NOTE: Not compatible with Maya 2014 yet, working on an update!
This is the public version of my pipeline tool for Maya, Sunday Pipeline (Maya) – SPM, I have been working on for quite some time now. It’s used In-House at Sunday Animation Studio (Sunday) as describe here.
Sunday Pipeline is tightly integrated into Maya and the workflow at Sunday, it overwrites and adds a lot of stuff that other studios or individuals would not agree on. So the public edition only contains, for now, separate tools that should be production proven (I hope). As things progress in the in-house version some tools and features will spill off unto the public version at the pace I and Sunday feel is right. The in-house version also contains 3. party scripts and plugins that has been modified, but can’t be released without the original authors approval.
Sunday Pipeline (Maya) Public – SPMP.
So this is the initial release. Note that this blog page on 3DG.DK will be the official way to get SPMP.
SPMP is not opensource or holds any other licenses other that it’s a commercial product that should be respected as such. Some of the scripts and plugins is running directly from source code so it’s easier for others to customize or change as they feel. But please respect my work and Sundays decision to give back to the community so give credit if it’s seems right and please notify me if your studio or company is using this toolset so I can make a cool “Used By” logo splash.
That being said SPMP it FREE, as in free beer… So enjoy and let’s get down to business.
Automatic Download and Install (recommended)
The download and installation process should be very easy – you don’t have to download anything or rearrange/copy files to get it to work. The download, installation and setup all happens at once when you run the following code from inside maya.
To download and install: Open Maya, copy and paste the code below into the Script Editor “Python” tab and run it.
NOTE: Not compatible with Maya 2014 yet, working on an update!
import tempfile,urllib2,os,imp
f=tempfile.gettempdir()+os.sep+'SundayInstallPipelinePublicPy.py'
open(f,'wb').write(urllib2.urlopen('http://tinyurl.com/3tkj9l8').read())
imp.load_source('module.name',f).SundayInstallPipeline()
SundayPluginPublic plugin should load automatically and a “Sunday” menu should appear in the top menu bar of Maya.

Manual Download and Install
Download the Plugin- and Pipeline Resources zip files. Extract the plugins to mayas plug-in folder. Extract the pipeline resources file anywhere you’ll like.
Note: I haven’t done anything to make the auto-update feature work when doing a manual install – so it’s not recommended to auto-update when a new version when it’s out. I strongly recommend using the Automatic Install and Update when possible
Sunday Pipeline Plugin(s) zip file
Sunday Pipeline Resources zip file (scripts, icons, QT ui. etc)
Change the configuration in the SundayPluginPublic.py plugin so that the sundayInstallPath (below) points to the Pipeline Resource directory. Load the SundayPluginPublic plugin – A “Sunday” menu should appear in the top menubar of Maya.
# Windows Configuration Example
sundayInstallPath = 'c:/Documents and Settings/user/My Doucments/maya/SundayPipeline'
# Mac/Linux Configuration Example
sundayInstallPath = '~/Library/Preferences/Autodesk/SundayPipeline'
Change log – 2012.1 (Release pending)
- Core rewrite and cleanup
- Sunday Plugin System
- Configuration files – nothing is stored in Maya prefs anymore
- Central configuration support – shared configuration over network etc.
- API and documentation for 3. party Sunday Plugin development
- Shader- and textureliner tools
- Some tools is now a Sunday Plugin + some new smaller tools
- Indepth test on all platforms (Linux and Windows has been neglected in earlier versions, not anymore)
- Prepared network core for MayaNuke interloop coming this summer – along with first Sunday Pipeline (Nuke)
- Many bug fixes and much more…
- Bigger, faster, stronger
Change log – 0.6
- Plus Save Tool
- Asset Export Tool
- Geometry Cache Tool
- Install script update (better plug-in path retrieval)
- Warehouse Mental Ray Shader Issues fixed
- Various bug fixes
Change log – 0.5
- Mental Ray Contribution Pass Tool
- Warehouse Browser Docked Option
- Warehouse Browser Rename Asset
- Warehouse Browser Asset Caption Below Icon Option
- Warehouse Browser Refresh and Load At Current/Last Category and Type
- Warehouse Browser Reference and Import Namespace Bugfix
- Warehouse Browser Don’t Show Assets If “Type” is Invalid Fix
- Warehouse Browser Ignore Version Option
- Maya To After Effects Camera Keys Bug Fix
- HotKey: Disable Hotbox
Change log – 0.4
- Maya To After Effects Export Tool
- Warehouse Create “Post Import Script” option
- Warehouse Browser “Run Post Import Script” option
- Warehouse Only export shader fixed
- Warehouse Only import shader texture path fixed (Set Texture Path To Project)
- Warehouse Windows backslash path now acceptable in the Warehouse setup
- 3 Small Project Functions:
- Set Project and Open Scene (Browse to Maya Scene file and sets the path the correct project/workspace before opening the scene)
- Set Project from Scene (Set the Project/Workspace to the current open scene)
- Reveal Project (Opens the project/workspace in the Finder/Explorer/”Linux Equal”)
Change log – 0.3
- New Animation Tools: Locator, Controller and Between Tools
- Warehouse Create Export to Binary and Ascii
- Warehouse Create Export and View Collada (.dae) file option
- Warehouse Browser Reference option
- Warehouse Browser View Collada (.dae) File on right click
- Warehouse Browser Reveal Asset on right click
- Warehouse Browser Open Original on right click
- Warehouse Browser Refersh
- General Warehouse bug fixes, mostly on Windows
- 3 Channelbox Menu Items Added: Clone Name, Clone Value and Move Attribute to Bottom
- Pipeline Help Menu Item Added
- View “Change Log” when updating, available on next update
Change log – 0.2
- Installs and loads on OSX 10.6.8/10.7 and Windows XP, Maya 2012, 2011.5 and 2011
- Settings UI fixed on Windows
- Windows now opens a window at 100x100px from top left corner (looking in to how to retain without the risk of window floating off screen)
- Font issues fixed on Windows
- Reveal Warehouse now works on Windows and Linux (Linux needs to be tested)
- View icon now works on all platforms (uses Maya default image previewer)
- Information | Nodes now works on Windows
- Warehouse Create no longer fails when Warehouse path is not set
- Viewport icon set to 512×512 (was 256×256 before)
Initial release – 0.1
- Early beta version with limited toolset
- Easy installation and update from online source
- Warehouse Tools (Browser and Create)
- Should work on Linux but hasn’t been tested (please feedback)
Known issues, bugs and limitations
- Installation throws some python warning. Nothing to worry about
- Between Tool is a bit buggy if name clashes is found in the scene
- Only supports Maya 2011 and newer (Maya with QT UI)
Uninstall
Screenshots
01 | Warehouse

02 | Animation Tools

Video and Tutorials
01 | Installation and Warehouse usage video
02 | Animation Tools usage
Feedback and additional information
If you have any question, feedback or have a feature request don’t hesitate to contact me or post a comment. Requested features will be implemented if I have the time and Sunday sees a production value in it – otherwise I or Sunday Studio is available to hire for custom tools.

Anyone else getting an error when trying to export an asset? I always get:
# Error: TypeError: file /Volumes/MEDIA/Dropbox/PipelinePublic/SundayMaya/SundayPython/SundayGeometryCachePy.py line 239: Object [] is invalid #
Can’t seem to find anything online where anyone else had the same problem. Looking for options
Hi!! This tool is awesome, many thanks!!!
There’s a way to include also the texture inside the library, so you can use everything (models,scenes and also texture) with the sunday pipeline?!?
Many thanks!
Bye
Do I need to be connected to the Internet in order for the Sunday plugin to work.
I just booted up my computer and my Internet is down the plugin will not load
( I am writing this with my IPhone)
It will be a couple of days before my Internet is back up.
Hello Christian,
I just wanted to know if there´s a possibility to install the warehouse for maya2014. Can´t get it to work….
When I try to load the plugin from the plugin-manager I get the following error:
“Error: line 1: ImportError: file C:/Users/username/Documents/maya/plug-ins/SundayPluginPublic.py line 38: Bad magic number in C:/Users/username/Documents/maya/SundayPipeline/SundayPython/SundaySetupPublicPy.pyc //”
thanks in advance
No sorry, not yet. Maya 2014 has been updated with a new version of Python. I’m working on a release.
Hi,
This is very cool. Is it still being developed? Noticed that it hasn’t been updated in a while!
Thanks
Hi Ryan
It’s still being developed, but the public version is not getting as much love as I would like. I have had a very busy year, but things are clearing up. I hope within a few months to release the big update I promised almost a year ago
Thanks for the reply cea. Glad that there is still development happening, looking forward to the next release.
Thanks
Working with Maya 2014?
Nope, it appears it cannot read the compiled files, or at least ‘SundaySetupPublicPy.pyc’. Automatic download still works. I would be very grateful for an update
.
No sorry, not yet. Maya 2014 has been updated with a new version of Python.
Hmmm i like it very much, but the warehouse dont work for me, as i see i am not the only one who got same problem (‘# Error: WindowsError: 267′), non of shaders loads… I tryed several solutions which i found on comments but non of them worked for me. I use Maya 2012 hotfix4, automatic installation, all runing on windows 7 x64, and reorganized shader pack. Hope u gonna fix this soon.
Best regards
Hi! Thanks for this great plugin/browser.
On windows7 with maya 2013 installation went easy and perfect.
There is one problem however. when opening the warehouse browser, the script stausline gives an ‘# Error: WindowsError: 267′ error. Window opens fine, but sadly the preview png files don’t show up in the browser.
Any idea?
Cheers,
Marcus
Have just started playing around with this great resource. Any chance of get a maya file of the render scene of the vray mats from deex mat library so any future thumbnails I make are consistent.
Thank you so much, this is a fantastic time saver, and really well designed
Ok this tool is not great only, guys this tool is really very very very very very ve……………………………………………. amazing!!!
realy man you make my 3d life so easy
thanx again man
# Error: : Internal Failure “‘utf8′ codec can’t decode bytes in position 58-60: invalid data” #
Hi everyone,
I too, was confronted to the infamous (# Error: WindowsError: 267). To fix this, simply create subfolder such as: Wood, Metals, Plastic etc.
IE: C:/Users/Username/My documents/maya/Warehouse/V-Ray Shaders/Wood
You would do all the wood textures into this subfolder.
MAKE SURE YOU DO NOT KEEP IMAGES IN YOUR RENDER VIEW WINDOW !!! Do only 1 render at a time. Maybe the thumbnail issue is related to temp folder created when keeping render images.
I get this -
Maya 2011
# Error: WindowsError: 267 #
Reply
The subfolder suggestions does not fix this. I tried every folder, same error. I cannot view any of the downloadable shaders from DEEX for VRAY. Quite a frustrating program to setup, I’ll try watching the video tutorial.
Okay I finally got this to work, for some reason it did not want to be on my c: drive root inside a warehouse folder, I had to move it to my documents/maya/warehouse/vray_shaders , then use ‘warehouse’ as the directed path.
Once it’s working it seems really useful, just need some more friendly, easy to find instructions, maybe posted on the first page of the website ? Or with the download link.
Just discovered your plugin minutes ago, while looking for an easier Maya to AE solution. Fantastic auto download. Really enjoyed being able to send a Maya camera to AE so quickly! Now to see what else Sunday Pipeline can do. Kudos!
Hi
Your links to the texture files from the website are dead links: Is there anywere else I can get the textures? Thanks
source textures
my textures
“http://www.jonasavrin.com/2011/08/23/massive_sunday_pipeline_vray_shader_library/”
Hi, I get ” # Error: IOError: 2 # ” when i try to import materilas.
thank you
Thank you so much for this great plugin, I get an error of
# Error: OSError: 20 #
on a few materials, not all
I’m on Mac using Maya 2013
Any clue of why?
Hi Pete
The OSError 20 is thrown when there is a directory read error.
Are you using some of the shader libs or assets you are creating your self?
It’s important that the assets in the warehouse maintain the same structure all-arround – or else you’ll get an read error.
It could also be .DS_Store files that is read out – I had some trouble with that early on, but has been fixed – I just can’t remember if it’s fixed in the public version.
Hi and congrats for releasing this amazing tool for free.
I have installed it automatically, it runs properly but every time
i import a shader in the hypershade, i get this error message:
// Error: Error creating thumbnail for image C:/Users/Jonas/Documents/maya/projects/default//sourceimages/galaxy_diffuse2.jpg (The image name changes dependendly on the shader that i’m importing).
I have set my project, i have set the path right but again i get this error message every time.
Also when i apply the shader on a surface nothing appears in the render view, just a black surface.
Any suggestions on how to fix this?
Thanks again for your effort and congrats for one more time.
Ok i managed to fix it, guys this tool is really amazing!!!
Hi there,
I’m really interested in your solution, cause I’m having the exact same problem and I can’t seem to figure it out.
And here i read you have found the solution; Could you please share your setup with me.
HI!
Any idea abou the Maya Error:
# Error: IOError: file /Users/cea/Dropbox/PipelinePublic/SundayMaya/SundayPython/SundayWarehousePy.py line 552: 2 #
Thanks!!!!
I’m getting the same error, just different line number. Really looking forward to using this tool.
Hi guys
Are you using windows and the warehouse path is on a network path?
When is this error occurring, when opening the Warehouse Browser or where?
IOError is often releated to some path is wrong.
/Cea
On a Mac. I have a library of shaders I’ve downloaded and I move them into the Warehouse folder and when I switch the category from the default category (by default, I mean the category i created within the tool) to the one I just dragged in there ( folders I dragged into the warehouse folder), the error shows up and nothing displays in the browser where there would be the shaders.
Here is my error:
# Error: OSError: file /Users/cea/Dropbox/PipelinePublic/SundayMaya/SundayPython/SundayWarehousePy.py line 630: 20
Again, we all appreciate your time and effort in sharing this, looks awesome.
Great tool, thank You!
Hello Cesboa
trying to automatically install Sunday but received error
# Error: line 1: (10061, ‘No connection could be made because the target machine actively refused it’)
Hi Lavi1.
Are you still having trouple installing. I have moved webhost for 3dg.dk last week so it could be some move hickups. I have testet it on several machines now and can’t replicate that error now.
could you try again and report back?
Hi Cesboa,
installed and work fine here.
Sunday pipeline is awesome.
Thanks
Thank you for the great tool, that’s like a swiss army knife, simply great, don’t want to miss it anymore!
Hey cesboa, is there any chance that a minor update might be released which includes that mia_x fix we discussed a few posts up? It sounds like you’re planning some additional functionality, but really it was the mia_x bug which has prevented me from using it daily. I guess I’m just curious if you’re still planning on an update, or if you’ll be focusing on other projects instead. Speaking of which, how can I learn more about the other stuff you’re working on? Is it public? Your mention of a Render Manager made me pretty curious, but also redmine project management tool as well. Hi Onetime the mia_x bug is fixed, but you are right it isn’t released. I will try to isolate it and release it tonight or tomorrow. I have a texture tool for Maya and Photoshop that I would like to put in the public pipeline before christmas and some minor stuff for After Effects. The public render manager is on halt right now, it takes a lot of time to make it work outside Sunday because it has to work on multiple platforms, versions of maya, other software etc. and I should have the time to do support (which takes more time the more stuff I put out there). http://www.3dg.dk/development/frame-fire-render-manager/. It could be possible to release the python Render Manager as open source. I’m writing a guide to my blog about how to setup Redmine, how to tweak and how we use it at Sunday for project/production management – it’s working very well I must say. I have started making some small plugins like auto-submitting renders/playblasts and integration with Maya for pulling scene/camera inforamtion but this is very hard to put public without a lot of documentation and code that is made for working “in the wild”
But give me a few days and I will update the maya pipeline with some fixes
Have a nice day!
Maya 2011
# Error: WindowsError: 267 #
Had the same problem. Check that the vray shader folder is placed as a category under the warehouse and you are not setting the warehouse path directly to the shader folder.
Use a structure like so:
Warehouse (folder)
…Vray Shader (folder)
……Metal (folder)
……….Gold (folder that is an asset bundle)
Warehouse exploer doesn’t show shaders
Windows Error : 267
So I’m guessing that there isn’t an update??:(
Hello! It has a command to change the way the “Brower Warehouse window” is presented within Maya, ie, that it would be presented as a floating window as the others.
For me it would be really cool!
Thank you!
Hey,
Just wanted to drop by and thank you for releasing these REALLY handy pipeline tools.
The locator and controller tool is really useful…I scripted something similar years back and lost the code in a crash…had no time to rewrite it since then. So thanks to you. The Plus Save and Warehouse Browser might also find a way into my workflow!
Great toolset from a worker for workers
.
Cheers! Leo
Hi! Thanks for the greatest work!
I have a quastion.
The Pipeline report a Error:
# Error: IOError: file /Users/cea/Dropbox/PipelinePublic/SundayMaya/SundayPython/SundayWarehousePy.py line 552: 2 #
P.S I have a Dropbox, i dont undestand how it works for the error.
—SORRY FOR MY ENGLESH!!!
I’m getting the same error whenever I select an asset in the warehouse.
Hello and thanks very much for this awesome tool! =)
I vote for other for one request, nothing really fancy.
. In my Maya hotkeys pref I changed the “space” key to an other function then change view, it’s really important for my workflow. The problem is that when Sunday it install, it overwrite this pref setting and replace by default.
I think it the Sunday Hotbox Tool/
Hope it’s easy to fix, thanks for your help!
wzx
Hi
I’m using Maya 2011 and win7 (64bit). Used the auto install feature and everything works. I have the correct folder structure and I can see the shaders loaded from the warehouse folder. However, when I click import I get an error
“Errors have occurred while reading this scene that may result in data loss.
Please check the Script Editor for details.”
I realised that this is due to the shader files being written in Maya 2012.
With Ignore version checked on, the file starts to load, gets to about 10%, hangs then crashes Maya.
Is there anyway around this issue or even a way to convert the files to .ma so I can manually mchange them to 2011?
Ok figured out that the “Ignore Maya Version” function only works with .ma files. Files with .mb extention crash Maya on the import.
Hi SlyGuy
Unfortunately this is out of my hands, this should also happens if you open the 2012 scene in 2011 via normal open scene.
It could be some dependencies like plugins or nodes there aren’t available in 2011 but are used in the scene.
Hi.
I’ve been trying to figure out how to populate PyQt’s scrollable area with thumbnails and text labels like sunday pipeline. I couldn’t find any example or tutorial. Could you give me some tips how to do it? What are the Qt classes I should look for? Would really appreciate any suggestion. Thank you very much!
Hi Panupat
I just use normal maya scrollLayout with a iconTextRadioButton per asset (because it’s selectable).
I have a few hacks because not everything is possible via QT Design which I use for UI. There isn’t much documentation on how to create rich UI in Mayas QT so it’s often “trial and error” to get something to work.
Just write again if you need more info
Hi there…
i’m using mac…mountain lion os…maya 2013 64x….
I have done evrything perfect like Automatic installation and other things….
made new category and save my character….
but when i try to reference or import that character…evrytime i got error..like
# Error: IOError: 2
So please look into this error…it would great of you..
This is very nice tool…
Thank You…..
Hi Ashwin
[Errno 2] is a “No such file or directory” error. There could be something wrong with your path?
Hey all,
Great plugin! It would be fantastic if it had a method of asset update and versioning with history. Also some facility for scene and shot management etc, like those in openPipeline.
Hi JoelGVFX
You are right, there should be some versioning. I can’t promise when I’m a bit out of the loop because of other projects :/
Thank you
Hi Christian,
thank you for this great tool!
I voted in your survey “others” and this is why I drop a line.
I really enjoy the flexibility of this script. However, I feel there should be a little feature if you want to use the WH for shaders. I really wish if you want to store a shader there would be an additional option for “ceate icon”
-> I like to see the icons of my shaders with always the same scene – the sphere as you also show it in your vray-shader-pack.
So if there would be another button, which loads a “shader-sample-scene” and renders out the icon would be great. It’s the same as the FBI-Shader-Library or Shadermonger does.
I hope you get the point?
Again, thank you,
mickna
Hi,
I use the sunday plugin on several machines. They all work great. All machines use Maya 2012. No problems at all.
Now i installed a new machine with Maya 2012. Use the same directory setup for the warehouse as on the other machines. But now when i try to open the warehouse browser i get the message # Error: WindowsError: 267
The wareshouse folder is exactly the same as on the other machines where it works fine. (D:\3D\Assets\Warehouse)
There are no missing directories or whatsoever…
Please help!
Hi Jochem
Did you fix the error?
Error 267 is invalid directory: http://msdn.microsoft.com/en-us/library/windows/desktop/ms681382(v=vs.85).aspx
Are there any hidden files or directories in the warehouse folder? I found some
corner cases where the warehouse picks up hidden files – this should be fixed
in the new 0.7 version (which isn’t out yet).
Hi There,
No, it’s not fixed yet. I made new directories, used different drives etc. But it still gives the same error. Whil on my other machine with the same setup works like a charm.
When is 0.7 comming out?
Hey, Thanks for this awesome tool . I had two questions that I hoped you had the answers to , Im sorry if these questions are really basic, but I currently stuck.
1) is there a way to sort through the warehouse browser alphabetically ? i.e : i’ve just added assets A-D but realized i needed to add another C asset , however when i add that extra asset the name gets sorted to the bottom of the list .
2) is there a way to resize the window horizontally ? I’d love to expand this browser fully on my window and at the moment it’s only locked to vertical expansion .
this tool is SUPER SUPER helpful and I really appreciate you releasing it for free.
-juan
Oh and I’m using a Linux machine, if that helps.
thanks Again ,
Hi Juan
Sorry for not answering sooner, I have been on vacation.
1) The browser should sort alphabetically – it does on OSX anyways, but it must be because when listing a directory via python in linux it doesn’t give the directory back in alphabetically order. I will sort the directory list in the script and hope that fixes the problem
2) In version 0.6 and older it’s not possible, but the 0.7 (2012.1) it is possible. I haven’t released the 0.7 version yet but could arrive any day now
No worries man , Thanks Soooo much for the looking into it , like i said before your tool is SUUUPER helpful and im really glad you let us use it. Looking forward to the .7 release !
-Juan
Hi, I trie to install this plug on maya 2012 to copy this plug in
“C:\Users\user\Documents\maya\2012-x64\scripts\mMaya\plugins”
When i go to the plugin manager, i see correctly SundayPluginPublic.py but when i click Loaded i have an error massage “// Error: (SundayPluginPublic)”
I try to import this plug dirrectly in python script editor but it’s doesn’t work.
Can we help me please?..
Have you tried the auto-installer? Have you downloaded the pipeline zip and placed it in the right folder (see manual download and install). Enable “line number in error” and “show stack trace” in the script editor for and try it again – it should show a more in-depth error message.
Hi, thx for you reply? I tried auto-installer but i have an error message:
import tempfile,urllib2,os,imp f=tempfile.gettempdir()+os.sep+’SundayInstallPipelinePublicPy.py’ open(f,’wb’).write(urllib2.urlopen(‘http://tinyurl.com/3tkj9l8′).read()) imp.load_source(‘module.name’,f).SundayInstallPipeline()
# Error: line 1: invalid syntax
# File “”, line 2
# import tempfile,urllib2,os,imp f=tempfile.gettempdir()+os.sep+’SundayInstallPipelinePublicPy.py’ open(f,’wb’).write(urllib2.urlopen(‘http://tinyurl.com/3tkj9l8′).read()) imp.load_source(‘module.name’,f).SundayInstallPipeline()
# ^
# SyntaxError: invalid syntax #
Manualy i Download two different zip and place “SundayPluginPublic.py” in my plugin folder and open it with text editor to change configuration to points to the Pipeline Resource directory..
line 26//
#sundayInstallPath = ‘G:\Ressource\maya\pipeline’
I don’t know if it’s the correct manipulation..
I eneble “line number in error” and show stack trace”
and when I load my plug in plugin manager, my script editor say:
// Error: line 1: No module named SundaySetupPublicPy
# Traceback (most recent call last):
# File “C:/Users/fx-prod-64/Documents/maya/2012-x64/scripts/mMaya/plugins/SundayPluginPublic.py”, line 38, in
# import SundaySetupPublicPy
# ImportError: No module named SundaySetupPublicPy //
// Warning: line 1: Failed to run file: C:/Users/fx-prod-64/Documents/maya/2012-x64/scripts/mMaya/plugins/SundayPluginPublic.py //
// Error: line 1: (SundayPluginPublic) //
SO….
Hi!
download both zip files. extract them in one directory (eg: C:\Users\Name\Documents\maya\SundayPipeline)
now open maya and go to windows->settings/preferences->plug-in manager and click “browse” and poin it to SundayPluginPublic.py
and also:
Change the configuration in the SundayPluginPublic.py plugin so that the sundayInstallPath (below) points to the Pipeline Resource directory. Load the SundayPluginPublic plugin – A “Sunday” menu should appear in the top menubar of Maya.
# Windows Configuration Example sundayInstallPath = ‘C:\Users\Name\Documents\maya\SundayPipeline’
Thank you for the script!
yes thanks for all. I go to trie it now. Thanks for all
I had a syntax error with the auto install (windows 7, maya 2012) because when I copy/pasted the text into python, it came in as one long line. once I pressed enter in the correct spots to separate it into 4 like like the original text show, the auto install worked perfectly! hope that helps!
First off, thank you, very nice plugin. Love the save plus feature.
I must be missing something.
Im using Maya 2012 and Vray 2.0 and Im having an issue sorting out the shader library/warehouse portion. I can get the shaders loaded and they appear in the warehouse browser, but when I import the shader into my scene the texture map is not automatically placed in my projects sourceimage folder. My project is set.
Moreover, the texture path in the file node isnt changed either. Im left with “C:\Users\Jonas\Documents\maya\projects\default\\sourceimages\color.jpg”
This i can correct quite easily but the texture map not being placed in the sourceimage folder i find troubesome.
Also if I wanted to use the sunday pipeline to create new shaders would I have to open the “vray ball scene” and use the warehouse create window to make the new shader?
Ive been using Oliver’s FBI library for some time and I do really enjoy the one click creation of any new shaders.
thanks
Hi. That’s strange because the warehouse gets the workspace/project by asking maya – so source images should be found if set correctly in the project window. Have you tried the set project feature in the pipeline? That sets the project by pick walking back from the scene file to the project root. I have never had any complaints about the texture not being copied.
I haven’t tried Oliver’s FBI – the warehouse was created to be used with larger assets, I my self don’t use it for shaders, but many does
so it should work. You can select any shader or object and everything should be exported – you don’t have to have the shader assigned to an object – but then you have to select the shader, just like it was a preset (in a way).
If you have an easier idea on how to do it I would love to hear it. There are soon a new version out with many new features to the warehouse.
Hi, I’m having the same issue :S I’m on osx and have tried placing the “TEXTURES” folder into the root of the warehouse and also tried it in the “V-Ray Shaders” folder (in the warehouse). Either way it still fails to copy the shaders to the sourceimages directory, and the path of all relevant image files are similar to “C:\Users\Jonas\Documents\maya\projects\default\\sourceimages\color.jpg”.
Any progress on a solution for this?
Hello again,
I just saw that version 0.7 is already released, but I can´t update via the integrated update feature, cause it says 0.6 is the newest version.
Reinstalling via ur provided python commands also installs version 0.6
The linked download for manual installation contains version 0.5?
So how to get the newest update?
thanks in advance
greetings
andy
Hi
No sorry 0.7 is not released yet, it should be ready within a few weeks – but I’am continuously adding new stuff so it is dragging out.
If you want to get a heads up on when it’s released you can signup for development information here:
http://www.3dg.dk/beta/
Hi,
first of all thanks a lot for this really handy compilation!
…but I have a question concerning submitting Models into the library.
Is it possible that the textures of a submitted Model are stored in to a separate folder instead of putting it all into the sourceimages directory?
e.g. i have a model_A and like to store into one of my categories. model_A has several textures.
When importing the model afterwards into a scene all the textures are thrown into the sourceimages folder. It would be perfect if there´d be an option to place the textures into sourceimages/model_A so things are still sorted.
Is it possible to achieve this with the warehouse?
thanks a lot in advance.
hi funkygfx
Great idea. I will add that option to the import so the following tree options are possible:
- don’t copy texture
- copy texture to sourceimages
- copy texture to sourceimages/assetname
Something like that?
awesome!
Sounds really good.
Looking forward to it
Keep up the great work
That sounds great!! We also have this problem too, it would be nice to have it a little more organized, we really don’t like the way it dumps into sourceimages. Is it possible to simply have the shader look for textures in the warehouse itself?? You have an amazing tool here man, well done!!
Hey Man, thanks for this that seems to be an awesome tool, i haven’t gotten around to implement it because whenever i open the library on osx i get this error
“# Error: OSError: 20″
and i cant see shaders or anything just the categories…
OSError: 20 is = Not a directory.
Maybe there has been sneaking an .DS_Store (or another hidden file) in with the directories. I think I have got rid of that but I can’t remember. All hidden files has been fixed for the next release.
If you start with a completely fresh warehouse and add categories and types from there – do you get the same error?
Hi !
Very great plug-in ! Thanks to you and Sunday studio !
Just found a bug : When I use a camera-aim, the export to AE functionality doesn’t work. But if I replace it with a standard camera it work again !
Otherwise, a great functionality in my opinion would be a file navigator on the side which could be activated in the option,
Thanks again for your efforts
(sorry if I made language mistakes I’m french)
ilyes
Other bug found about the interoperability with AE, have to extend the final render to match the exported animation of cameras/null objects.
And this is not a bug but when you create camera shake in maya, it’s not actually exported. It’s surely because the cam itself is not moving. I’ll try to workaround this by creating a shake working with the rotation value. Seems doable.
But even with this, it fasten my workflow very well =)
Thanks,
ilyes
the factor of time extension is about 104,24027% ( the factor I need to apply in AE)
Hi Ilyes
Sorry for not getting back to you sooner. I will take a look at the MayaToAE tool… It’s pretty messy because of the re-write. But I will give it some love asap. And thanks for submitting the bugs and information!!
I haven’t had any out-of-sync problems? could it be a frame rate convertion problem? or you are using motion blur – that could also make an offset if not set correctly?
hi, this is a great tool to a large extent, the acceleration of the efficiency of my work, but I encountered a problem and hope to get your help.When I using Warehoue Browser when I opened the downloaded vray shader folder, an error message:
# Error: WindowsError: 267 #
I do not know what this problem. Hope can be resolved. Thank you
http://forums.cgsociety.org/showpost.php?p=7267990&postcount=98
Hey this is really nice. I was thinking on creating something similar to warehouse myself. Here’s some thoughts:
1. When I try to create an asset that already exist it should ask if I want to override or not. If of course the scene is changeable. This has come to mined since I can’t update the icon once the asset is created
2.add MEL post import script
3. There should be more then one warehouse. It can vary if it’s local or on server or if it’s for a specific project. So it would be nice if you can just separate the paths with ‘;’ and then in browser or when creating asset you can change to some other warehouse.
Hi Goran
Thank you for your comment, great with some thoughts

As you might have seen there is an rather large update underway and I’m happy to report that some of your issues are already fixed.
1. Ask for overwrite is implemented
2. Add mel port import script isn’t implemented but it would take about 20 minutes so I will it put it on the list. It’s easy to wrap mel in the post python script but not as pretty
3. In the new version I have implemented a new feature I call “Sunday Central” where a lot of settings can be loaded from central storage and shared among multi users. I could make a “history”/dropdown warehouse path that one could directly access from the browser/create but all locations can’t be accessible at one time becausethe risk of category/type/asset conflicts.
The new version is ready within 30 days
A screenshot of some of the new UI + features: http://3dg.dk/externalfiles/sundaypipeline_2012screenshot1.png
Hi Christian,
Been using your asset manager in production for about 3 weeks with my CG team and everything is going very smooth. It has been completely stable and effective in production, just wanted to let you know.
Can i request a feature? It could be a luxury thing, but it would be great to extend our browser horizontally instead of just vertically. (tried to mess in your xml but did not get the desired results! Well, cheers and great work you have here!
Great to hear
You can always request features!! It has been a popular request, and I’m pleased to inform you that it has been implemented for the upcoming release – http://3dg.dk/externalfiles/sundaypipeline_2012screenshot1.png.
Other requests that has been implemented:
- Custom attributes (it also have mel support, executes on export)
- Presets for Create settings (nice if you have many assets that shares a lot of Warehouse Create settings)
- Stuff can be read from Central configuration (presets, custom values, etc)
and much more
I don’t think it’s possible to hack the ui xml because I have to re-write the asset layout to use shelf layout and some ui-update hacks to get it to work. The Warehouse Create ui is not extendable horizontally, it’s easier to create a nice ui if it’s locked and doesn’t make much sense to spend time making it so.
Hi!
Nixolas has just perfectly worded my response right there. I can’t believe I’ve missed your *astounding* contribution to the community until now. Possibly because I’ve had my head in the sand using my own library system, but yours is already better by far. (note to self: stop messing with mel and learn python;p)
Happy to report flawless installation and the ease of use is astounding. Only been using it two days now, but no problems at all so far. Extremely intuitive, and a lovely, *lovely* UI style.
Thank you Christian, thank you very much
Thanks man
It’s really great to get this kind of feedback. I throw a lot of hours in the new release and comments like yours and others helps keeping the steam up. I have been on vacation so sorry of not answering sooner – pipeline development didn’t pause, just been away from the web
Hi Christian!
Sharing this amazing tool for free is such a contribution to the community! Functionality speaks for itself, but can I just say that your interface style is really simple and efficient with a nice modern look to it. I look forward to more updates from you.
Thanks!
Thanks
I look forward to releasing the next update – there is some nice stuff to come.
Thanks for these great tools Cea, looking forward to 0.7
Do you think those .info files for the warehouse browser could support an arbitrary dict? It seems to require Author, Version, Render but it would be great if we could add in our own items (eg frames, verts etc) and have them show up in the warehouse browser too
really appreciate the work
Luke
Hi Luke
Thanks a lot
The warehouse has been re-written from json dictionary to yaml and custom value has been added and coming in 0.7
Actually the hole pipelien has been re-written with lot’s of improvements and new stuff, it’s has taken a while and there
are still some time before everything sticks together again
Have a nice weekend and appreciate the suggestions – keep ‘em coming!
Sweet! That sounds like a really exciting release.
thanks
Here answer from Christian about 267 matter :
Windows Error 267 is invalid directory:
http://msdn.microsoft.com/en-us/library/windows/desktop/ms681382(v=vs.85).aspx
Is it the installation or the warehouse that throws an error. Do you have renderman installed?
If it’s the installation you could try this code instead:
import tempfile,urllib2,os,imp
f=tempfile.gettempdir()+os.sep+’SundayInstallPipelinePublicPy.py’
open(f,’wb’).write(urllib2.urlopen(‘http://3dg.dk/sundaypipeline/mayapublic/SundayInstallPipelinePublicPy_PathFix.temp’).read())
imp.load_source(‘module.name’,f).SundayInstallPipeline()
It’s a better way to read out the plugin directory – but I haven’t had time to update 3dg site with it.
thx one more time, trying it now
none of your videos work
Hi WW
If they don’t work then vimeo is down. But thanks a lot for the heads up!
[...] I’m starting to look into that… Might have to go python for this though (cf Sunday Pipeline installation [...]
Don’t mine testing it for ya.
I work a Apsolute post is New York. I’d like to try and run this over here.
testing this on maya 2012 sap.
It will cash manually aswell.
Crashes before I can read the error report.
Crash maya when I try to run the auto script.
Running maya 2012 on fedora 15.
Any help would be great.
Thanks
Oh, damn. Have never crashed Maya with my scripts before :/. I haven’t tested the pipeline on Linux and I don’t know if you are the first
.
Are you running SP1 or SAP?
Could you enable “line numbers in errors” and “show stack trace” and see if it throws any error before et crashes?
The source for the installer script is here: http://www.3dg.dk/2011/08/23/sunday-pipeline-maya-sunday-install-script-source-code/
It would be great if you could run some of it manually to see what trickers the crash.
what is the crash like? i mean what happens if you do maya -d gdb, and then print the backtrace when it crashes? i’m having some crash problems with another installation, and apparently it comes from urllib2 import (which is weird because it’s shipped with maya)
I’m running maya 2011 with fedora 12. I just wanted to know if our crashes are related
Hi Cea
Thank you so much for this lovely plugin I’m blown away by it, I’m trying to use but I’m still getting an error
# Error: OSError: 20 #
I’m on Snow leopard using Maya 2011
Thanks
I think the OSError 20 is thrown when the path is not a directory – what is your warehouse path?
Hello!! I’ve got the same issue,i’ve followed “Warehouse->Category->Type”,my path is”D:\tools\shaders\Warehouse”,i tried front slashes,but still not working now,no thumbnails,no shaders,it return # Error: WindowsError: 267.
What can i do?
Sorry I have been away for a while. Have you resolve the issue? I don’t know what the 267 error is but when googling it it looks like a directory error or could have something to do with the rights. It doesn’t matter if if use front or backslash – in the last update they are converted to front slashes in the script and haven’t had issues on windows since :/
i Edit the code
import tempfile,urllib2,os,imp
f=tempfile.gettempdir()+os.sep+’SundayInstallPipelinePublicPy.py’ open(f,’wb’).write(urllib2.urlopen
(‘http://tinyurl.com/3tkj9l8′).read()) imp.load_source(‘module.name’,f).SundayInstallPipeline()
but
line 1: invalid syntax
I just tried the automatic installer on Maya 2012 SAP and it worked just fine – it should be the same as SP1. At first glance the code you posted looks just about right but when I copy-past it in the script editor I see a different result. The quotation marks around the strings is different, I don’t know if it an copy-past error because you system handles it differently or it’s wordpress html encoding (or what ever web screw up). The quotation is and ’ instead of a ‘ (hard to see the difference and I don’t know what it’s called in english – or danish by the way
). “single quotation with curl’ would be a bad guess.
When you paste the code in to the script editor does it looks 100% like the screenshot under automatic installation where the strings are yellow like the web path and py file?!
hi and thanks
When I try the automatic Python
import tempfile,urllib2,os,imp
f=tempfile.gettempdir()+os.sep+’SundayInstallPipelinePublicPy.py’
open(f,’wb’).write(urllib2.urlopen(‘http://tinyurl.com/3tkj9l8′).read())
imp.load_source(‘module.name’,f).SundayInstallPipeline()
problem
Error: line 1: SyntaxError: file line 4: invalid syntax
i have maya 2012 sp1
Hi. cea.
When I try the automatic the script is timeing out while trying to connect to the plugin sting/link.
Manually trying to download the plugin it is timeing out aswell. No connection to server or similar..Any idea?
Hi,
there seems to be something wrong with the link to the plugin zip file location.
Or?
How wrong? It should link to: http://www.3dg.dk/sundaypipeline/mayapublic/plugin.zip
I recommend using the automatic download and install if you don’t have a specific reason to use the manual download and setup.
Cea,
Do you usually work on assets as a global entity or local to a project? Our pipeline compartmentalizes assets (mesh, shaders) per project. We would need to changed the warehouse location for each project we are working on(which isn’t a problem). Do you see a benefit to giving the warehouse the ability to have multiple locations? I could see the ability select a local location depending on the project you are currently working on, and a second location that is an archived repository of all previously used assets?
Also, is there any future plans on utilizing the Maya Asset System? There are some benefits to using Maya Assets. Might be an option to add to the Warehouse Creation panel.
cheers
pixlmonky
Hi again cea,
Would it be possible to have an option to import the assets as a reference?
Nevermind, I’m stupid, I didn’t see the big reference button.
Hi,
I’m getting this error when trying to install. Maya 2012, Win7.
# Error: IOError: 2 #
And it doesn’t install.
@Everybody. The problem has been solved (plugin path issues with 3Delight). A fix is under way – thanks to Luis for help resolving the bug.
If anyone else has install issues try installing with the temporary (needs further testing) solution that will be incorporated in 0.6:
import tempfile,urllib2,os,impf=tempfile.gettempdir()+os.sep+'SundayInstallPipelinePublicPy.py'
open(f,'wb').write(urllib2.urlopen('http://tinyurl.com/3qdv32t').read())
imp.load_source('module.name',f).SundayInstallPipeline()
Hi. Really nice assets lib tool. Congrats! But i get some annoying stuff here, when i import stuff from the warehouse that was saved in maya 2012, i get a typical error messages in maya2011, that the scene cant imported because of different maya versions. in my import option this flag is activated, but it looks like the import function in warehouse ignores this. Would be great if u can fix this in future releases. BigThx!
Thanks alot Kay
In the newest version (0.5) there is an Ignore Maya Version option in the Warehouse Browser. It should work just like the Ignore Version in Maya File Open/Import. It option isn’t stored when the browser is reopened – I will fix that in 0.6. As always it’s risky business using newer maya scenes
ok.. version 0.5 its already fixed.. so keep on the good work.
yes you are right with that, regarding working with newer maya scenes. but in this case the errors appears also on shaders. so i think its fine, the difference between Vray for M2011 and M2012 are not so big. basically no difference.
Quite a simple one: ” D:\Work\DeeX_Vray_Shader ”
All the categories folders are in this one. I tried to move it to another drive, same issue…
I updated the Pipeline to 0.5 yesterday (9 hours ago
). Maya works internally with front slashes – try reversing them so the path looks like this: D:/Work/DeeX_Vray_Shader. If you have updated it should be enough to open the Pipeline Setup and use the path button.
It could also be another thing if you are using DeeX shader directory as the warehouse path it self – then it will fail. Use the Shader path as an “Category” – so you have: d:/work/warehouse/Deex_Vray_Shader and point the path to “d:/work/warehouse”.
I hope the terminology isn’t to confusing, you have Warehouse->Category->Type: where category is e.g. “Vray Shader” and Type is “Glass” etc but “Warehouse is the path/directory to store all categories.
Hope it works
Setting it to a “warehouse” folder fixed it, thanks a lot for this tool and the great support
Great
and thanks!
Hello!! I’ve got the same issue,i’ve followed “Warehouse->Category->Type”,my path is”D:\tools\shaders\Warehouse”,i tried front slashes,but still not working now,no thumbnails,no shaders,it return # Error: WindowsError: 267.
What can i do?
Hello,
I used the deex vray shader as the warehouse browser path, I have all the categories showing up nicely in the browser, but the rest is empty: no thumbnails, no shaders in the list. And I get this error: # Error: WindowsError: 267
What did I do wrong?
Thanks!
I haven’t seen the 267 error before. But when doing a google search in it looks like a invalid directory name. What is the full path to the Warehouse?
it’s good it works in Maya 2012, I had run the wrong code:)
greats thanks!
Hi there, what is the right code, as i cant get it installed…?
http://www.3dg.dk/2011/08/12/sunday-pipeline-maya-public/#installation
Hi ! Great Job ! But script seems don’t work in maya 2012.
with this code :
import tempfile,urllib2,os,imp f=tempfile.gettempdir()+os.sep+’SundayInstallPipelinePublicPy.py’ open(f,’wb’).write(urllib2.urlopen(‘http://tinyurl.com/3tkj9l8′).read()) imp.load_source(‘module.name’,f).SundayInstallPipeline()
I’ve an error :
# Error: SyntaxError: invalid syntax #
This installs fine but once I set my Warehouse Path, I can’t see any shaders listed in the browser, it’s just empty. They appear in the Category and Type pulldowns, but no thumbnails.
In the Script Editor I get:
Sunday Pipeline Is Up To Date. Current Version: 0.4
Sunday Plugin initilized.
# Error: 20
# Traceback (most recent call last):
# File “”, line 3, in
# File “/Volumes/MEDIA/Dropbox/PipelinePublic/SundayMaya/SundayPython/SundayWarehousePy.py”, line 700, in SundayWarehouseBrowserUI
# File “/Volumes/MEDIA/Dropbox/PipelinePublic/SundayMaya/SundayPython/SundayWarehousePy.py”, line 649, in SundayWarehouseBrowserUpdate
# File “/Volumes/MEDIA/Dropbox/PipelinePublic/SundayMaya/SundayPython/SundayWarehousePy.py”, line 625, in SundayWarehouseBrowserUpdateType
# OSError: [Errno 20] Not a directory: ‘/cfiler/sys/tools/maya/shaders/sundaypipeline/._.DS_Store’ #
# Error: 20
# Traceback (most recent call last):
# File “”, line 1, in
# File “/Volumes/MEDIA/Dropbox/PipelinePublic/SundayMaya/SundayPython/SundayWarehousePy.py”, line 633, in SundayWarehouseBrowserUpdateType
# File “/Volumes/MEDIA/Dropbox/PipelinePublic/SundayMaya/SundayPython/SundayWarehousePy.py”, line 585, in SundayWarehouseBrowserUpdateAssets
# OSError: [Errno 20] Not a directory: ‘/cfiler/sys/tools/maya/shaders/sundaypipeline/VRayMetal/Aluminium-CarRim/Aluminium-CarRim.info/’ #
# Error: 20
# Traceback (most recent call last):
# File “”, line 1, in
# File “/Volumes/MEDIA/Dropbox/PipelinePublic/SundayMaya/SundayPython/SundayWarehousePy.py”, line 585, in SundayWarehouseBrowserUpdateAssets
# OSError: [Errno 20] Not a directory: ‘/cfiler/sys/tools/maya/shaders/sundaypipeline/VRayMetal/Silver-Rough/Silver-Rough.info/’ #
# Error: 20
Does this not work on Linux? And why is it looking for a .py script on /Volumes/MEDIA/Dropbox/… ?
Hi richsimpson. I haven’t had time to test it on linux but It should work – but it looks like it doesn’t
As I see it you got two different errors. The dropbox thing is very strange – how does your SundayPluginPublic.py (in the plug-in directory) fil look like, does it have any information about dropbox? I have a version running on dropbox and I could have been uploading that file by mistake but only briefly and you could have install in that brief window. You could try removing the entire sunday pipeline and re-install (remove the plugin and SundayPipeline directory), when did you do the initial install?
Thanks for your feedback!
I think I have an idea on why you are getting the warehouse bug and how it could be fixed. Meanwhile could you check if you have a ._.DS_Store file in the warehouse directory. OSX Throws .DS_Store so it’s a bit strange it’s called ._.DS_Store – do you know if linux also throws DS_Store files to keep directory/icon information, I’m pretty sure it’s an OSX thing only.
I will get back to you Asap
Hey cea, thanks for the quick reply and good info. I’m thrilled to report it now works! I uninstalled and rerun your install code this morning (version 0.4) and I now have pretty shader swatches, and they import in too. Haven’t used them in any scenes yet, but I will be soon. I’ll let you know how it goes.
Just for your own troubleshooting, I am seeing some errors, these when I ran your install script:
# # /usr/tmp/SundayInstallPipelinePublicPy.py:23: RuntimeWarning: Parent module ‘module’ not found while handling absolute import
import maya.cmds as cmds
# # /usr/tmp/SundayInstallPipelinePublicPy.py:24: RuntimeWarning: Parent module ‘module’ not found while handling absolute import
import maya.mel as mel
# # /usr/tmp/SundayInstallPipelinePublicPy.py:26: RuntimeWarning: Parent module ‘module’ not found while handling absolute import
import os
# # /usr/tmp/SundayInstallPipelinePublicPy.py:27: RuntimeWarning: Parent module ‘module’ not found while handling absolute import
import time
# # /usr/tmp/SundayInstallPipelinePublicPy.py:29: RuntimeWarning: Parent module ‘module’ not found while handling absolute import
import urllib2, zipfile, shutil, tempfile, imp
And in working in the browser interface, I’m seeing:
# Error: Maya command error
# Traceback (most recent call last):
# File “”, line 1, in
# File “/Volumes/MEDIA/Dropbox/PipelinePublic/SundayMaya/SundayPython/SundayWarehousePy.py”, line 72, in SundayWarehouseBrowserViewIcon
# RuntimeError: Maya command error #
# File read in 0 seconds. #
- and -
# Error: line 1: lsThroughFilter: Object ‘DefaultMaterialsAndShaderGlowFilter7′ not found. #
# Error: file: /cfiler/sys/tools/maya/shaders/sundaypipeline/warehouse/V-Ray_Shaders/V-Ray_Plastic/Plastic_-_Dark/Plastic_-_Dark.ma line 33: listNode command failed #
Thanks, rich
[...] can use all shaders with the Sunday Pipeline [...]
Hi all,
Just to say that i have converted/cleaned/organized 271 Vray for Maya shaders. All originals shaders are from Chaos group forum, from an user : Bazuka. Thanks to him. I have cleaned all .ma scene, delete some « require » plugin, set the good texture path, rename all file, convert renders images to .png, etc etc
http://deex.info/wordpress2/2011/08/deex-vray-shader/
Cool
Great work! I will add the a link to the resources page.
It will be nice if we have “Ignore Version” Check box for Import Options
Great idea – it will included in the next update
Nevermind, i got it
thanks anyway
I Can´t seem to get it working
I have maya 2011 Hotfix 3
import tempfile,urllib2,os,imp f=tempfile.gettempdir()+os.sep+’SundayInstallPipelinePublicPy.py’ open(f,’wb’).write(urllib2.urlopen(‘http://tinyurl.com/3tkj9l8′).read()) imp.load_source(‘module.name’,f).SundayInstallPipeline()
# Error: line 1: invalid syntax #
How can you fix this problem, Same problem coming my maya 2012. can you help me
How can you fix this problem, Same problem coming my maya 2012. can you help me
import tempfile,urllib2,os,imp
f=tempfile.gettempdir()+os.sep+’SundayInstallPipelinePublicPy.py’
open(f,’wb’).write(urllib2.urlopen(‘http://tinyurl.com/3tkj9l8′).read())
imp.load_source(‘module.name’,f).SundayInstallPipeline()
# Error: SyntaxError: invalid syntax #
[...] Sunday Pipeline is tightly integrated into Maya and the workflow at Sunday …]
[...] you haven’t seen or heard all the buzz behind Sunday Pipeline, well… you should check it out, it is awesome so far even in its public beta [...]
I’m on win7 64-bit ultimate. My shader lib is on an external. Shaders seem to be exporting with textures correctly as far as I could tell. I will let you know of any updates.
Here’s the script editor contents:
# RuntimeWarning: Parent module ‘module’ not found while handling absolute import, at line 23, in “c:\users\jonas\appdata\local\temp\SundayInstallPipelinePublicPy.py”
# RuntimeWarning: Parent module ‘module’ not found while handling absolute import, at line 24, in “c:\users\jonas\appdata\local\temp\SundayInstallPipelinePublicPy.py”
# RuntimeWarning: Parent module ‘module’ not found while handling absolute import, at line 26, in “c:\users\jonas\appdata\local\temp\SundayInstallPipelinePublicPy.py”
# RuntimeWarning: Parent module ‘module’ not found while handling absolute import, at line 27, in “c:\users\jonas\appdata\local\temp\SundayInstallPipelinePublicPy.py”
# RuntimeWarning: Parent module ‘module’ not found while handling absolute import, at line 29, in “c:\users\jonas\appdata\local\temp\SundayInstallPipelinePublicPy.py”
Sunday Pipeline Is Up To Date. Current Version: 0.3
Sunday Plugin initilized.
But the plugin loads and the scripts runs file?
It should work just fine – as i write in the “Known issues, bugs and limitations”:
Installation throws some python warning. Nothing to worry about.
There is a way around it throwing warning, but I haven’t had time to implement it
As long as it says:
Sunday Pipeline Is Up To Date. Current Version: 0.3
Sunday Plugin initilized.
0.4 Is going online tomorrow…
Problem fixed. Unbelievable. I don’t know how this happened but inside the individual directory for each resource was completely empty. Luckily, I had zipped a copy.
Blogged here: http://bitly.com/nOdzh5?r=bb
Would like to know why when I rename my warehouse directory and and change the path in settings, my images and information all disappear.
full: http://bitly.com/qSEVcZ?r=bb
empty: http://bitly.com/n9MwB5?r=bb
Great blog post Jonas
Strange bug. What OS are you on, are you using network paths?
I must use frontslash even on windows (the next update 0.4 fixes that).
Oh. One thing there is a bug (that is fixed in 0.4) that when exporting
a “Shader Only” the shader isn’t exported correctly. So there are no textures
included with the shader.
You can see in the “Information | Notes” window if the browser has found any
texture.
importing a “shader only” can’t find the texture. Because before 0.4
the shader group (ShaderEngine) wasn’t exported – only the shader.
And I use the ShaderEngine to run downwards to find texture nodes – because
a Shader can be dependent on other shaders like when using displacements.
I will download your shader lib tonight and test it out.
I will try to have 0.4 beta out tomorrow night – this should fix the
“Shader only” export/import issues.
Sorry for the inconvenience
Very very nice !
Add Reference Options too
Reference is what used in most production bro..
Reference has been added today in beta 0.3.
This is bloody brilliant. Seriously fantastic work. Digging around and I am dying to see what other tools will start to become available! Install process is beautifully simple. Can’t wait to see more.
Thanks man
I also enjoy the stuff from your R&D Lab – great stuff!
Heya,
nice script, but please add a link for manual installation
Thanks
Paul
Thanks

I will add the download link to this page later
But for now here is the direct link:
http://3dg.dk/sundaypipeline/mayapublic/plugin.zip
http://3dg.dk/sundaypipeline/mayapublic/pipeline.zip
cea, is it possible to get instructions on how to do a manual install?
can´t wait to start using it
The script isn´t working in my Maya 2011 Hotfix 3 in Win 7
Great Work by the way
Thank you
Thanks for the update, I guess the only req I have left it possible is to be able to choose between saving as Maya ASCII and Maya Binary. I think ASCII would be useful with this as it is possible to make many changes to models without opening the files with Maya this way.
Cheers!
Great
I’ll put an ascii/binary combo box on the list
Thanks!
Thanks for the update its working good now..
i should appreciate the fast reply and support . gr8 Wrok
Get Sunday Pipeline Files
Sunday Pipeline Is Up To Date. Current Version: 0.1
# Warning: Failed to call script initialize function #
# Warning: Failed to call script callback #
# Error: TypeError: Invalid flag ‘sourceType’ #
# Error: pymel.core : Failed to get command list from SundayPluginPublic #
# Error: RuntimeError: Invalid object or value: #
# Error: (SundayPluginPublic) #
# Error: RuntimeError: Invalid object or value: #
Sunday Pipeline Is Up To Date. Current Version: 0.1
// Error: TypeError: Invalid flag ‘sourceType’ //
// Warning: Failed to call script initialize function //
// Error: pymel.core : Failed to get command list from SundayPluginPublic //
// Error: RuntimeError: Invalid object or value: //
// Warning: Failed to call script callback //
// Error: (SundayPluginPublic) //
I am not even able to load the plugin in win 7
I’m looking into it
Anyone else have problems installing on Windows with Maya 2011?
Hi, as we have mailed about it’s fixed and there will be an update soon.
It was an issue in 2011-2011.5.
Thanks for this! It looks awesome, although on W7 whenever I create the UI, it locates itself in the top left of the screen and the menu bar is hidden offscreen. There is no way to close the UI or move it around either, so you have to quit Maya! Apart from that it looks great!
Thanks for your feedback
I will be testing on Windows asap and get everything fixed! So within a few days there will be an update, I’ll keep you posted.