raise_and_stop(f'Asset has unexpected asset ID ({assetIdString}) for ({generatedModelAssetPath})!')
raise_and_stop(f'Asset at path {generatedModelAssetPath}has unexpected asset ID ({assetIdString}) for ({generatedModelAssetPath}), expected {expectedSubId}!')
else:
else:
print(f'Expected subId for asset ({generatedModelAssetPath}) found')
print(f'Expected subId for asset ({generatedModelAssetPath}) found')
opt.showInMenu=false;// this view pane is used to display scene settings, but the user never opens it directly through the Tools menu
opt.showInMenu=false;// this view pane is used to display scene settings, but the user never opens it directly through the Tools menu
opt.saveKeyName="Scene Settings (PREVIEW)";// user settings for this pane were originally saved with PREVIEW, so ensure that's how they are loaded as well, even after the PREVIEW is removed from the name
opt.saveKeyName="Scene Settings (PREVIEW)";// user settings for this pane were originally saved with PREVIEW, so ensure that's how they are loaded as well, even after the PREVIEW is removed from the name
AZ_Error(AssetProcessor::ConsoleChannel,false,"Unable to compute the asset root for the project, this application cannot launch until this is fixed.");
AZ_Error(AssetProcessor::ConsoleChannel,false,"Unable to detect name of current game project. Is bootstrap.cfg appropriately configured?");
AZ_Error(AssetProcessor::ConsoleChannel,false,"Unable to detect name of current game project. Configure your game project name to launch this application.");
// CheckSufficientDiskSpace reports an error if disk space is low.
returnfalse;
returnfalse;
}
}
boolappInited=InitApplicationServer();
boolappInited=InitApplicationServer();
if(!appInited)
if(!appInited)
{
{
AZ_Error(
"AssetProcessor",false,"InitApplicationServer failed, something internal to Asset Processor has failed, please report this to support if you encounter this error.");
returnfalse;
returnfalse;
}
}
if(!InitAssetDatabase())
if(!InitAssetDatabase())
{
{
// AssetDatabaseConnection::OpenDatabase reports any errors it encounters.
returnfalse;
returnfalse;
}
}
if(!ApplicationManager::Activate())
if(!ApplicationManager::Activate())
{
{
// ApplicationManager::Activate() reports any errors it encounters.
We don't want users to have to install or use Python2.7 although with maya and possibly other dcc tools we don't have that control. Maya still is on Python2.7, so instead of forcing another install of python we can just use mayapy to manage extensions.
We don't want users to have to install or use Python2.7 although with maya and possibly other dcc tools we don't have that control. Maya 2020 and earlier versions are still on Python2.7, so instead of forcing another install of python we can just use mayapy to manage extensions.
Pip may already be installed, you can check like so (your maya install path may be different):
Pip may already be installed, you can check like so (your maya install path may be different):