Skip to main content

Planned

3

Committed and queued

Feature requests

Anatomy handling of uppercase and lowercase modifiers

It would be awesome to allow Anatomy syntax to force uppercase or lowercase. Here is an example : {folder[name]:upper}_{task[name]:lower} It is already discussed here : - Enhancement: Add custom formatting specifiers for uppercase, lowercase, etc. in templates #739 | AYON Core

Alain Xerri
Feature requests

Load menu : add sub-menus to group loaders

When we publish images (for example from Substance Painter), we use Ayon's OIIO to automatically provide several resized versions of the images. The Ayon Loader allows to choose which of the output images we want to load. But it displays it as a flat list, which can quickly become too long and difficult to read. Please provide sub-menu (see my screenshot and mockup gui), to group by load types, to greatly enhance the use of that gui. Already discussed here : Load menu : add sub-menus to group loaders #1132 | AYON Core

Alain Xerri
Feature requests

Check link dependencies when deleting

It would help a lot if AYON was smart about how everything in the pipeline was connected. For example when you delete a product it would be good if it could detect if that product is currently used in a project or not. “Are you sure you want to delete render v003, it is being used in animation v004” I know the node graph feature is visualizing all connections so it’s more a matter of making use of those connections in other places (for instance when you try to delete something). A right click function to view dependencies would also be helpful. Does not have to be node graph, a list of products copied to clipboard is also a good start.

Olle Rydberg

Next up

1

Committed and queued

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

robert okker

In Progress

4

Actively being built

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
Feature requests

RV review workflow

Milan Kolar
Feature requests

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

Alain Xerri
Feature requests

Product aliases

In some situations, the product type is not enought to convey the purpose or usage of specific products. For example, in a 2D animation workflow, most of the product are Images. But there are different purposes for each task: Concept, Blocking, Polish... Users want to distiguish between these as much as between a Model and a Camera for example. Implementing a new Product type for each of these would give the intended result, but we need a solution available for non-developers. User Stories: As a Concept Artist, when I create a new Product for my task, I should be able to specify that the produced Image is a Concept Image. As an Artist, when I need to reference a Concept image, I need to be able to filter out all other Image product and see only Concept Image in the Loader dialog. As a CG Supervisor, when designing a production workflow, I need to be able to declare specialised product types conveying a clear and specific purpose without writing code.

Milan Kolar

Done

10

Recently shipped

Feature requests

See and open workfiles in Launcher UI

I suggest to be able to see and open work files in the launcher. Instead of being presented with different DCCs you will instead see the actual work files (see examples below) The current UI leaves a lot of guess work for the user since there are no way of knowing what work files have already been created previously. I know there are ways of limiting the amount of softwares shown for each specific task, but I still think there are better ways to do the UI to remove any guess work. Current UI 1. Better example (from AYON web) 2. Better example (from Prism) + Clear representation of all workfiles + Icon showing what software + Thumbnails + Artist comments

Olle Rydberg
Feature requests

Bundle per project

The Project settings allow configuration of addons for each project. But in some situations studio also need to alter the list of addons and/or their version per project. One specific and generic need is to "freeze" the addon versions for a project while still being able to upgrade addon versions for other projects, giving the opportunity to go back to a project using the set of features actually used while it was in production.

Milan Kolar
Feature requests

Project thumbnails

Our project sometimes have very weird names and after a few months it becomes hard to remember It would be great to have thumbnails for projects so you get an idea what it was about and can browse quicker Obviously this would be great in web browser, launcher, tray publisher… anywhere where you need to choose a project really

Olle Rydberg
Bugs

Launcher folder creation does not respect capitalization of folders in webui

So our NAS has case sensitivity, I am using propietary tools to generate folders that support CamelCase formatting, the way that ayon creates folders on the disk when assets have CamelCase formatting removes any capitalisation except the first letter. Here’s an example of the asset HeroBranch being formatted to Herobranch to disk, my own tools will still create a HeroBranch folder and this will clash. Would be awesome if ayon can respect the capitalisation of entities completely from site to disk.

Dieuwer Feldbrugge
Feature requests

Allow ExtractOIIOTranscode without colorspace, to just scale

Currently, if you want to use OIIO, you need to enable Color Management in your DCC, even if you don't want to use colorspace. It would be useful to allow ExtractOIIOTranscode to support a setting like "Dont convert colorspace" so that we can also use it to just convert filetype or perform scaling, even if NO colorspace data exists in the input instance. Because in those cases we don't want to mess with the colorspace of the image but JUST want to resize. Already discussed here : Allow ExtractOIIOTranscode without colorspace, to just scale #1003 | AYON Core

Alain Xerri
Bugs

Houdini Publish of usd product : Collect Usd Layers Error

The collect USD layers validators error with a very simple scene with the 0.9.7 houdini and 1.8.4 core addon version. Traceback (most recent call last): File "C:\Users\olivier.o\AppData\Local\Ynput\AYON\dependency_packages\ayon_2602231726_windows.zip\dependencies\pyblish\plugin.py", line 528, in __explicit_process runner(*args) File "C:\Users\olivier.o\AppData\Local\Ynput\AYON\addons\houdini_0.9.7\ayon_houdini\plugins\publish\collect_usd_layers.py", line 86, in process child_sublayers = list(layer.subLayerPaths) ^^^^^^^^^^^^^^^^^^^ AttributeError: 'NoneType' object has no attribute 'subLayerPaths' The same error happen if i use a vanilla houdini reference node to load the .usd asset

Olivier Osotimehin
Bugs

Workfile Template Builder: Link Type resets to "breakdown" when updating placeholder

AYON Version: 1.4.3 linux rocky 9 Maya Version: 2025.3 OS: Rocky Linux 9 Description: When building a Workfile Template in Maya and updating an existing placeholder, all values are correctly transferred to the UI except for the Link Type, which always switches back to "breakdown" regardless of what was previously set. Steps to Reproduce: Open Workfile Template Builder in Maya Create a placeholder with Link Type set to something other than "breakdown" (e.g., "template") Save the placeholder Select the placeholder again to update it Observe that all fields are correctly populated except Link Type, which has reset to "breakdown" Expected Behavior: Link Type should retain its previously set value when updating a placeholder. Actual Behavior: Link Type always resets to "breakdown" when updating, requiring manual re-selection each time. Impact: Minor inconvenience - requires manually re-selecting the correct Link Type every time you update a placeholder.

Daniel van Westen
Questions

copy product before publish ayon publisher

I think for the standalone publisher we should have an option to “copy to location” Or even “copy and rename” When using the standalone publisher changes are that what you want to publish isnt in the correct folder and isnt named correctly as its not being made “inside” the pipeline. So if an artits for what reason it might be publishes a render, model etc it would be good that it is first being copy-ed to the correct location on the server and renamed (maybe thi is optional) and then publish it.

robert okker
Bugs

Thumbnail is failing the publish in houdini

I’ve a DCM renderproduct with no passes inside, getting this error after the recenet upgrade, guessing below is the reason https://github.com/ynput/ayon-core/pull/1471 @Roy Nieterau @Jakub Trllo

Krishna avril
Questions

Davinci 20.2.3 configure in Rocky Linux 9.6

Hi, The Python in Resolve is working fine when opened outside the Ayon environment. When Resolve is opened from the Ayon launcher, it says Python was not installed I’ve properly configured RESOLVE_PYTHON3_HOME to the custom Python that was installed in /opt I’ve tried multiple Python versions, 3.9 and 3.10, neither of which works. Any thoughts on fixing this?

Krishna avril