diff --git a/README.md b/README.md index e8eccd7..46a4778 100644 --- a/README.md +++ b/README.md @@ -8,4 +8,4 @@ Dit is een fork van de originele [tk-multi-breakdown](https://github.com/shotgun >English -This is a fork of the original [tk-multi-breakdown](https://github.com/shotgunsoftware/tk-multi-breakdown) app. This app implements the possibility to update publishes in your current work file from Shotgun. \ No newline at end of file +This is a fork of the original [tk-multi-breakdown](https://github.com/shotgunsoftware/tk-multi-breakdown) app. This app implements the possibility to update publishes in your current work file from Shotgun. diff --git a/hooks/tk-mari_scene_operations.py b/hooks/tk-mari_scene_operations.py index 709805b..9f53adb 100644 --- a/hooks/tk-mari_scene_operations.py +++ b/hooks/tk-mari_scene_operations.py @@ -111,7 +111,7 @@ def _update_geometry_items(self, items): self.parent.sgtk, all_paths, fields=fields ) except TankError as e: - raise TankError("Failed to query publishes from Shotgun: %s" % e) + raise TankError("Failed to query publishes from ShotGrid: %s" % e) # now we have all the info we need to update geometry: for item in items: @@ -122,7 +122,7 @@ def _update_geometry_items(self, items): sg_publish_data = found_publishes.get(publish_path) if not sg_publish_data: raise TankError( - "Failed to find Shotgun publish record for '%s'" % publish_path + "Failed to find SG publish record for '%s'" % publish_path ) # find geo in project: diff --git a/hooks/tk-maya_scene_operations.py b/hooks/tk-maya_scene_operations.py index 020b730..f45a8ca 100644 --- a/hooks/tk-maya_scene_operations.py +++ b/hooks/tk-maya_scene_operations.py @@ -44,12 +44,14 @@ def scan_scene(self): refs = [] # first let's look at maya references - for ref in cmds.file(q=1, reference=1): - node_name = cmds.referenceQuery(ref, referenceNode=1) + for ref in cmds.file(q=True, reference=True): + node_name = cmds.referenceQuery(ref, referenceNode=True) # get the path and make it platform dependent # (maya uses C:/style/paths) - maya_path = ref.replace("/", os.path.sep) + maya_path = cmds.referenceQuery( + ref, filename=True, withoutCopyNumber=True + ).replace("/", os.path.sep) refs.append({"node": node_name, "type": "reference", "path": maya_path}) # now look at file texture nodes diff --git a/info.yml b/info.yml index 7057f56..be58d2d 100644 --- a/info.yml +++ b/info.yml @@ -48,5 +48,5 @@ supported_engines: # the frameworks required to run this app frameworks: - - {"name": "tk-framework-widget", "version": "v0.2.x"} + - {"name": "tk-framework-widget", "version": "v1.x.x"} - {"name": "tk-framework-shotgunutils", "version": "v5.x.x", "minimum_version": "v5.2.1"} diff --git a/python/tk_multi_breakdown/scene_browser.py b/python/tk_multi_breakdown/scene_browser.py index 8042837..950751c 100644 --- a/python/tk_multi_breakdown/scene_browser.py +++ b/python/tk_multi_breakdown/scene_browser.py @@ -48,10 +48,10 @@ def set_app(self, app): browser_widget.BrowserWidget.set_app(self, app) # For some reason connecting the worker signal directly to the child items' slots causes a # segmentation fault when there are many items. But re-emitting a local signal works fine - self._worker.work_completed.connect( + self._worker.notifier.work_completed.connect( lambda uid, data: self._item_work_completed.emit(uid, data) ) - self._worker.work_failure.connect( + self._worker.notifier.work_failure.connect( lambda uid, msg: self._item_work_failed.emit(uid, msg) )