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MayaIO erroneously attempts to load Bifrost assets from \scenes\ folder #25

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davidkydd opened this issue Nov 1, 2017 · 1 comment

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@davidkydd
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When adding Bifröst data as assets manually, it is sent to the nodes correctly, but rendering does not complete due to a path error

Despite the Bifröst data being in the correct folder, the Maya renderer is looking for the cache data in the "scenes" folder rather than the "cache" folder where they exist. The asset_map.mel file is generated and uploaded with the bifrost assets in the correct "cache" folder (attached)

Putting the cache data in the "scenes" folder as MayaIO was expecting resulted in the Bifröst data rendering correctly (and a render result being produced). Why the batch MayaIO is looking for the cache files in the /scene/ folder is a complete mystery, despite trying to figure out what part of the code could be causing that.

asset_map.mel.rename.txt

stderr.txt

stdout.txt

annatisch added a commit to annatisch/azure-batch-maya that referenced this issue Jan 14, 2018
@annatisch
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Should be resolved in v0.17

davidkydd pushed a commit to davidkydd/azure-batch-maya that referenced this issue Jan 25, 2018
@davidkydd davidkydd reopened this Jan 25, 2018
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