Ejemplo n.º 1
0
 def exportRig(self):
     """ will export SH and Geo found in the geo folder """
     # rig and geo should not be referenced
     # find SH, delete constraints, parent to world
     # find geo folder parent to world
     # select SH and geo folder and export as fbx to fbx folder
     pymelLogger.debug( 'Starting rig export' )
     export = 0
     for rig in self.rootList:
         if cmds.objExists(rig): 
             # check if geo folder also exists
             if cmds.objExists(self.geo):
                 self._delConstraints(rig)  
                 cmds.parent(rig, w=1)
                 cmds.parent(self.geo, w=1)
                 cmds.select(rig,self.geo, r=1)
                 #print rig, self.geo
                 if self._fbxExport( 2 ):
                     cmds.confirmDialog(m='FBX Rig Exported', button='Ok')
                 pymelLogger.debug( 'Finished rig export' )
                 export = 1
                 break
             else: 
                 pymelLogger.error( 'No geo folder has been found' )
     if export == 0 : pymelLogger.error( 'No Rig Exported. Note: Referenced Rigs Will Not Export' )
Ejemplo n.º 2
0
 def exportAsset(self, fileName=None, assetPath=None, unityPath=None, ignore=None):
     ''' Export Assets from a .ma animation file as .fbx. '''
     pymelLogger.debug('exportAsset(): Starting...')
     
     exporter = Export.Export()
     
     if not os.path.isfile(fileName):
         msg = 'File does not exist: %s'%fileName
         pymelLogger.error(msg)
         raise Exception(msg)
     
     # Open the file
     pm.openFile(fileName, f=True)
     pymelLogger.debug('exportAsset(): Opened file: %s'%fileName)
     
     # Export the Asset
     results = None
     results = exporter.exportAsset(fileName=fileName, 
                                    assetPath=assetPath, 
                                    unityPath=unityPath,
                                    ignore=ignore)
        
     if not results:
         msg = 'exportAsset(): Nothing exported!'
         pymelLogger.error(msg)
         raise Exception(e)
     for each in results:
         pymelLogger.debug('Exported: %s'%os.path.basename(each))
         
     pymelLogger.debug('exportAsset(): End.')        
     return results
Ejemplo n.º 3
0
    def exportAnim(self,
                   fileName=None,
                   assetPath=None,
                   unityPath=None,
                   ignore=None):
        '''
        Export animation for each rig found in the current scene.
        Export camera with name from names.cameras.shot_cam_names list
        Rig must be referenced.
        '''
        pymelLogger.debug('exportAnim(): Starting...')

        # Export to directory wih animation file name
        # Assets/art/animation/anim_type/anim_name
        try:
            fName = os.path.basename(fileName)[:-3]
            typ = fName.split('_')[-2:]
            typ = typ[0] + '_' + typ[1]
            dirName = fName.split('_')[:-2]
            dName = ''
            for each in dirName:
                dName += each + '_'
            dirName = dName[:-1]
            unityPath = unityPath + '/animation/' + typ + '/' + dirName
        except Exception, e:
            pymelLogger.error('exportAnim(): Error creating UnityPath.')
            pymelLogger.error(e)
            raise Exception(e)
Ejemplo n.º 4
0
 def exportRig(self):
     """ will export SH and Geo found in the geo folder """
     # rig and geo should not be referenced
     # find SH, delete constraints, parent to world
     # find geo folder parent to world
     # select SH and geo folder and export as fbx to fbx folder
     pymelLogger.debug('Starting rig export')
     export = 0
     for rig in self.rootList:
         if cmds.objExists(rig):
             # check if geo folder also exists
             if cmds.objExists(self.geo):
                 self._delConstraints(rig)
                 cmds.parent(rig, w=1)
                 cmds.parent(self.geo, w=1)
                 cmds.select(rig, self.geo, r=1)
                 #print rig, self.geo
                 if self._fbxExport(2):
                     cmds.confirmDialog(m='FBX Rig Exported', button='Ok')
                 pymelLogger.debug('Finished rig export')
                 export = 1
                 break
             else:
                 pymelLogger.error('No geo folder has been found')
     if export == 0:
         pymelLogger.error(
             'No Rig Exported. Note: Referenced Rigs Will Not Export')
Ejemplo n.º 5
0
class Export(object):
    def __init__(self):
        '''
        Export asset/rig/animation/camera as FBX
        to AssetLib and Unity directory.
        '''
        self.rootList = rig_names.rootList
        self.assetTypes = asset_names.types
        self.camNames = cam_names.shot_cam_names
        self.geo = 'geo'
        self.custom = 'custom'
        pymelLogger.debug('Initializing...')

    def exportAnim(self,
                   fileName=None,
                   assetPath=None,
                   unityPath=None,
                   ignore=None):
        '''
        Export animation for each rig found in the current scene.
        Export camera with name from names.cameras.shot_cam_names list
        Rig must be referenced.
        '''
        pymelLogger.debug('exportAnim(): Starting...')

        # Export to directory wih animation file name
        # Assets/art/animation/anim_type/anim_name
        try:
            fName = os.path.basename(fileName)[:-3]
            typ = fName.split('_')[-2:]
            typ = typ[0] + '_' + typ[1]
            dirName = fName.split('_')[:-2]
            dName = ''
            for each in dirName:
                dName += each + '_'
            dirName = dName[:-1]
            unityPath = unityPath + '/animation/' + typ + '/' + dirName
        except Exception, e:
            pymelLogger.error('exportAnim(): Error creating UnityPath.')
            pymelLogger.error(e)
            raise Exception(e)

        pymelLogger.debug('File name: %s' % fileName)
        pymelLogger.debug('Asset path: %s' % assetPath)
        pymelLogger.debug('Unity path: %s' % unityPath)

        # Make AssetLib fbx / Unity directories if they do not exist
        try:
            if not os.path.isdir(assetPath):
                os.makedirs(assetPath)
            if not os.path.isdir(unityPath):
                os.makedirs(unityPath)
        except Exception, e:
            pymelLogger.error('exportAnim(): Error creating directory.')
            pymelLogger.error(e)
            raise Exception(e)
Ejemplo n.º 6
0
def PRINT(msg='', item='', type='info'):
    printMsg = '|| %s || %s' %(msg.ljust(65), item.ljust(20))
    
    if type == 'debug':
        pymelLogger.debug('\t\t\t%s'%printMsg)
    elif type == 'info':
        pymelLogger.info('\t\t\t%s'%printMsg)
    elif type == 'warning':
        pymelLogger.warning('\t%s'%printMsg)
    elif type == 'error':
        pymelLogger.error('\t%s'%printMsg)
    elif type == 'critical':
        pymelLogger.critical('\t%s'%printMsg)
    else:
        pymelLogger.error('Cannot Print Message: Invalid Type')
        
    return
Ejemplo n.º 7
0
 def exportAnim(self, fileName=None, assetPath=None, unityPath=None, ignore=None):
     ''' Export rig and/or prop animation from a .ma animation file as .fbx. '''
     pymelLogger.debug('exportAnim(): Starting...')
     exporter = Export.Export()
     #pdb.set_trace()
     if not os.path.isfile(fileName):
         msg = 'File does not exist: %s'%fileName
         pymelLogger.error(msg)
         raise Exception(msg)
     
     # Open the file
     pm.openFile(fileName, f=True)
     pymelLogger.debug('exportAnim(): Opened file: %s'%fileName)
     
     # Export the animation
     results = exporter.exportAnim(fileName=fileName, 
                                   assetPath=assetPath, 
                                   unityPath=unityPath,
                                   ignore=ignore)
     
     pymelLogger.debug('exportAnim(): End.')        
     return results
Ejemplo n.º 8
0
 def exportAnim( self, fileName=None, assetPath=None, unityPath=None, ignore=None ):
     '''
     Export animation for each rig found in the current scene.
     Export camera with name from names.cameras.shot_cam_names list
     Rig must be referenced.
     '''
     pymelLogger.debug('exportAnim(): Starting...')
     
     # Export to directory wih animation file name
     # Assets/art/animation/anim_type/anim_name
     try:
         fName = os.path.basename(fileName)[:-3]
         typ = fName.split('_')[-2:]
         typ = typ[0] + '_' + typ[1]
         dirName = fName.split('_')[:-2]
         dName = ''
         for each in dirName:
             dName += each + '_'
         dirName = dName[:-1]
         unityPath = unityPath + '/animation/' + typ + '/' + dirName            
     except Exception,e:
         pymelLogger.error('exportAnim(): Error creating UnityPath.')
         pymelLogger.error(e)
         raise Exception(e) 
Ejemplo n.º 9
0
    def exportAsset(self,
                    fileName=None,
                    assetPath=None,
                    unityPath=None,
                    ignore=None):
        """ Export 'custom' group geo and SH skeleton. """
        pymelLogger.debug('Starting: exportAsset()...')

        # Export to directories with type and asset file name
        print unityPath
        print assetPath
        found = False
        for typ in self.assetTypes:
            platform = sys.platform
            if 'win' in platform:
                #pathElems = assetPath.split(os.sep)
                pathElems = assetPath.split('/')

            else:
                if '/' in assetPath:
                    pathElems = assetPath.split('/')
                else:
                    pathElems = assetPath.split('\\')

            if typ in pathElems:
                pymelLogger.debug('exportAsset(): Type: %s' % typ)
                unityPath = unityPath + '/%s/' % typ + os.path.basename(
                    assetPath[:-4])
                found = True
                break

        if not found:
            msg = 'exportAsset(): Asset is not in a directory named after a type.'
            pymelLogger.error(msg)
            raise Exception(msg)

        pymelLogger.debug('File name: %s' % fileName)
        pymelLogger.debug('Asset path: %s' % assetPath)
        pymelLogger.debug('Unity path: %s' % unityPath)

        # Make AssetLib fbx / Unity directories if they do not exist
        try:
            if not os.path.isdir(assetPath):
                os.makedirs(assetPath)
            if not os.path.isdir(unityPath):
                os.makedirs(unityPath)
        except Exception, e:
            pymelLogger.error('exportAsset(): Error creating directory.')
            pymelLogger.error(e)
            raise Exception(e)
Ejemplo n.º 10
0
    def build(self, *args):
        '''
        Call methods to build the joints on nurbs plane setup
        '''
        _name = 'build'
        pymelLogger.info('Started: %s' % _name)
        
        # Validate user input
        name = pm.textFieldGrp(self.nameFld, q=1, text=1)
        num = pm.intFieldGrp(self.numFld, q=1, v=1)[0]
        rad = pm.floatFieldGrp(self.radFld, q=1, v=1)[0]
        axis = pm.radioButtonGrp(self.buildFld, q=1, sl=1)
        objs = pm.ls(sl=1)
        
        if not name:
            pymelLogger.error('No name entered by user. Must enter a name. Exiting.')
            return            
        if num < 1 or num > 50:
            pymelLogger.error('%s is an invalid value for number of joints. Must be between 3 - 50. Exiting.' % num)
            return    
        if rad < 0.009 or rad > 10:
            pymelLogger.error('%s is an invalid value for joint radius. Must be between 0.01 - 10. Exiting.' % rad)
            return    
        if not objs:
            pymelLogger.error('No objects selected. Must select objects to build curve along. Exiting.')
            return

        # Call build methods
        crv1, crv2 = self._createCurves(objs=objs, axis=axis, num=num)
        plane = self._createPlane(name=name, crv1=crv1, crv2=crv2)
        follicles = self._createFollicles(name=name, plane=plane, num=num)
        self._createJoints(name=name, follicles=follicles, rad=rad)
        
        pm.delete(crv1, crv2)

        pymelLogger.info('Ended: %s' % _name)
        pymelLogger.info('Build successful!')
Ejemplo n.º 11
0
    def exportAsset(self, fileName=None, assetPath=None, unityPath=None, ignore=None):
        """ Export 'custom' group geo and SH skeleton. """
        pymelLogger.debug('Starting: exportAsset()...')

        # Export to directories with type and asset file name
        print unityPath
        print assetPath
        found = False
        for typ in self.assetTypes:
            platform = sys.platform
            if 'win' in platform:
                #pathElems = assetPath.split(os.sep)
                pathElems = assetPath.split('/')
                
            else:
                if '/' in assetPath:
                    pathElems = assetPath.split('/')
                else:
                    pathElems = assetPath.split('\\')
                
            if typ in pathElems:
                pymelLogger.debug('exportAsset(): Type: %s'%typ)
                unityPath = unityPath + '/%s/'%typ + os.path.basename(assetPath[:-4])
                found = True
                break
            
        if not found:
            msg = 'exportAsset(): Asset is not in a directory named after a type.'
            pymelLogger.error(msg)
            raise Exception(msg)
        
        pymelLogger.debug('File name: %s'%fileName)
        pymelLogger.debug('Asset path: %s'%assetPath)
        pymelLogger.debug('Unity path: %s'%unityPath)
        
        # Make AssetLib fbx / Unity directories if they do not exist
        try:
            if not os.path.isdir( assetPath ):
                os.makedirs( assetPath )
            if not os.path.isdir( unityPath ):
                os.makedirs( unityPath )
        except Exception,e:
            pymelLogger.error('exportAsset(): Error creating directory.')
            pymelLogger.error(e)
            raise Exception(e)
Ejemplo n.º 12
0
    def _fbxExport(self, selection=None, 
                  fileName=None,
                  prefix=None, 
                  assetPath=None, 
                  unityPath=None,
                  rig=False,
                  asset=False,
                  anim=False,
                  camera=False):
        '''
        Selection: Names of objects to export
        prefix: [email protected]
        assetPath: Directory to export fbx in AssetLib
        unityPath: Directory to export fbx for unity
        rig/asset/anim/camera: Determine FBX options
        '''
        pymelLogger.debug('Starting: fbxExport()...' )
        pymelLogger.debug('Exporting: %s'%selection)
        pymelLogger.debug('Prefix: %s'%prefix)
        pymelLogger.debug('Asset path: %s'%assetPath)
        pymelLogger.debug('Unity path: %s'%unityPath)
        
        try:
            pm.parent(selection,w=True)
        except:
            pm.select(selection,r=1)
        
        # Determine export file name
        if prefix:
            fileN = os.path.basename(fileName)[:-3]
            fileN = prefix+'@'+fileN+'.fbx'
        else:
            fileN = os.path.basename(fileName)[:-3]
            fileN = fileN + '.fbx'
        pymelLogger.debug('fileN: %s'%fileN)
        
        # Place file in fbx folder in proper location
        # anim/typ=1 and rig have a different folder structure
        unityFile = unityPath + '/' + fileN
        assetFile = assetPath + '/' + fileN
        pymelLogger.debug('unityFile: %s'%unityFile)
        pymelLogger.debug('assetFile: %s'%assetFile)

        startFrame = int( cmds.playbackOptions(q=1, min=1) )
        endFrame = int( cmds.playbackOptions(q=1, max=1) )        
        
        # FBX OPTIONS!
        # Geometry
        mel.eval("FBXExportSmoothingGroups -v true")
        mel.eval("FBXExportHardEdges -v false")
        mel.eval("FBXExportTangents -v false")
        mel.eval("FBXExportSmoothMesh -v true")
        mel.eval("FBXExportInstances -v false")
        mel.eval("FBXExportReferencedContainersContent -v false")
        
        # Animation
        if anim:
            mel.eval("FBXExportApplyConstantKeyReducer -v true")
            mel.eval("FBXExportBakeResampleAnimation -v true")
            mel.eval("FBXExportBakeComplexAnimation -v true")
            mel.eval("FBXExportBakeComplexStart -v "+str(startFrame))
            mel.eval("FBXExportBakeComplexEnd -v "+str(endFrame))
            mel.eval("FBXExportBakeComplexStep -v 1")
            mel.eval("FBXExportUseSceneName -v false")
            mel.eval("FBXExportQuaternion -v euler")
        if asset:
            mel.eval("FBXExportShapes -v true")
            mel.eval("FBXExportSkins -v true")
            
        if camera:
            mel.eval("FBXExportCameras -v true")
        else:
            mel.eval("FBXExportCameras -v false")
            
        # Constraints
        mel.eval("FBXExportConstraints -v false")
        # Lights
        mel.eval("FBXExportLights -v false")
        # Embed Media
        mel.eval("FBXExportEmbeddedTextures -v false")
        # Connections
        mel.eval("FBXExportInputConnections -v false")
        # Axis Conversion
        mel.eval("FBXExportUpAxis y")
        # version
        mel.eval("FBXExportFileVersion FBX201100")
        # Type
        mel.eval("FBXExportInAscii -v true")
        
        # Export!
        exported = []
        mel.eval('FBXExport -f "'+ assetFile +'" -exportFormat "fbx" -s;')
        exported.append(assetFile)
        pymelLogger.debug('fbxExport(): Exported: %s'%assetFile )
        
        # Copy fbx and textures folder to unitypath
        # /fbx
        try:
            # Copy .fbx files to unity dir
            onlyfiles = [ os.path.join(assetPath+"/"+f) for f in os.listdir(assetPath) if os.path.isfile( assetPath+"/"+f) ]
            fbxs = [ f for f in onlyfiles if f.endswith('.fbx') ]
            for f in fbxs:
                fName = os.path.basename(f)
                dst = unityPath+'/fbx/'+fName
                
                dstDir = os.path.join(unityPath,'fbx')
                if not os.path.exists(dstDir):
                    print 'created!'
                    os.makedirs(dstDir)
                    
                try:
                    shutil.copy(f, dst)
                except:
                    shutil.rmtree(dst)
                    shutil.copy(f, dst)
                    
                pymelLogger.debug('fbxExport(): Copied from:%s'%f)
                pymelLogger.debug('fbxExport(): Copied to:%s'%dst)   
        except Exception,e: 
            pymelLogger.error('fbxExport(): %s'%e )
Ejemplo n.º 13
0
                    ns = ns[0]
                elif len(ns) > 2:
                    ns = ns[-2]
                pm.select(root, r=1)
                self._importRefDeleteNS()
                self._bakeAnim( root )
                if ns:
                    result = self._fbxExport( selection=root, 
                                             fileName=fileName,
                                             prefix=ns, 
                                             assetPath=assetPath, 
                                             unityPath=unityPath,
                                             anim=True )
                else:
                    msg = 'Rig has no namespace. Make sure it is referenced. Nothing exported.'
                    pymelLogger.error(msg)
                    raise Exception(msg)
                
                if result:
                    results.append(result)
                    exportedRig = True
                    pm.delete(root)
                else:
                    pymelLogger.error('FBX did not export for "%s:%s"'%(ns,root))
            
        if not exportedRig:
            msg = 'No Rigs in the scene to be exported!'
            cmds.warning( msg )
            pymelLogger.warning( msg )

        # Export camera(s)
Ejemplo n.º 14
0
    def _fbxExport(self,
                   selection=None,
                   fileName=None,
                   prefix=None,
                   assetPath=None,
                   unityPath=None,
                   rig=False,
                   asset=False,
                   anim=False,
                   camera=False):
        '''
        Selection: Names of objects to export
        prefix: [email protected]
        assetPath: Directory to export fbx in AssetLib
        unityPath: Directory to export fbx for unity
        rig/asset/anim/camera: Determine FBX options
        '''
        pymelLogger.debug('Starting: fbxExport()...')
        pymelLogger.debug('Exporting: %s' % selection)
        pymelLogger.debug('Prefix: %s' % prefix)
        pymelLogger.debug('Asset path: %s' % assetPath)
        pymelLogger.debug('Unity path: %s' % unityPath)

        try:
            pm.parent(selection, w=True)
        except:
            pm.select(selection, r=1)

        # Determine export file name
        if prefix:
            fileN = os.path.basename(fileName)[:-3]
            fileN = prefix + '@' + fileN + '.fbx'
        else:
            fileN = os.path.basename(fileName)[:-3]
            fileN = fileN + '.fbx'
        pymelLogger.debug('fileN: %s' % fileN)

        # Place file in fbx folder in proper location
        # anim/typ=1 and rig have a different folder structure
        unityFile = unityPath + '/' + fileN
        assetFile = assetPath + '/' + fileN
        pymelLogger.debug('unityFile: %s' % unityFile)
        pymelLogger.debug('assetFile: %s' % assetFile)

        startFrame = int(cmds.playbackOptions(q=1, min=1))
        endFrame = int(cmds.playbackOptions(q=1, max=1))

        # FBX OPTIONS!
        # Geometry
        mel.eval("FBXExportSmoothingGroups -v true")
        mel.eval("FBXExportHardEdges -v false")
        mel.eval("FBXExportTangents -v false")
        mel.eval("FBXExportSmoothMesh -v true")
        mel.eval("FBXExportInstances -v false")
        mel.eval("FBXExportReferencedContainersContent -v false")

        # Animation
        if anim:
            mel.eval("FBXExportApplyConstantKeyReducer -v true")
            mel.eval("FBXExportBakeResampleAnimation -v true")
            mel.eval("FBXExportBakeComplexAnimation -v true")
            mel.eval("FBXExportBakeComplexStart -v " + str(startFrame))
            mel.eval("FBXExportBakeComplexEnd -v " + str(endFrame))
            mel.eval("FBXExportBakeComplexStep -v 1")
            mel.eval("FBXExportUseSceneName -v false")
            mel.eval("FBXExportQuaternion -v euler")
        if asset:
            mel.eval("FBXExportShapes -v true")
            mel.eval("FBXExportSkins -v true")

        if camera:
            mel.eval("FBXExportCameras -v true")
        else:
            mel.eval("FBXExportCameras -v false")

        # Constraints
        mel.eval("FBXExportConstraints -v false")
        # Lights
        mel.eval("FBXExportLights -v false")
        # Embed Media
        mel.eval("FBXExportEmbeddedTextures -v false")
        # Connections
        mel.eval("FBXExportInputConnections -v false")
        # Axis Conversion
        mel.eval("FBXExportUpAxis y")
        # version
        mel.eval("FBXExportFileVersion FBX201100")
        # Type
        mel.eval("FBXExportInAscii -v true")

        # Export!
        exported = []
        mel.eval('FBXExport -f "' + assetFile + '" -exportFormat "fbx" -s;')
        exported.append(assetFile)
        pymelLogger.debug('fbxExport(): Exported: %s' % assetFile)

        # Copy fbx and textures folder to unitypath
        # /fbx
        try:
            # Copy .fbx files to unity dir
            onlyfiles = [
                os.path.join(assetPath + "/" + f)
                for f in os.listdir(assetPath)
                if os.path.isfile(assetPath + "/" + f)
            ]
            fbxs = [f for f in onlyfiles if f.endswith('.fbx')]
            for f in fbxs:
                fName = os.path.basename(f)
                dst = unityPath + '/fbx/' + fName

                dstDir = os.path.join(unityPath, 'fbx')
                if not os.path.exists(dstDir):
                    print 'created!'
                    os.makedirs(dstDir)

                try:
                    shutil.copy(f, dst)
                except:
                    shutil.rmtree(dst)
                    shutil.copy(f, dst)

                pymelLogger.debug('fbxExport(): Copied from:%s' % f)
                pymelLogger.debug('fbxExport(): Copied to:%s' % dst)
        except Exception, e:
            pymelLogger.error('fbxExport(): %s' % e)
Ejemplo n.º 15
0
                    ns = ns[0]
                elif len(ns) > 2:
                    ns = ns[-2]
                pm.select(root, r=1)
                self._importRefDeleteNS()
                self._bakeAnim(root)
                if ns:
                    result = self._fbxExport(selection=root,
                                             fileName=fileName,
                                             prefix=ns,
                                             assetPath=assetPath,
                                             unityPath=unityPath,
                                             anim=True)
                else:
                    msg = 'Rig has no namespace. Make sure it is referenced. Nothing exported.'
                    pymelLogger.error(msg)
                    raise Exception(msg)

                if result:
                    results.append(result)
                    exportedRig = True
                    pm.delete(root)
                else:
                    pymelLogger.error('FBX did not export for "%s:%s"' %
                                      (ns, root))

        if not exportedRig:
            msg = 'No Rigs in the scene to be exported!'
            cmds.warning(msg)
            pymelLogger.warning(msg)