ftrack Connect Nuke integration¶
Welcome to the ftrack Connect documentation for the integration with The Foundry’s Nuke.
Installing¶
Using ftrack Connect¶
The primary way of installing and launching the Nuke integration is through the ftrack Connect package. Go to ftrack Connect package and download it for your platform.
See also
Once ftrack Connect package is installed please follow this article to launch Nuke with the ftrack integration.
Building from source¶
You can also build manually from the source for more control. First obtain a copy of the source by either downloading the zipball or cloning the public repository:
git clone git@bitbucket.org:ftrack/ftrack-connect-nuke.git
Then you can build and install the package into your current Python site-packages folder:
python setup.py build_plugin
The result plugin will then be available under the build folder. Copy or symlink the result plugin folder in your FTRACK_CONNECT_PLUGIN_PATH.
Building documentation from source¶
To build the documentation from source:
python setup.py build_sphinx
Then view in your browser:
file:///path/to/ftrack-connect-nuke/build/doc/html/index.html
Dependencies¶
- Python >= 2.6, < 3
- ftrack connect >= 0.1.2, < 2
- Nuke >= 9.x, <= 12.x
Additional For building¶
- Sphinx >= 1.2.2, < 2
- sphinx_rtd_theme >= 0.1.6, < 1
Getting started¶
To get started with the Nuke integration, follow the instructions below.
- Install ftrack connect (the package comes bundled with various integrations).
- Launch and sign in to ftrack connect.
- Launch the Nuke action. Either by pressing the actions icon on a task in the web UI, or by first selecting a task in the Connect interface.
- Select ftrack as the asset manager in Nuke. Open “Asset manager -> Preferences”, select ftrack as Manager and press Apply.

- The integration currently depends on a few asset types being present in
ftrack. From System Settings -> Workflow -> Asset types, make sure the asset
types with the following codes are available:
- comp
- img
- render
- nuke_gizmo
Nuke scripts¶
Publishing and versioning a script¶
Scripts can be published and versioned up directly from the File menu in Nuke. Follow these steps to version control a script:
- Save it with _v# in the filename. Example: scriptname_v1.nk.
- Select from the File menu and select a task you want to associate this script with.
When you want to version up, select
to a new version to increment the name of the script and publish it to ftrack.Note
To publish nuke scripts, you currently must have an asset type with code comp. An error with the message Asset type not valid will appear otherwise. You can configure asset types from System settings in ftrack.
Opening a published script¶
Nuke scripts that are published to ftrack can be opened directly from the File menu.
- Select
- Browse to a shot and select a script to open it. Nuke scripts exported from HIERO can be opened from this menu to quickly start working.
Managing assets¶
Importing assets¶
Assets can be imported into Nuke from the Import Asset pane.

The pane can be opened from the ftrack menu:

- Browse to a shot using the button. Your current shot will be preselected.
- Select an asset with corresponding version.
- Click on a component to add a read node to the script reading that components path.
Managing assets¶
The asset manager can be used to keep track of your existing assets in your script.

It can be opened from the ftrack menu:

From the asset manager you can quickly see what assets are on the latest version (green) and quickly update all assets to the latest version by selecting all of them and clicking the
button.You can also remove an asset from the script or select it in your node graph.
Publishing assets¶
To publish a rendered image sequence from Nuke, add a ftrack publish node after it.

To publish the image sequence as a new version, either select an existing asset or create a new one by giving it a name.

These options are available when publishing:
Force copy files: | |
---|---|
This will force the selection of a managed ftrack Location and the files will be copied to a new place when published to ftrack. If not checked ftrack will pick a Location depending on the Storage scenario and any custom Location plugins. | |
Attach Nuke script: | |
Attaches the Nuke script as a component on the published version. |
Publishing Gizmos¶
To a publish a gizmo open the “Publish gizmo” dialog from the ftrack menu.

Either browse for or drag & drop the gizmo you want to publish. Give the new gizmo version a name. If an asset already exists with that name the version number will be incremented.
Click the Publish Gizmo button to publish.
Note
There must be an asset type in ftrack with short “nuke_gizmo” and you’ll be presented with a warning if it is not. In that case you should contact the supervisor or system administrator to have it added.
Panes¶
You can add additional ftrack panes to your layout.

The Info pane can be used to get information such as notes from the current task you are working on or the currently selected node in the graph.

The Tasks pane outlines all your current assignments.
Glossary¶
- ftrack Connect
Integration of ftrack with other systems and the desktop. Provided by a core service that runs on each individuals machine and then separate integration plugins into a variety of third-party software.
See also
ftrack Connect
- ftrack Connect package
- ftrack Connect package is a pre-built bundle of ftrack Connect and the most commonly used ftrack Connect plugins.
- The Foundry
- The Foundry Visionmongers is a visual effects software development company. See website for more information
Release and migration notes¶
Find out all the information you need to migrate between ftrack versions.
Release notes¶
1.2.3¶
23 April 2020- added
LoggingProvide output log file in default location.
- fix
ImportDo not look up for frame informations when importing mov files.
- change
InternalUpdate pyside signal signature for pyside2 compatiblity.
1.2.2¶
21 January 20201.2.1¶
10 July 2019- fix
Fix QStringListModel compatibility for PySide2 5.9+.
1.2.0¶
19 December 2018- changed
InternalConvert code to standalone ftrack-connect plugin.
1.1.5¶
11 October 2018- changed
UiUpdate Icon.
- fixed
NukeAsset Info occassionaly breaks on selection items that are not nodes.
1.1.4¶
27 April 2018- fixed
NukeAsset Info does not display correct informations.
- fixed
APINot all the code has been ported to PySide2.
- changed
CrewRemove Crew widget chat and notifications.
- fixed
NukeNuke does not correctly set frame range on startup.
- fixed
AssetsSupport for importing all assets multiple times.
1.1.3¶
31 March 2022- fix
LoggingMake sure usage module is imported in the main module to avoid issues with cx-freeze imports.
1.1.2¶
31 March 2022- fixed
On import set the node color to signify if it is the latest version or not.
1.1.1¶
31 March 2022- new
Nuke AssistNuke Assist is now available as a lunchable application.
1.1.0¶
12 September 2017- fixed
NukeNuke 11 is not supported.
1.0.1¶
11 July 2017- fixed
ActionsNuke is discovered under NukeStudio in Connect.
1.0.0¶
7 July 2017- changed
InternalGizmo publisher is not using new api.
- fixed
APIConnector does not get initialized correctly.
- fixed
APINukeX does not get properly discovered under OSx.
0.1.13¶
4 January 2017- fixed
UiNuke has two tabs called ftrack.
- fixed
AssetRender asset cannot be versioned.
- changed
DocumentationAdded Getting started instructions.
0.1.12¶
6 December 2016- changed
InternalSwitched to use Connect > 0.1.32.
0.1.11¶
1 December 2016- changed
APISwitched to require ftrack-python-api > 1.0.0.
0.1.10¶
1 December 2016- fixed
APIAssetsScanning for new asset versions at scene startup is very slow.
- fixed
User interfaceNuke does not allow to change version of imported almebic.
0.1.9¶
16 September 2016- fixed
HookLaunch hook is registered twice.
- fixed
UiNuke raise an error while trying to reload a previously published script.
- fixed
PublishComponents in publish node appears to be editable but are not.
0.1.8¶
7 June 2016- fixed
UiThe load script / publish menu entries script are broken.
- fixed
UiClosing Nuke while gizmo publisher is open causes segmentation fault.
0.1.7¶
2 May 2016- changed
PublishUpdate text on publish node knob from copy files to force copy files and add tooltip.
- fixed
Importing ftrack_connect_nuke module without QtGui.QApplication causes segmentation fault.
0.1.6¶
22 September 2015- fixed
Non-commercial NukeX appears as regular NukeX when started from actions.
0.1.5¶
8 September 2015- new
CrewAdded support for crew chat and in-app notifications.
0.1.4¶
31 March 2022- new
PublishAdded support for publishing other render types than image sequences. This requires a new asset type on the ftrack server. Read more
0.1.3¶
17 April 2015- fix
CentosHookAdded support for launching plugin on Centos.
0.1.2¶
18 March 2015- new
AssetsGizmoGizmo publish and import from Nuke.
- new
User interfaceUpdated style in dialogs and improved feedback.
0.1.1¶
2 March 2015- fix
User interfacePlugin errors when objects and files have non-ascii characters.
0.1.0¶
19 February 2015- changed
User interfaceAdded information panes to ftrack menu.
Migration notes¶
Migrate to next¶
Start/End Frame from environments¶
Previous to this release it was not possible to have the start frame ($FS) and end frame ($FE) set from environments.
New render asset type¶
Previous to this release it was not possible to publish renders of other types than image sequences. This has now been resolved and requires an asset type called render.
To enable this make sure that an asset type with short code render is available on your server.