Beispiel #1
0
def save_as_new(selectionBased=False, *args):

    proj = ai.AssetInfo()

    # construct the paths
    filePath = None
    selTab = cmds.tabLayout(widgets["assetsTab"], q=True, st=True)
    if selTab != "STGS":
        tab, phase, assetPath, assetFiles = get_asset_info(proj)
    else:
        tab, phase, assetPath, assetFiles = get_stage_info(proj)

    selItem = None
    if cmds.textScrollList(widgets["filesTSL"], q=True, sii=True):
        selIndex = cmds.textScrollList(widgets["filesTSL"], q=True, sii=True)[0]
        selItem = cmds.textScrollList(widgets["filesTSL"], q=True, si=True)[0]

    if not selItem or selItem == "No Files":
        if tab == "CHARS":
            asset = cmds.textScrollList(widgets["charTSL"], q=True, si=True)[0]
        if tab == "PROPS":
            asset = cmds.textScrollList(widgets["propTSL"], q=True, si=True)[0]
        if tab == "SETS":
            asset = cmds.textScrollList(widgets["setTSL"], q=True, si=True)[0]
        if tab == "STGS":
            asset = cmds.textScrollList(widgets["stageTSL"], q=True, si=True)[0]

        filename = "{0}_main_{1}_Work_v0001.mb".format(asset, phase)
        filePath = uf.fix_path(os.path.join(assetPath, filename))

    # or use the path from selections
    else:
        filePath = uf.fix_path(os.path.join(assetPath, assetFiles[selIndex - 1]))

    savenewdata = snw.SaveNewAssetUI(filePath, selectionBased)
 def gather_info(self, *args):
     """
     gets the info from the UI we'll need to create/edit the refs
     """
     if self.state == "default":
         state = False
     if self.state == "changed":
         state = True
     if self.compatible:
         self.versionNum = cmds.optionMenu(self.verOM, q=True, value=True)
         # THIS PART IS WRONG - IN SOME CASES i NEED THE ORIG REF, MAYBE AND THE NEW INFORMATION - SHOULD I USE THE RFN NODE TO DO THIS?
         variant = cmds.optionMenu(self.variantOM, q=True, value=True)
         name = "{0}_{1}_{2}_{3}_v{4}".format(self.pathParse.name, variant,
                                              self.pathParse.phase,
                                              self.pathParse.stage,
                                              self.versionNum)
         if fnmatch.fnmatch(self.ref, "*{*}"):
             brackets = "{" + self.ref.partition("{")[2]
             path = uf.fix_path(self.pathParse.stagePath + "/" + name +
                                ".mb" + brackets)
         else:
             path = uf.fix_path(self.pathParse.stagePath + "/" + name +
                                ".mb")
         return (path, self.state, self.namespace, self.killState,
                 self.loadState)
     else:  # not compatible
         return (self.ref, self.state, self.namespace, self.killState,
                 self.loadState)
Beispiel #3
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    def get_asset_path_lists(self, *args):
        """
        find the lists of assets in the folders, also gets the stage list
        """
        self.charsPaths = sorted([
            uf.fix_path(os.path.join(self.charPath, y))
            for y in os.listdir(self.charPath)
        ],
                                 key=str.upper)
        self.propsPaths = sorted([
            uf.fix_path(os.path.join(self.propPath, y))
            for y in os.listdir(self.propPath)
        ],
                                 key=str.upper)
        self.setsPaths = sorted([
            uf.fix_path(os.path.join(self.setPath, y))
            for y in os.listdir(self.setPath)
        ],
                                key=str.upper)
        self.stagesPaths = sorted([
            uf.fix_path(os.path.join(self.stagePath, y))
            for y in os.listdir(self.stagePath)
        ],
                                  key=str.upper)

        # clean
        for lst in [
                self.charsPaths, self.propsPaths, self.setsPaths,
                self.stagesPaths
        ]:
            for x in lst:
                if not os.path.isdir(x):
                    lst.remove(x)
def publish_maya_scene(versionUp=True, origScene=None, *args):
    """
    only do for rigging and modeling phase of assets
    ARGS:
        versionUp (bool): whether to version up the maya scene
        origScene (string): the full path to the file to publish
    """
    if not origScene:
        cmds.warning("assetPublish.publish_maya_scene: You haven't passed in a scene path!")
        return(False)

    pp = uf.PathParser(origScene)
    cmds.file(s=True)

    sel = cmds.ls(sl=True)
    if not sel:
        cmds.warning("assetManager.publish_maya_scene: You haven't selected anything in your scene. Please select what you wish to publish. (hint: for models, your geo/geo grp. For rigs, usually it will be your char group and ctrl set)")
        return(False)

    if versionUp:
        verNum = int(origScene[-7:-3])
        pp.get_version_info()
        nums = pp.versionNumbers
        newNum = nums[-1]+1

        verUpFile = "{0}{1}{2}".format(origScene[:-7], str(newNum).zfill(4),".mb")

    # parse the new path/name for publish(current scene)
    pubPath =  uf.fix_path(os.path.join(pp.phasePath, "Publish/MB/"))
    tokens = pp.fileName.split("_")
    tokens[-2] = "Publish"
    pubFileName = "_".join(tokens)
    pubFilePath = uf.fix_path(os.path.join(pubPath, pubFileName))

    if os.path.isfile(pubFilePath):
        overwrite = cmds.confirmDialog(title="Overwrite Confirmation", message = "A publish MB already exists for this file.\nShould we overwrite?", button = ("Overwrite", "Cancel"), defaultButton = "Overwrite", cancelButton = "Cancel", dismissString = "Cancel")

        if overwrite == "Cancel":
            print "Publish skipped (no overwrite) for maya file (.mb) stage of {0}".format(pubFilePath)
            return(True)

    if versionUp:
        # in background copy the orig to the new version 
        # (essentially just versioning up while staying in old version)
        copy2(origScene, verUpFile)
        print "===== Versioned up {0} to {1}!".format(origScene, verUpFile)
    else:
        print "===== Not versioning up publish of {0}".format(origScene)        

    # export selection to publish file
    print "===== AssetPublish.publish_maya_scene: Preparing to export items to publish file: {0}".format(sel)
    export = cmds.file(pubFilePath, exportSelected=True, type="mayaBinary")
    if export==pubFilePath:
        print "===== AssetPublish.publish_maya_scene: Succesfully published file to: {0}".format(pubFilePath)
    return(True)
def publish_fbx_model_file(versionUp=True, origScene=None, *args):
    """
    publishes fbx for model and texture files
    ARGS:
        versionUp (bool): whether we should version up the Maya scene after publish or not
        origScene (string): the full to the original Maya scene file
    RETURN:
        bool: whether we've successfully published or not
    """
    # all happens in current:
    if not origScene:
        cmds.warning(
            "assetPublish.publish_fbx_rig_file: You haven't passed in a scene path!"
        )
        return (False)

    pp = uf.PathParser(origScene)

    sel = cmds.ls(sl=True)
    if not sel:
        cmds.warning("You need to select the objects to export! Try again.")
        return (False)

    pubFbxPath = uf.fix_path(os.path.join(pp.phasePath, "Publish/FBX/"))
    tokens = pp.fileName.split("_")
    tokens[-2] = "Publish"
    pubFileName = "_".join(tokens)[:-3] + ".fbx"
    pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))

    # check for references in selection? Or just import references from the fbx exporter?

    if os.path.isfile(pubFilePath):
        overwrite = cmds.confirmDialog(
            title="Overwrite Confirmation",
            message=
            "A publish FBX already exists for this file.\nShould we overwrite?",
            button=("Overwrite", "Cancel"),
            defaultButton="Overwrite",
            cancelButton="Cancel",
            dismissString="Cancel")

        if overwrite == "Cancel":
            print "Publish skipped for FBX file (.fbx) called {0}".format(
                pubFilePath)
            return (True)

    mel.eval('FBXLoadExportPresetFile -f "{0}";'.format(modelPreset))
    mel.eval(
        'FBXExport -f "{0}" -s'.format(pubFilePath))  # f-> force, s->selected

    return (True)
Beispiel #6
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def set_and_export(filepath):

    pathField = None
    fileField = None
    filepath = uf.fix_path(filepath)
    path = "/".join(filepath.split("/")[:-1])
    file = os.path.basename(filepath).split(".")[0]
    # open the exporter
    mel.eval("gameFbxExporter;")

    # get the exporter nodes (I'm still not sure which one, so we'll use the last later)
    nodes = mel.eval("gameExp_GetGameFbxExporterNodeList()")
    # preset = "X:/Production/Code/Maya/Tools/PipelineTools/Python/Publishing/assetAnimGameExpPreset.mel"

# can we get the whole frame range?

    # set it to the correct tab
    tab = "gameExporterWindow|gameExporterTabFormLayout|gameExporterTabLayout"
    cmds.tabLayout(tab, e=True, st="gameExporterAnimationTab")

    # assign preset (on the last node?)
    # hold = mel.eval('gameExp_ApplyPresetOnNode("{0}", "{1}");'.format(nodes[-1], preset))

    # find the text fields
    for ctrl in cmds.lsUI(ctl=True, l=True):
        if ctrl.startswith("gameExporterWindow") and ctrl.split("|")[-1]=="anim_gameExporterExportFilename":
            fileField = ctrl
        if ctrl.startswith("gameExporterWindow") and ctrl.split("|")[-1]=="anim_gameExporterExportPath":
            pathField = ctrl

    mel.eval('gameExp_BrowseFolder')
Beispiel #7
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    def __init__(self):
        if "MAYA_PROJECT_PATH" in os.environ:
            self.basePath = os.environ["MAYA_PROJECT_PATH"]
        else:
            # self.basePath = "X:/Production"
            cmds.warning(
                "assetInfo.__init__: couldn't find the MAYA_PROJECT_PATH environment variable. See a TD!"
            )

        self.charPath = uf.fix_path(
            os.path.join(self.basePath, "Assets/3D/Character/"))
        self.propPath = uf.fix_path(
            os.path.join(self.basePath, "Assets/3D/Props/"))
        self.setPath = uf.fix_path(
            os.path.join(self.basePath, "Assets/3D/Sets/"))
        self.stagePath = uf.fix_path(os.path.join(self.basePath, "Stages/"))

        self.get_asset_path_lists()
    def gather_info(self, *args):
        """
        gets the info from the UI we'll need to create/edit the refs
        """
        if self.state == "default":
            state = False
        if self.state == "changed":
            state = True
        if self.compatible:
            self.versionNum = cmds.optionMenu(self.verOM, q=True, value=True)
            if fnmatch.fnmatch(self.ref, "*{*}"):
                brackets = "{" + self.ref.partition("{")[2]
# deal with the fact that the {} might contain an arbitrary amount of digits!!!!              
                path = uf.fix_path(self.pathParse.pathNoNum + self.versionNum + ".mb" + brackets)
            else:   
                path = uf.fix_path(self.pathParse.pathNoNum + self.versionNum + ".mb")              
            return(path, self.state, self.namespace, self.killState, self.loadState)
        else: # not compatible
            return(self.ref, self.state, self.namespace, self.killState, self.loadState)
Beispiel #9
0
    def get_stage_contents(self, stagepath, *args):
        exclude = ["0.txt", "edits"]
        self.stageAnmPath = uf.fix_path(
            os.path.join(stagepath, "Animation/Production/Maya/scenes"))
        # self.stageAudPath = os.path.join(stagepath, "Audio/Production/Maya/scenes")
        # self.stageFxPath = os.path.join(stagepath, "FX/Production/Maya/scenes")
        # self.stageLgtPath = os.path.join(stagepath, "Lighting/Production/Maya/scenes")
        # self.stageTrkPath = os.path.join(stagepath, "Tracking/Production/Maya/scenes")

        stageAnmWorkFiles = [
            f for f in os.listdir(self.stageAnmPath)
            if (os.path.isfile(os.path.join(self.stageAnmPath, f))
                and f not in exclude)
        ]
        self.stageAnmWorkFiles = sorted(stageAnmWorkFiles)
def create_new_ref(*args):
    """
    creates a new reference obj in the UI
    """
    # get selected asset, parse whether there are files in that particular phase
    tab, phase, assetPath, assetFiles = [None, None, None, None]
    tab, phase, assetPath, assetFiles = get_asset_info()
    
    if not assetFiles:
        cmds.warning("There are no published files for that asset")
        return()

    filePath = uf.fix_path(os.path.join(assetPath, assetFiles[-1]))

    # create the namespace from the file path
    ns = create_namespace(filePath)

    # create the ref object
    y = ReferenceObject(ns, filePath, False, "pending")
    namespaceList.append(ns)
Beispiel #11
0
def run(path=None, *args, **kwargs):
    #required scenes folder
    folder = pg.filefolder
    path = uf.fix_path(path)
    if path:
        # print path
        #derive new workspace from selected file path
        if "%s/" % folder in path:
            workspace = path.split(folder)[0]
        else:
            workspace = "/".join(path.split("/")[:-2])
        #try to list subdirectories
        subDir = []
        try:
            subDir = os.listdir(workspace)
        except:
            mc.warning("%s is not valid file directory" % workspace)
        #check if file is in project directory
        if folder not in subDir:
            mc.confirmDialog(
                m=
                "Selected File Not In Project Directory. Please Save Version Into Project Directory.",
                b="Ok")
        else:
            #open selected file
            print "SETTING PROJECT: %s" % workspace
            mel.eval('setProject "{0}";'.format(workspace))
            #mc.workspace(workspace, o=1)
            mc.workspace(dir=workspace)

        #open the file if it exists
        if mc.file(path, q=1, ex=1):
            mc.file(path, o=1, f=1, iv=1)
            #setAutoSave()
        else:
            print "%s doesn't exist." % path
    else:
        pass
    """
def publish_fbx_anim_file(versionUp=True, origScene=None, *args):
    """
    This is for asset anim exporting. File requires ONE AND ONLY ONE reference
    """
    # save current scene
    # check whether gameexport plug in is loaded
    mel.eval("gameFbxExporter;")
    # version up
    if versionUp:
        verUpFile = get_version_up_name(origScene)
        copy2(origScene, verUpFile)
        print "===== Versioned up {0} to {1}!".format(origScene, verUpFile)
    else:
        print "===== Not versioning up publish of {0}".format(origScene)

    if not origScene:
        cmds.warning(
            "assetPublish.publish_fbx_anim_file: You haven't passed in a scene path!"
        )
        return (False)

    refs = cmds.file(q=True, r=True)
    if not refs:
        cmds.warning("There are no references in this scene. . .")
        return (False)
    if len(refs) > 1:
        cmds.warning("There are too many references in this scene. . .")
        return (False)
    pp = uf.PathParser(origScene)

    # assuming a namespace
    geoGrp = cmds.ls("*:GEO")
    jntGrp = cmds.ls("*:EXPORT_JNT_Grp")

    # check for geo grps
    if not geoGrp or len(geoGrp) > 1:
        cmds.warning(
            "AssetPublish.publish_fbx_anim_file:You either have no grp called 'GEO' -IN A NAMESPACE-, or too many objects called 'GEO'.\n fbx export aborted!"
        )
        return (False)
    geos = child_match_check(geoGrp[0], "*_Geo_Grp")
    if not geos:
        return (False)

    # check for jnt grps
    if not jntGrp or len(jntGrp) > 1:
        cmds.warning(
            "AssetPublish.publish_fbx_anim_file:You either have no grp called 'EXPORT_JNT_Grp' -IN A NAMESPACE-, or too many objects called 'EXPORT_JNT_Grp'.\n fbx export aborted!"
        )
        return (False)
    roots = child_match_check(jntGrp[0], "*_Root_Jnt")
    if not roots:
        return (False)

    # check correspondence of geo and root jnts
    correspond = check_correspondence(geos, roots)
    if not correspond:
        return (False)

    cmds.file(refs[0], ir=True)

    pubFbxPath = uf.fix_path(
        os.path.join(
            pp.phasePath,
            "Publish/FBX/{0}_v{1}".format(pp.variant, pp.versionString)))
    print pubFbxPath

    if not os.path.isdir(pubFbxPath):
        os.makedirs(pubFbxPath)

    tokens = pp.fileName.split("_")[:3]
    pubFileName = "_".join(tokens) + ".fbx"
    pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))

    start, end = uf.get_frame_range()

    # bake joints
    for r in roots:
        # get child roots if joints
        allD = cmds.listRelatives(r, allDescendents=True)
        jnts = [x for x in allD if cmds.objectType(x, isa="joint")]
        # function to bake selected on all jnts under this root
        bake_selected(jnts, start, end)

    namespace = cmds.file(refs[0], q=True, ns=True)
    uf.remove_namespaces()

    # delete constraints
    cmds.delete(cmds.ls(type="constraint"))
    cmds.select(cl=True)
    # move jnts and geo into world parent
    for root in roots:
        rootremove = "{0}:".format(namespace)
        basename = root.split(":")[1].split("_Root_Jnt")[0]
        geo = "{0}_Geo_Grp".format(basename)
        root = "{0}_Root_Jnt".format(basename)
        cmds.parent([geo, root], w=True)
        tokens[-1] = basename
        pubFileName = "_".join(tokens)
        pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))
        rootremove = "{0}:".format(namespace)
        cmds.select([root, geo], r=True)

        nodes = cmds.ls(type="gameFbxExporter")
        if not nodes:
            cmds.warning(
                "AssetPublish.publish_fbx_anim_files: You don't have any game exporter nodes in your scene! Aborting!"
            )
            return ()
        cmds.select(nodes, add=True)

        keep = [root, geo]
        for node in nodes:
            keep.append(node)

        # delete all other top level nodes
        delete_other_top_level_nodes(keep)

        # if this exists, should we overwrite?
        if os.path.isfile(pubFilePath):
            overwrite = cmds.confirmDialog(
                title="Overwrite Confirmation",
                message=
                "A publish FBX already exists for this file.\nShould we overwrite?",
                button=("Overwrite", "Cancel"),
                defaultButton="Overwrite",
                cancelButton="Cancel",
                dismissString="Cancel")

            if overwrite == "Cancel":
                print "Publish skipped for FBX file (.fbx) called {0}".format(
                    pubFilePath)
                return (True)

        # get path for maya publish
        pubsplits = pubFilePath.split("/")
        pubsplits[-3] = "MB"
        mayapubpath = "/".join(pubsplits)

        # if there's not a game export node, just export an fbx, otherwise do the game export all to one clip
        if not nodes:
            cmds.warning(
                "You don't have any game export nodes in your scene. Just exporting a straight fbx animation!"
            )
            mel.eval('FBXLoadExportPresetFile -f "{0}";'.format(anmPreset))
            mel.eval('FBXExport -f "{0}" -s'.format(pubFilePath + ".fbx"))

        else:
            print "===== anim publish:\n- saving {0}".format(mayapubpath +
                                                             ".mb")
            cmds.file(mayapubpath + ".mb", es=True, f=True, type="mayaBinary")
            print "multiRefAnimExport.publish_fbx_anim_file: opening {0}".format(
                mayapubpath + ".mb")
            hold = cmds.file(mayapubpath + ".mb", o=True, f=True)
            # set the export parameters
            uf.set_gameExport_info(nodes[-1], pubFbxPath, pubFileName)
            print "========= multiRefAnimExport.publish_fbx_anim_file: trying to publish FBX {0}/{1}".format(
                pubFbxPath, pubFileName + ".fbx")
            #game export
            mel.eval("gameExp_DoExport;")

    return (True)
Beispiel #13
0
def publish_fbx_anim_file(versionUp=True, origScene=None, references=None, *args):
    """
    Assumes we're in an anim assembly scene that contains referenced rigs (only one namespace)
    This will spit out maya scenes that are ready for fbx export. One maya scene per reference object in the current scene, each of which contains only the mesh and joint groups that need to be exported. These scenes contain all available 'rigs' from that asset.
    Args:
        versionup (bool): whether we should version up the current scene
        origscene (string): the full path to the original scene we're trying to publish
        references (list): list of the reference paths in the scene to deal with
    Returns:
        bool: whether we've run through all successfully
    """
    cmds.file(s=True)

    # check whether game exporter plugin is loaded, load if not
    uf.plugin_load("gameFbxExporter")

# check if there are any gmae export nodes, bail if not? or bail in the later stage - calling function

    # version up
    if versionUp:
        verUpFile = get_version_up_name(origScene)
        copy2(origScene, verUpFile)
        print "===== Versioned up {0} to {1}!".format(origScene, verUpFile)
    else:
        print "===== Not versioning up publish of {0}".format(origScene) 

    if not origScene:
        cmds.warning("assetPublish.publish_fbx_anim_file: You haven't passed in a scene path!")
        publishState = False
        return()

    # assuming references
    refs = references
    if not refs:
        cmds.warning("There are no references in this scene. . .")
        publishState = False
        return()

    # cull out the bad references from our input list
    goodRefs = cull_bad_references(refs)


# bake all jnts THEN do all the rest
    for ref in goodRefs:
        namespace = cmds.file(ref, q=True, ns=True)
        print "BAKING JOINTS FOR: {0}".format(namespace)        
        geoGrp = cmds.ls("{0}:GEO".format(namespace))
        jntGrp = cmds.ls("{0}:EXPORT_JNT_Grp".format(namespace))        
        
        geos = child_match_check(geoGrp[0], "*_Geo_Grp")
        roots = child_match_check(jntGrp[0], "*_Root_Jnt")

        start, end = uf.get_frame_range()

       # bake joints
        for r in roots:
            # get child roots if joints
            allD = cmds.listRelatives(r, allDescendents=True)
            jnts = [x for x in allD if cmds.objectType(x, isa="joint")]
            # function to bake selected on all jnts under this root
            bake_selected(jnts, start, end)

    for ref in goodRefs:
        pp = uf.PathParser(origScene)
        
        namespace = cmds.file(ref, q=True, ns=True)
        
        geoGrp = cmds.ls("{0}:GEO".format(namespace))
        jntGrp = cmds.ls("{0}:EXPORT_JNT_Grp".format(namespace))        
        
        # imports the reference
        cmds.file(ref, ir=True)

        geos = child_match_check(geoGrp[0], "*_Geo_Grp")
        roots = child_match_check(jntGrp[0], "*_Root_Jnt")

        # here's where we'd do the folder (figure out path stuff) - add the variant name
        pubFbxPath = uf.fix_path(os.path.join(pp.phasePath, "Publish/MB/{0}_v{1}".format(pp.variant, pp.versionString)))
        print "------- trying to make directory: {0}".format(pubFbxPath)
        if not os.path.exists(pubFbxPath):
            os.makedirs(pubFbxPath)
        tokens = pp.fileName.split("_")
        tokens[-2] = namespace

        start, end = uf.get_frame_range()

        # delete constraints
        cmds.delete(cmds.ls("{0}:*".format(namespace), type="constraint"))
        cmds.select(cl=True)

        # get list of roots in this ref
        fullKeepList = []
        for root in roots:
            basename = root.split(":")[1].split("_Root_Jnt")[0]
            geo = "{0}:{1}_Geo_Grp".format(namespace, basename)
            root = "{0}:{1}_Root_Jnt".format(namespace, basename)
            cmds.parent([geo, root], w=True)
            fullKeepList.append(geo)
            fullKeepList.append(root)
        cmds.select(fullKeepList, r=True)
        delete_other_top_level_nodes(cmds.ls(sl=True))

        try:
            cmds.namespace(mv=[namespace, ":"], f=True)
            cmds.namespace(rm=namespace)
        except:
            cmds.warning("NAMESPACE PROBLEM!", namespace)

        # collect the roots to export
        for root in roots:
            exportList = []
            basename = root.split(":")[1].split("_Root_Jnt")[0]
            geo = "{0}_Geo_Grp".format(basename)
            root = "{0}_Root_Jnt".format(basename)
            nodes = cmds.ls(type="gameFbxExporter")
            exportList.append(root)
            exportList.append(geo)
            for node in nodes:
                exportList.append(node)

            cmds.select(exportList, r=True)
            print "multiRefAnimExport.publish_fbx_anim_file: exporting -- \n {0}".format(exportList)
            # strip away namespace (if it's there)
            tokens[2] = basename
            pubFileName = "_".join(tokens)
            pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))

            # if this exists, should we overwrite?
            if os.path.isfile(pubFilePath):
                overwrite = cmds.confirmDialog(title="Overwrite Confirmation", message = "A publish FBX already exists for this file.\nShould we overwrite?", button = ("Overwrite", "Cancel"), defaultButton = "Overwrite", cancelButton = "Cancel", dismissString = "Cancel")

                if overwrite == "Cancel":
                    print "multiRefAnimExport.publish_fbx_anim_file:Publish skipped for FBX file (.fbx) called {0}".format(pubFilePath)
                    return() 

            print "===== anim publish:\n- saving {0}".format(pubFilePath)
            cmds.file(pubFilePath + ".mb", es=True, f=True, type="mayaBinary")

    return(True)
def publish_fbx_anim_file(versionUp=True, origScene=None, *args):
    # THIS IS FOR ANIM EXPORTING

    if not origScene:
        cmds.warning("assetPublish.publish_fbx_anim_file: You haven't passed in a scene path!")
        return(False)
# assuming references
    refs = cmds.file(q=True, r=True)
    if not refs:
        cmds.warning("There are no references in this scene. . .")
        return(False)
    if len(refs) > 1:
        cmds.warning("There are too many references in this scene. . .")
        return(False)
# below would all be under a for loop for each reference in the stages? 
    pp = uf.PathParser(origScene)

# assuming a namespace
    geoGrp = cmds.ls("*:GEO")
    jntGrp = cmds.ls("*:EXPORT_JNT_Grp")

    # check for geo grps
    if not geoGrp or len(geoGrp)>1:
        cmds.warning("AssetPublish.publish_fbx_anim_file:You either have no grp called 'GEO' -IN A NAMESPACE-, or too many objects called 'GEO'.\n fbx export aborted!")
        return(False)
    geos = child_match_check(geoGrp[0], "*_Geo_Grp")
    if not geos:
        return(False)

    # check for jnt grps
    if not jntGrp or len(jntGrp)>1:
        cmds.warning("AssetPublish.publish_fbx_anim_file:You either have no grp called 'EXPORT_JNT_Grp' -IN A NAMESPACE-, or too many objects called 'EXPORT_JNT_Grp'.\n fbx export aborted!")
        return(False)    
    roots = child_match_check(jntGrp[0], "*_Root_Jnt")
    if not roots:
        return(False)

    cmds.file(refs[0], ir=True)

    # check correspondence of geo and root jnts
    correspond = check_correspondence(geos, roots)
    if not correspond:
        return(False)

    pubFbxPath = uf.fix_path(os.path.join(pp.phasePath, "Publish/FBX/"))
    tokens = pp.fileName.split("_")
    tokens[-2] = "Publish"
    pubFileName = "_".join(tokens)[:-3] + ".fbx"
    pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))

    # bake joints
    for r in roots:
        # get child roots if joints
        allD = cmds.listRelatives(r, allDescendents=True)
        jnts = [x for x in allD if cmds.objectType(x, isa="joint")]
        # function to bake selected
        for j in jnts:
            attr=["t","r","s"]
            co=["x","y","z"]
            attrLs=[]
            for at in attr:
                for c in co:
                    attrLs.append("%s.%s%s"%(j,at,c))
            for x in attrLs:
                try:
                    mc.setAttr(x, k=1)
                except:
                    pass

    namespace = cmds.file(refs[0], q=True, ns=True)
    uf.remove_namespaces()

    # delete constraints
    cmds.delete(cmds.ls(type="constraint"))
    cmds.select(cl=True)
    # move jnts and geo into world parent
    for root in roots:
        basename = root.split("_Root_Jnt")[0]
        geo = "{0}_Geo_Grp".format(basename)
        cmds.parent([geo, root], w=True)
        # create filename
        tokens[-2] = basename
        pubFileName = "_".join(tokens)[:-3] + ".fbx"
        pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))
        cmds.select([root, geo], r=True)

        # if this exists, should we overwrite?
        if os.path.isfile(pubFilePath):
            overwrite = cmds.confirmDialog(title="Overwrite Confirmation", message = "A publish FBX already exists for this file.\nShould we overwrite?", button = ("Overwrite", "Cancel"), defaultButton = "Overwrite", cancelButton = "Cancel", dismissString = "Cancel")

            if overwrite == "Cancel":
                print "Publish skipped for FBX file (.fbx) called {0}".format(pubFilePath)
                return(True) 

        mel.eval('FBXLoadExportPresetFile -f "{0}";'.format(preset))
        mel.eval('FBXExport -f "{0}" -s'.format(pubFilePath))

    return(True)    


    # loop through namespaces/references:
    #   import reference
    #   delete namespace
    #   loop through joint grps, geo grps:
    #       bake jnts
    #       clean up joints shit

    #       "CloudStage_Tree_main_Rig1_A_v0001.fbx"
    #           stage     asset ns    subgrp  version
        
    #       check for version folder, create it if it doesn't exist
    pass
def publish_fbx_anim_file(versionUp=True, origScene=None, *args):
    # THIS IS FOR ANIM EXPORTING

    # save current scene
    # move this to end and use Zed's script to version up afterwards? ? maybe?
    # version up
    if versionUp:
        verUpFile = get_version_up_name(origScene)
        copy2(origScene, verUpFile)
        print "===== Versioned up {0} to {1}!".format(origScene, verUpFile)
    else:
        print "===== Not versioning up publish of {0}".format(origScene)

    if not origScene:
        cmds.warning(
            "assetPublish.publish_fbx_anim_file: You haven't passed in a scene path!"
        )
        return (False)

# assuming references
    refs = cmds.file(q=True, r=True)
    if not refs:
        cmds.warning("There are no references in this scene. . .")
        return (False)
    if len(refs) > 1:
        cmds.warning("There are too many references in this scene. . .")
        return (False)


# below would all be under a for loop for each reference in the stages?
    pp = uf.PathParser(origScene)

    # assuming a namespace
    geoGrp = cmds.ls("*:GEO")
    jntGrp = cmds.ls("*:EXPORT_JNT_Grp")

    # check for geo grps
    if not geoGrp or len(geoGrp) > 1:
        cmds.warning(
            "AssetPublish.publish_fbx_anim_file:You either have no grp called 'GEO' -IN A NAMESPACE-, or too many objects called 'GEO'.\n fbx export aborted!"
        )
        return (False)
    geos = child_match_check(geoGrp[0], "*_Geo_Grp")
    if not geos:
        return (False)

    # check for jnt grps
    if not jntGrp or len(jntGrp) > 1:
        cmds.warning(
            "AssetPublish.publish_fbx_anim_file:You either have no grp called 'EXPORT_JNT_Grp' -IN A NAMESPACE-, or too many objects called 'EXPORT_JNT_Grp'.\n fbx export aborted!"
        )
        return (False)
    roots = child_match_check(jntGrp[0], "*_Root_Jnt")
    if not roots:
        return (False)

    cmds.file(refs[0], ir=True)

    # check correspondence of geo and root jnts
    correspond = check_correspondence(geos, roots)
    if not correspond:
        return (False)

    pubFbxPath = uf.fix_path(os.path.join(pp.phasePath, "Publish/FBX/"))
    tokens = pp.fileName.split("_")
    tokens[-2] = "Publish"
    pubFileName = "_".join(tokens)[:-3] + ".fbx"
    pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))

    start, end = uf.get_frame_range()

    # bake joints
    for r in roots:
        # get child roots if joints
        allD = cmds.listRelatives(r, allDescendents=True)
        jnts = [x for x in allD if cmds.objectType(x, isa="joint")]
        # function to bake selected on all jnts under this root
        bake_selected(jnts, start, end)

    namespace = cmds.file(refs[0], q=True, ns=True)
    uf.remove_namespaces()

    # delete constraints
    cmds.delete(cmds.ls(type="constraint"))
    cmds.select(cl=True)
    # move jnts and geo into world parent
    for root in roots:
        rootremove = "{0}:".format(namespace)
        basename = root.split(":")[1].split("_Root_Jnt")[0]
        geo = "{0}_Geo_Grp".format(basename)
        root = "{0}_Root_Jnt".format(basename)
        cmds.parent([geo, root], w=True)
        tokens[-2] = basename
        pubFileName = "_".join(tokens)[:-3] + ".fbx"
        pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))
        rootremove = "{0}:".format(namespace)
        cmds.select([root, geo], r=True)

        # if this exists, should we overwrite?
        if os.path.isfile(pubFilePath):
            overwrite = cmds.confirmDialog(
                title="Overwrite Confirmation",
                message=
                "A publish FBX already exists for this file.\nShould we overwrite?",
                button=("Overwrite", "Cancel"),
                defaultButton="Overwrite",
                cancelButton="Cancel",
                dismissString="Cancel")

            if overwrite == "Cancel":
                print "Publish skipped for FBX file (.fbx) called {0}".format(
                    pubFilePath)
                return (True)

        mel.eval('FBXLoadExportPresetFile -f "{0}";'.format(anmPreset))
        mel.eval('FBXExport -f "{0}" -s'.format(pubFilePath))

    return (True)
Beispiel #16
0
    def get_asset_contents(self, assetpath, *args):
        """
        get asset file contents for each area
        Args:
            assetpath (string) - the path to the top level of the asset folder ("X://.../Production/Assets/3D/Character/Fish")
        """
        exclude = ["0.txt", "edits", "incremental", "_old"]
        self.anmPath = uf.fix_path(
            os.path.join(assetpath, "Animation/Work/Maya/scenes"))
        self.lgtPath = uf.fix_path(
            os.path.join(assetpath, "Lighting/Work/Maya/scenes"))
        self.mdlPath = uf.fix_path(
            os.path.join(assetpath, "Modeling/Work/Maya/scenes"))
        self.rigPath = uf.fix_path(
            os.path.join(assetpath, "Rigging/Work/Maya/scenes"))
        self.txtPath = uf.fix_path(
            os.path.join(assetpath, "Texturing/Work/Maya/scenes"))

        self.anmPubPath = uf.fix_path(
            os.path.join(assetpath, "Animation/Publish/MB/"))
        self.lgtPubPath = uf.fix_path(
            os.path.join(assetpath, "Lighting/Publish/MB/"))
        self.mdlPubPath = uf.fix_path(
            os.path.join(assetpath, "Modeling/Publish/MB/"))
        self.rigPubPath = uf.fix_path(
            os.path.join(assetpath, "Rigging/Publish/MB/"))
        self.txtPubPath = uf.fix_path(
            os.path.join(assetpath, "Texturing/Publish/MB/"))

        self.anmWorkFiles = [
            f for f in os.listdir(self.anmPath)
            if (os.path.isfile(os.path.join(self.anmPath, f))
                and f not in exclude)
        ]
        self.lgtWorkFiles = [
            f for f in os.listdir(self.lgtPath)
            if (os.path.isfile(os.path.join(self.lgtPath, f))
                and f not in exclude)
        ]
        self.mdlWorkFiles = [
            f for f in os.listdir(self.mdlPath)
            if (os.path.isfile(os.path.join(self.mdlPath, f))
                and f not in exclude)
        ]
        self.rigWorkFiles = [
            f for f in os.listdir(self.rigPath)
            if (os.path.isfile(os.path.join(self.rigPath, f))
                and f not in exclude)
        ]
        self.txtWorkFiles = [
            f for f in os.listdir(self.txtPath)
            if (os.path.isfile(os.path.join(self.txtPath, f))
                and f not in exclude)
        ]

        self.anmPubFiles = [
            f for f in os.listdir(self.anmPubPath) if f not in exclude
        ]
        # self.lgtPubFiles = [f for f in os.listdir(self.lgtPubPath) if (os.path.isfile(os.path.join(self.lgtPubPath, f)) and f not in exclude)]
        self.mdlPubFiles = [
            f for f in os.listdir(self.mdlPubPath) if f not in exclude
        ]
        self.rigPubFiles = [
            f for f in os.listdir(self.rigPubPath) if f not in exclude
        ]
def publish_fbx_rig_file(versionUp=True, origScene=None, *args):
    """
    requires an EXPORT_JNT_Grp group with one root for each export rig named: 'name_Root_Jnt'
    requires a GEO group with one folder for each export rig named: 'name_Geo_Grp'
    names should correspond ("fish_Root_Jnt", "fish_Geo_Grp")
    """
    # all happens in current:
    if not origScene:
        cmds.warning(
            "assetPublish.publish_fbx_rig_file: You haven't passed in a scene path!"
        )
        return (False)

    pp = uf.PathParser(origScene)

    geoGrp = cmds.ls("GEO")
    jntGrp = cmds.ls("EXPORT_JNT_Grp")

    # check for geo grps
    if not geoGrp or len(geoGrp) > 1:
        cmds.warning(
            "AssetPublish.publish_fbx_rig_file:You either have no grp called 'GEO', or too many objects called 'GEO'.\n fbx export aborted!"
        )
        return (False)
    geos = child_match_check(geoGrp, "*_Geo_Grp")
    if not geos:
        return (False)

    # check for jnt grps
    if not jntGrp or len(jntGrp) > 1:
        cmds.warning(
            "AssetPublish.publish_fbx_rig_file:You either have no grp called 'EXPORT_JNT_Grp', or too many objects called 'EXPORT_JNT_Grp'.\n fbx export aborted!"
        )
        return (False)

    roots = child_match_check(jntGrp, "*_Root_Jnt")
    if not roots:
        cmds.warning(
            "AssetPublish.publish_fbx_rig_file: Couldn't find anything under {0} called '*_Root_Jnt'"
            .format(jntGrp))
        return (False)

    # check correspondence
    correspond = check_correspondence(geos, roots)
    if not correspond:
        return (False)

    pubFbxPath = uf.fix_path(os.path.join(pp.phasePath, "Publish/FBX/"))
    tokens = pp.fileName.split("_")
    tokens[-2] = "Publish"
    pubFileName = "_".join(tokens)[:-3] + ".fbx"
    pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))

    # check if there's any animation in the file (time based), abort if there is
    # check for references, etc. .

    # delete constraints
    cmds.delete(cmds.ls(type="constraint"))
    cmds.select(cl=True)
    # move jnts and geo into world parent
    for root in roots:
        basename = root.split("_Root_Jnt")[0]
        geo = "{0}_Geo_Grp".format(basename)
        cmds.parent([geo, root], w=True)
        # create filename
        tokens[-2] = basename
        pubFileName = "_".join(tokens)[:-3] + ".fbx"
        pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))
        cmds.select([root, geo], r=True)

        # if this exists, should we overwrite?
        if os.path.isfile(pubFilePath):
            overwrite = cmds.confirmDialog(
                title="Overwrite Confirmation",
                message=
                "A publish FBX already exists for this file.\nShould we overwrite?",
                button=("Overwrite", "Cancel"),
                defaultButton="Overwrite",
                cancelButton="Cancel",
                dismissString="Cancel")

            if overwrite == "Cancel":
                print "Publish skipped for FBX file (.fbx) called {0}".format(
                    pubFilePath)
                return (True)

        mel.eval('FBXLoadExportPresetFile -f "{0}";'.format(rigPreset))
        mel.eval('FBXExport -f "{0}" -s'.format(pubFilePath))

    return (True)
def publish_fbx_anim_file(versionUp=True, origScene=None, *args):
    # THIS IS FOR ANIM EXPORTING

    # save current scene
    # check whether gameexport plug in is loaded
    mel.eval("gameFbxExporter;")
    # version up
    if versionUp:
        verUpFile = get_version_up_name(origScene)
        copy2(origScene, verUpFile)
        print "===== Versioned up {0} to {1}!".format(origScene, verUpFile)
    else:
        print "===== Not versioning up publish of {0}".format(origScene)

    if not origScene:
        cmds.warning(
            "assetPublish.publish_fbx_anim_file: You haven't passed in a scene path!"
        )
        return (False)

# assuming references
    refs = cmds.file(q=True, r=True)
    if not refs:
        cmds.warning("There are no references in this scene. . .")
        return (False)
    if len(refs) > 1:
        cmds.warning("There are too many references in this scene. . .")
        return (False)


# below would all be under a for loop for each reference in the stages?
    pp = uf.PathParser(origScene)

    # assuming a namespace
    geoGrp = cmds.ls("*:GEO")
    jntGrp = cmds.ls("*:EXPORT_JNT_Grp")

    # check for geo grps
    if not geoGrp or len(geoGrp) > 1:
        cmds.warning(
            "AssetPublish.publish_fbx_anim_file:You either have no grp called 'GEO' -IN A NAMESPACE-, or too many objects called 'GEO'.\n fbx export aborted!"
        )
        return (False)
    geos = child_match_check(geoGrp[0], "*_Geo_Grp")
    if not geos:
        return (False)

    # check for jnt grps
    if not jntGrp or len(jntGrp) > 1:
        cmds.warning(
            "AssetPublish.publish_fbx_anim_file:You either have no grp called 'EXPORT_JNT_Grp' -IN A NAMESPACE-, or too many objects called 'EXPORT_JNT_Grp'.\n fbx export aborted!"
        )
        return (False)
    roots = child_match_check(jntGrp[0], "*_Root_Jnt")
    if not roots:
        return (False)

    # check correspondence of geo and root jnts
    correspond = check_correspondence(geos, roots)
    if not correspond:
        return (False)

    cmds.file(refs[0], ir=True)

    pubFbxPath = uf.fix_path(os.path.join(pp.phasePath, "Publish/FBX/"))
    tokens = pp.fileName.split("_")
    tokens[-2] = "Publish"
    pubFileName = "_".join(tokens)[:-3] + ".fbx"
    pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))

    start, end = uf.get_frame_range()

    # bake joints
    for r in roots:
        # get child roots if joints
        allD = cmds.listRelatives(r, allDescendents=True)
        jnts = [x for x in allD if cmds.objectType(x, isa="joint")]
        # function to bake selected on all jnts under this root
        bake_selected(jnts, start, end)

    namespace = cmds.file(refs[0], q=True, ns=True)
    uf.remove_namespaces()

    # delete constraints
    cmds.delete(cmds.ls(type="constraint"))
    cmds.select(cl=True)
    # move jnts and geo into world parent
    for root in roots:
        rootremove = "{0}:".format(namespace)
        basename = root.split(":")[1].split("_Root_Jnt")[0]
        geo = "{0}_Geo_Grp".format(basename)
        root = "{0}_Root_Jnt".format(basename)
        cmds.parent([geo, root], w=True)
        tokens[-2] = basename
        pubFileName = "_".join(tokens)[:-3]
        pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))
        rootremove = "{0}:".format(namespace)
        cmds.select([root, geo], r=True)
        # do this the cmds way
        nodes = mel.eval("gameExp_GetGameFbxExporterNodeList()")
        cmds.select(nodes, add=True)

        keep = [root, geo]
        for node in nodes:
            keep.append(node)

        # delete all other top level nodes
        delete_other_top_level_nodes(keep)

        # if this exists, should we overwrite?
        if os.path.isfile(pubFilePath):
            overwrite = cmds.confirmDialog(
                title="Overwrite Confirmation",
                message=
                "A publish FBX already exists for this file.\nShould we overwrite?",
                button=("Overwrite", "Cancel"),
                defaultButton="Overwrite",
                cancelButton="Cancel",
                dismissString="Cancel")

            if overwrite == "Cancel":
                print "Publish skipped for FBX file (.fbx) called {0}".format(
                    pubFilePath)
                return (True)

        # get path for maya publish
        pubsplits = pubFilePath.split("/")
        pubsplits[-2] = "MB"
        mayapubpath = "/".join(pubsplits)

        # just export maya scene here. . . to publish (need to get mb path)
        # get the latest "gameExporterPreset*" for export (not sure if latest what we want?)
        if not nodes:
            cmds.warning(
                "You don't have any game export nodes in your scene. Just exporting a straight fbx clip!"
            )
            mel.eval('FBXLoadExportPresetFile -f "{0}";'.format(anmPreset))
            mel.eval('FBXExport -f "{0}" -s'.format(pubFilePath + ".fbx"))

        else:
            print "===== anim publish:\n- saving {0}".format(mayapubpath +
                                                             ".mb")
            cmds.file(mayapubpath + ".mb", es=True, f=True, type="mayaBinary")
            print "- opening {0}".format(mayapubpath + ".mb")
            hold = cmds.file(mayapubpath + ".mb", o=True, f=True)
            print "-formatting and exporting"
            # check that we're doing all we can here. . . .
            # uf.set_gameExport_info(gnodes[-1], filepath, filename)
            ge.set_and_export(pubFilePath + ".fbx")

    return (True)
def publish_fbx_anim_file(versionUp=True, origScene=None, *args):
    """
    Assumes we're in an anim assembly scene that contains referenced rigs (only one namespace)
    This will spit out maya scenes that are ready for fbx export. One maya scene per reference object in the current scene, each of which contains only the mesh and joint groups that need to be exported. These scenes contain all available 'rigs' from that asset.
    Args:
        versionup (bool): whether we should version up the current scene
        origscene (string): the full path to the original scene we're trying to publish
    Returns:
        bool: whether we've run through all successfully
    """
    cmds.file(s=True)

    # check whether game exporter plugin is loaded, load if not
    uf.plugin_load("gameFbxExporter")

    # version up
    if versionUp:
        verUpFile = get_version_up_name(origScene)
        copy2(origScene, verUpFile)
        print "===== Versioned up {0} to {1}!".format(origScene, verUpFile)
    else:
        print "===== Not versioning up publish of {0}".format(origScene)

    if not origScene:
        cmds.warning(
            "assetPublish.publish_fbx_anim_file: You haven't passed in a scene path!"
        )
        return (False)

    # assuming references
    refs = cmds.file(q=True, r=True)
    if not refs:
        cmds.warning("There are no references in this scene. . .")
        return (False)

    for ref in refs:
        pp = uf.PathParser(origScene)
        namespace = cmds.file(ref, q=True, ns=True)

        # assuming a namespace
        geoGrp = cmds.ls("{0}:GEO".format(namespace))
        jntGrp = cmds.ls("{0}:EXPORT_JNT_Grp".format(namespace))

        # check for geo grps
        if not geoGrp:
            cmds.warning(
                "AssetPublish.publish_fbx_anim_file:You have no grp called 'GEO' -IN A NAMESPACE-.\n fbx export aborted!"
            )
            return (False)
        geos = child_match_check(geoGrp[0], "*_Geo_Grp")
        if not geos:
            return (False)

        # check for jnt grps
        if not jntGrp:
            cmds.warning(
                "AssetPublish.publish_fbx_anim_file:You either have no grp called 'EXPORT_JNT_Grp' -IN A NAMESPACE-.\n fbx export aborted!"
            )
            return (False)
        roots = child_match_check(jntGrp[0], "*_Root_Jnt")
        if not roots:
            return (False)

        # imports the reference
        cmds.file(ref, ir=True)

        # check correspondence of geo and root jnts
        correspond = check_correspondence(geos, roots)
        if not correspond:
            return (False)

        # here's where we'd do the folder (figure out path stuff) - add the variant name
        pubFbxPath = uf.fix_path(
            os.path.join(
                pp.phasePath,
                "Publish/MB/{0}_v{1}".format(pp.variant, pp.versionString)))
        print "------- trying to make dirctory: {0}".format(pubFbxPath)
        if not os.path.exists(pubFbxPath):
            os.mkdir(pubFbxPath)
        tokens = pp.fileName.split("_")
        tokens[-2] = namespace

        start, end = uf.get_frame_range()

        # bake joints
        for r in roots:
            # get child roots if joints
            allD = cmds.listRelatives(r, allDescendents=True)
            jnts = [x for x in allD if cmds.objectType(x, isa="joint")]
            # function to bake selected on all jnts under this root
            bake_selected(jnts, start, end)

        # delete constraints
        cmds.delete(cmds.ls("{0}:*".format(namespace), type="constraint"))
        cmds.select(cl=True)

        # list for what to keep in this reference
        keepList = []

        # parent each root to world
        for root in roots:
            basename = root.split(":")[1].split("_Root_Jnt")[0]
            geo = "{0}:{1}_Geo_Grp".format(namespace, basename)
            root = "{0}:{1}_Root_Jnt".format(namespace, basename)
            cmds.parent([geo, root], w=True)
            # make this a more generic way to get the game nodes!! (search for type)
            nodes = cmds.ls(type="gameFbxExporter")
            keepList.append(root)
            keepList.append(geo)
            for node in nodes:
                keepList.append(node)

        cmds.select(keepList, r=True)
        # strip away namespace
        cmds.namespace(mv=[namespace, ":"], f=True)
        cmds.namespace(rm=namespace)
        # delete all other top level nodes
        delete_other_top_level_nodes(cmds.ls(sl=True))
        pubFileName = "_".join(tokens)
        pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName))

        # if this exists, should we overwrite?
        if os.path.isfile(pubFilePath):
            overwrite = cmds.confirmDialog(
                title="Overwrite Confirmation",
                message=
                "A publish FBX already exists for this file.\nShould we overwrite?",
                button=("Overwrite", "Cancel"),
                defaultButton="Overwrite",
                cancelButton="Cancel",
                dismissString="Cancel")

            if overwrite == "Cancel":
                print "Publish skipped for FBX file (.fbx) called {0}".format(
                    pubFilePath)
                return (True)

        # else:
        print "===== anim publish:\n- saving {0}".format(pubFilePath + ".mb")
        cmds.file(pubFilePath + ".mb", es=True, f=True, type="mayaBinary")

    return (True)