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.
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 – 0.7 (2012.1) – release date: Spring 2012
- 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 Maya<->Nuke 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
- Maya To After Effects doesn’t handle camera keys (like focal). Is fixed and to be released in next update (0.5)
- Between Tool is a bit buggy if name clashes is found in the scene
- Only supports Maya 2011 and 2012
- Couple of UI glitches in 2011 on OSX. Will never be fixed unless it has popular demand
- Warehouse Collada feature hasn’t been tested on Windows and Linux
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.

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).
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
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.
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
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.