Example #1
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 assetPublish(versionUp=True, *args):
    """
    checks the current scene if it's compatible, if not kick out
    ARGS:
        versionUp (bool): whether to version up the work file on publish
    """
    origScene = cmds.file(q=True, sn=True)
    pp = uf.PathParser(origScene)

    # bail if current scene is not compatible
    if not pp.compatible:
        cmds.warning(
            "assetPublish.publish_maya_scene: You're not in a project compatible scene! Sorry. See a TD"
        )
        return ()

    # if it's not a stage file or a publish file and it's either modeling or rigging phase
    if pp.assetType != "Stages" and pp.phase in [
            "Rigging", "Modeling", "Texturing", "Lighting"
    ] and pp.stage == "Work":
        mayapub = publish_maya_scene(versionUp, origScene)
        if not mayapub:  # i.e. we've failed somewhere in the func
            return ()
    else:
        print "===== not doing standard maya asset publish, since you're in {0} phase and {1} stage of the pipeline".format(
            pp.phase, pp.stage)

    # lets check if the fbx plugin is loaded
    uf.plugin_load("fbxmaya")

    # if it's modeling or texturing phase - fbx export
    if pp.assetType != "Stages" and pp.phase in ["Modeling", "Texturing"
                                                 ] and pp.stage == "Work":
        fbxPub = publish_fbx_model_file(versionUp, origScene)
        if not fbxPub:
            return ()

    # if it's a rig work file
    if pp.assetType != "Stages" and pp.phase in ["Rigging"
                                                 ] and pp.stage == "Work":
        fbxPub = publish_fbx_rig_file(versionUp, origScene)
        if not fbxPub:
            return ()

    # if it's an anm work file
    if pp.assetType != "Stages" and pp.phase in ["Animation"
                                                 ] and pp.stage == "Work":
        fbxPub = publish_fbx_anim_file(versionUp, origScene)
        if not fbxPub:
            return ()
        print "----- freezing so you can export anim"
        return ()

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

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

        if os.path.isfile(verUpFile):
            print "assetPublish.assetPublish: Opening version up file:", verUpFile
            cmds.file(verUpFile, open=True, force=True)
        else:
            print "assetPublish.assetPublish: Couldn't find version up, opening original file: ", pp.path
            cmds.file(pp.path, open=True, force=True)
    else:
        print "assetPublish.assetPublish: Opening original file: ", pp.path
        cmds.file(pp.path, open=True, force=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)