons/my_addon/production/my_endpoint Context : It is also discussed here : https://github.com/ynput/ayon-backend/issues/494
a.xerri
Community
Feature requests
In Progress
Add thumbnail column in Overview tab
Would it be possible to have a column showing the thumbnail in Overview tab in same way you do it for Task Progress tab? So ability to allow thumbnail in view here As task view offers
Marios Bikos
Production
Feature requests
In Progress
Add thumbnail column in Overview tab
Would it be possible to have a column showing the thumbnail in Overview tab in same way you do it for Task Progress tab? So ability to allow thumbnail in view here As task view offers
Marios Bikos
Production
Feature requests
Add Transcoding Options During Export in AYON for Hiero
In standard Hiero functionality, when exporting shots, there's not only the ability to create folder hierarchies and organize shots, but also to transcode frames into the desired format and colorspace: Currently, when exporting via AYON in Hiero — for example, working with.mxf files — we need to manually transcode the shots outside of AYON before publishing. AYON then copies these intermediate files into the correct structure, effectively duplicating the data. This creates issues, especially at scale. For example, exporting a film with 100+ shots to.exr results in around 10TB of unnecessary duplicated data — aside from the added manual steps and general inconvenience. It would be great to support format and colorspace transcoding directly during publish through AYON, so we can eliminate this intermediate step and avoid redundant storage usage.
Alexey Volynets
Production
Feature requests
Add Transcoding Options During Export in AYON for Hiero
In standard Hiero functionality, when exporting shots, there's not only the ability to create folder hierarchies and organize shots, but also to transcode frames into the desired format and colorspace: Currently, when exporting via AYON in Hiero — for example, working with.mxf files — we need to manually transcode the shots outside of AYON before publishing. AYON then copies these intermediate files into the correct structure, effectively duplicating the data. This creates issues, especially at scale. For example, exporting a film with 100+ shots to.exr results in around 10TB of unnecessary duplicated data — aside from the added manual steps and general inconvenience. It would be great to support format and colorspace transcoding directly during publish through AYON, so we can eliminate this intermediate step and avoid redundant storage usage.
Alexey Volynets
Production
Feature requests
Unified Launcher
Thanks to this post — it finally pushed me to take the time and share an idea I've been holding onto for a few months now: Right now, we have three separate dialog windows, each of which needs to be opened individually via the system tray. The first flow is pretty much the same in each: select a project, a shot/asset, and a task: Why not merge all three dialogs into a single unified launcher? This would reduce the number of required actions and bring all the functionality into one solid entry point. It would look something like this: 1. Workfiles tab Additionally, building on this post, I suggest combining the functionality of the "Working Files" tab with the "Launcher" tab (including Thumbnails). This way, the user can choose to either launch through a specific working file or go in via the selected software. 2. Browser tab 3. Publisher tab
Alexey Volynets
Community
Feature requests
Unified Launcher
Thanks to this post — it finally pushed me to take the time and share an idea I've been holding onto for a few months now: Right now, we have three separate dialog windows, each of which needs to be opened individually via the system tray. The first flow is pretty much the same in each: select a project, a shot/asset, and a task: Why not merge all three dialogs into a single unified launcher? This would reduce the number of required actions and bring all the functionality into one solid entry point. It would look something like this: 1. Workfiles tab Additionally, building on this post, I suggest combining the functionality of the "Working Files" tab with the "Launcher" tab (including Thumbnails). This way, the user can choose to either launch through a specific working file or go in via the selected software. 2. Browser tab 3. Publisher tab
Alexey Volynets
Community
Feature requests
Persistent Tool UI State
For the numerous tools that ship with Ayon - each one reverts back to it's default size, location and settings (mostly filters) in a new DCC instance. It would be helpful if the UIs had a persistent state between DCC instances so they didn't need to be moved, resized and have the same settings re-applied each time.
Shea
Community
Feature requests
Persistent Tool UI State
For the numerous tools that ship with Ayon - each one reverts back to it's default size, location and settings (mostly filters) in a new DCC instance. It would be helpful if the UIs had a persistent state between DCC instances so they didn't need to be moved, resized and have the same settings re-applied each time.
Shea
Community
Feature requests
Planned
Project Overview Page - Show Count
Show the number of selected items in compliance to windows explorer. Show the number of rows in compliance to spreedsheets or excel.
Mustafa Zaky Jafar
Production
Feature requests
Planned
Project Overview Page - Show Count
Show the number of selected items in compliance to windows explorer. Show the number of rows in compliance to spreedsheets or excel.
Mustafa Zaky Jafar
Production
Feature requests
Expose USD creators defaults in Ayon Settings
At the moment, some of the USD creators defaults are hardcoded into the repos, for instance, the "Default Subdivision Method" for the Maya USD creator is always CatmullClark, and for every single publish the user would have to set this up manually. It would be very nice to be able to configure this via Ayon Settings, so that a studio can decide which defaults go with which Project/Bundle etc. Thank you!
jm22dogs
Pipeline
Feature requests
Expose USD creators defaults in Ayon Settings
At the moment, some of the USD creators defaults are hardcoded into the repos, for instance, the "Default Subdivision Method" for the Maya USD creator is always CatmullClark, and for every single publish the user would have to set this up manually. It would be very nice to be able to configure this via Ayon Settings, so that a studio can decide which defaults go with which Project/Bundle etc. Thank you!
jm22dogs
Pipeline
Feature requests
Turn Off sequences/Episodes in a project
A web button to enable or disable the folders. This helps production to close the sequence when its completed, launcher/project heiarchy looks crisp
User
Production
Feature requests
Turn Off sequences/Episodes in a project
A web button to enable or disable the folders. This helps production to close the sequence when its completed, launcher/project heiarchy looks crisp
User
Production
Feature requests
Notify when the comment was edited
When the comment was edited again, user gets a notification about the edit in the inbox.
User
Production
Feature requests
Notify when the comment was edited
When the comment was edited again, user gets a notification about the edit in the inbox.
User
Production
Feature requests
trackable variants
We would need an option to add variants from the overview and define ahead of time. -Example 01 Let say we’re working on a show with Dino’s We need multiple triceratops in a scene and we don’t want to have a 1 on 1 copy of them, that would look silly. I would like to have the same model and rig, animation cycles, but would like to have variants of the texture, maybe some have an extra scars, a little color variation etc. etc. I don’t want to create new tasks as they 3 variants we've are all so slightly different that if the client to decide that the overall color of the Dino should be slightly more brown instead of green we need to adjust 3 (in our case substance painter) files. Or if the model changes for some reason, again changing/adjusting 3 files So i just want to be able to adjust that one file and have a folder that we can manually turn on/off for the extra scars etc. etc. etc. We can to that right now at the publish and add a variant name, but we’ve no way to track it or define to the artist which versions we’ve need except for an note in the task. And textureMain and A can be approved but textureB maybe needs some small adjustments -Example 02 We’ve got a show with some “creative” comp shots. for some of these cases we already know that we need to create 3 versions of that shot which the client will decide later on which one will be finalized, this way again, we can have 1 nuke/aftereffects file where we can create the work in, but we can publish to the different variants to address feedback on just one particular version, we can omit the versions that we don’t need in the end. But we can (in the hopefully near future) track time on it, which will also be important. My suggestion would be a variant task. So a variant task you can only add to a task. You can name it, and have all the things setup in the overview. task progress, publish to it. (maybe don’t have someone assigned to it as you’re working from the same file that should be inherited from the mainTask But if you open a variant task from the launcher or the browser, you’ll just open the asset/shot from the parent task and no other project file will be created. I am aware that this can cause issue’s as you’re working in 1 work file, and can alter other versions if not careful (luckily we publish the work file along so we can always revert back) Maybe if variant are present we can have a popup when the program start that you’re working with variant in a single file. Also described here https://community.ynput.io/t/defining-product-variant-ahead-of-time/1368
User
Community
Feature requests
trackable variants
We would need an option to add variants from the overview and define ahead of time. -Example 01 Let say we’re working on a show with Dino’s We need multiple triceratops in a scene and we don’t want to have a 1 on 1 copy of them, that would look silly. I would like to have the same model and rig, animation cycles, but would like to have variants of the texture, maybe some have an extra scars, a little color variation etc. etc. I don’t want to create new tasks as they 3 variants we've are all so slightly different that if the client to decide that the overall color of the Dino should be slightly more brown instead of green we need to adjust 3 (in our case substance painter) files. Or if the model changes for some reason, again changing/adjusting 3 files So i just want to be able to adjust that one file and have a folder that we can manually turn on/off for the extra scars etc. etc. etc. We can to that right now at the publish and add a variant name, but we’ve no way to track it or define to the artist which versions we’ve need except for an note in the task. And textureMain and A can be approved but textureB maybe needs some small adjustments -Example 02 We’ve got a show with some “creative” comp shots. for some of these cases we already know that we need to create 3 versions of that shot which the client will decide later on which one will be finalized, this way again, we can have 1 nuke/aftereffects file where we can create the work in, but we can publish to the different variants to address feedback on just one particular version, we can omit the versions that we don’t need in the end. But we can (in the hopefully near future) track time on it, which will also be important. My suggestion would be a variant task. So a variant task you can only add to a task. You can name it, and have all the things setup in the overview. task progress, publish to it. (maybe don’t have someone assigned to it as you’re working from the same file that should be inherited from the mainTask But if you open a variant task from the launcher or the browser, you’ll just open the asset/shot from the parent task and no other project file will be created. I am aware that this can cause issue’s as you’re working in 1 work file, and can alter other versions if not careful (luckily we publish the work file along so we can always revert back) Maybe if variant are present we can have a popup when the program start that you’re working with variant in a single file. Also described here https://community.ynput.io/t/defining-product-variant-ahead-of-time/1368
User
Community
Feature requests
Substance Painter : add settings to filter Output Template for publishing
When publishing from Substance Painter, the gui asks to choose the Output Template among a list which is too long : the 35 standard Substance templates. Artists can too easily choose the bad one, or take too much time finding the right one. So, it would be nice to have in Studio Settings a way to declare a few Output Templates for Substance, so for example the artist would only have to choose between the ones allowed by the studio. Example : PBR Metallic Roughness Unity Universal Render Pipeline (Metallic Standard) Unreal Engine 4 (Packed) It is also discussed here : https://github.com/ynput/ayon-substance-painter/issues/32
a.xerri
Pipeline
Feature requests
Substance Painter : add settings to filter Output Template for publishing
When publishing from Substance Painter, the gui asks to choose the Output Template among a list which is too long : the 35 standard Substance templates. Artists can too easily choose the bad one, or take too much time finding the right one. So, it would be nice to have in Studio Settings a way to declare a few Output Templates for Substance, so for example the artist would only have to choose between the ones allowed by the studio. Example : PBR Metallic Roughness Unity Universal Render Pipeline (Metallic Standard) Unreal Engine 4 (Packed) It is also discussed here : https://github.com/ynput/ayon-substance-painter/issues/32
a.xerri
Pipeline
Feature requests
AYON Houdini Universal Cache Node
AYON Cache node in compliance with Houdini's vanilla filecache node. Related links: Original post on forums AYON Houdini Universal Cache Node Universal caching node #25 | ayon-houdini
Mustafa Zaky Jafar
Pipeline
Feature requests
AYON Houdini Universal Cache Node
AYON Cache node in compliance with Houdini's vanilla filecache node. Related links: Original post on forums AYON Houdini Universal Cache Node Universal caching node #25 | ayon-houdini
Mustafa Zaky Jafar
Pipeline
Feature requests
Use bqt for Blender Qt integration
I would like to propose switching to bqt to integrate Qt/PySide2 into Blender for Ayon. The major benefit is that it allow proper parenting of Qt widgets to the Blender window. Its use is quite wide spread through the games industry and currently the Ayon integration conflicts with the bqt integration causing an error when trying to show widgets. Here is the repo: GitHub - techartorg/bqt: A Blender add-on to support & manage Qt Widgets in Blender (PySide2) Ported from forums: Use bqt for Blender Qt integration
Shea
Community
Feature requests
Use bqt for Blender Qt integration
I would like to propose switching to bqt to integrate Qt/PySide2 into Blender for Ayon. The major benefit is that it allow proper parenting of Qt widgets to the Blender window. Its use is quite wide spread through the games industry and currently the Ayon integration conflicts with the bqt integration causing an error when trying to show widgets. Here is the repo: GitHub - techartorg/bqt: A Blender add-on to support & manage Qt Widgets in Blender (PySide2) Ported from forums: Use bqt for Blender Qt integration
Shea
Community
Feature requests
Show thumbnails in AYON pipeline tools
Show the folder thumbnails for the folder entries in the Folder Widget, making it how in the Launcher, Workfiles Tool, Loader, etc. Some prototypes: Additional references: Prototype PR: Show Folder thumbnails in Launcher, Workfiles tool, Loader in the Folder Widget. #1144 | ayon-core Issue: Workfiles: Create and Show thumbnails for workfiles #748 | ayon-core Forum post: Thumbnails for workfiles
Roy Nieterau
Community
Feature requests
Show thumbnails in AYON pipeline tools
Show the folder thumbnails for the folder entries in the Folder Widget, making it how in the Launcher, Workfiles Tool, Loader, etc. Some prototypes: Additional references: Prototype PR: Show Folder thumbnails in Launcher, Workfiles tool, Loader in the Folder Widget. #1144 | ayon-core Issue: Workfiles: Create and Show thumbnails for workfiles #748 | ayon-core Forum post: Thumbnails for workfiles
Roy Nieterau
Community
Feature requests
Rez + AYON Support
Rez is a powerful package manager. it can create standalone environments configured for a given set of packages. Applications addon now technically supports rez via arguments on the applications. However, it seems it needs a prelaunch hook that allows Rez to pick up environment variables that have been modified by AYON as reported here. This topic was discussed before in multiple places: Implement Rez for Ayon | AYON Core Rez + Ayon | Discord Discussion Rez + Ayon | Ynput Forums
Mustafa Zaky Jafar
Pipeline
Feature requests
Rez + AYON Support
Rez is a powerful package manager. it can create standalone environments configured for a given set of packages. Applications addon now technically supports rez via arguments on the applications. However, it seems it needs a prelaunch hook that allows Rez to pick up environment variables that have been modified by AYON as reported here. This topic was discussed before in multiple places: Implement Rez for Ayon | AYON Core Rez + Ayon | Discord Discussion Rez + Ayon | Ynput Forums
Mustafa Zaky Jafar
Pipeline
Feature requests
Rejected
Switch project within DCC
Ability to open workfiles from another project inside the same DCC instance Example scenario: You open up Maya to realise you actually need to open something from another project (or asset library). Instead of closing Maya and open again it would be nice to just be able to browse to the file you want and open it within the same Maya instance. It takes a long time to open Maya so would just be nice to not have to open a new instance every time you need something
User
Pipeline
Feature requests
Rejected
Switch project within DCC
Ability to open workfiles from another project inside the same DCC instance Example scenario: You open up Maya to realise you actually need to open something from another project (or asset library). Instead of closing Maya and open again it would be nice to just be able to browse to the file you want and open it within the same Maya instance. It takes a long time to open Maya so would just be nice to not have to open a new instance every time you need something
User
Pipeline
Feature requests
Validate department layer is used with the intended target product
Although, This is not shown in the UI of the settings on AYON server or AYON publisher UI, on code level we have made some intentions that some layers are used for building assets and other for building shots. see here and here. So, it may be worth adding a validator so that we ensure that artists are following these intnetions. Github Issue Link: Validate department layer is used with the intended target product #87
Mustafa Zaky Jafar
Pipeline
Feature requests
Validate department layer is used with the intended target product
Although, This is not shown in the UI of the settings on AYON server or AYON publisher UI, on code level we have made some intentions that some layers are used for building assets and other for building shots. see here and here. So, it may be worth adding a validator so that we ensure that artists are following these intnetions. Github Issue Link: Validate department layer is used with the intended target product #87
Mustafa Zaky Jafar
Pipeline
Feature requests