def findSet(self, name='', quiet=False): ''' finds the set with name Params: name: name of set quiet: suppress dialogs Returns: FBSet/False ''' if not name: if not quiet: moBuLogger.errorDialog("No name arg passed.") return False # get all sets allSets = self.scene.Sets if not allSets: if not quiet: moBuLogger.infoDialog("No sets found in scene.") return False # check sets for name for _set in allSets: if name == _set.Name: return _set # not found if not quiet: moBuLogger.infoDialog("No set found with name '%s'" % name) return False
def findSetFromObject(self, pObject='', quiet=False): ''' finds the set that an object is in Params: pObject: object to look for quiet: suppress dialogs Returns: FBSet/False ''' # get all sets allSets = self.scene.Sets # check for string if isinstance(pObject, str): pObject = self.getObject(name=pObject, pyMB=False, exact=False, quiet=quiet) if not pObject: if not quiet: moBuLogger.infoDialog("No valid object passed.") return False if not allSets: if not quiet: moBuLogger.infoDialog("No sets found in scene.") return False # check sets for _set in allSets: if self.isInSet(pObject=pObject, pSet=_set): moBuLogger.info("Found '%s' in set '%s'" % (pObject.Name, _set.Name)) return _set # not found if not quiet: moBuLogger.infoDialog("'%s' not found in any sets" % pObject.Name) return False
def addAllToSet(self, name='', quiet=False): ''' finds the set with name Params: name: name of set quiet: suppress dialogs Returns: FBSet/False ''' ourSet = None # type or select set name if not passed if not name: # check for selected set selected = self.getSelected(_type=FBSet, found=True) if selected: # test type if isinstance(selected, FBSet): ourSet = selected else: # spawn dialogue listing choices self.addAllToSetUI() return False else: # check for set existence if self.findSet(name=name, quiet=quiet): ourSet = self.findSet(name=name, quiet=quiet) else: # create set ourSet = FBSet(name) # count = 0 # allItems = [] # # modelSkeletons = self.getAllByType(_type='FBModelSkeleton') # allItems.extend(modelSkeletons) # # models = self.getAllByType(_type='FBModel') # allItems.extend(models) # # modelNulls = self.getAllByType(_type='FBModelNull') # allItems.extend(modelNulls) # materials = self.getAllByType(_type='FBMaterial') # allItems.extend(materials) # textures = self.getAllByType(_type='FBTexture') # allItems.extend(textures) # # deformers = self.getAllByType(_type='FBDeformer') # allItems.extend(deformers) # constraintRelation = self.getAllByType(_type='FBConstraintRelation') # allItems.extend(constraintRelation) # groups = self.getAllByType(_type='FBGroup') # allItems.extend(groups) # poses = self.getAllByType(_type='FBPose') # allItems.extend(poses) # vidClips = self.getAllByType(_type='FBVideoClipImage') # allItems.extend(vidClips) # characters = self.getAllByType(_type='FBCharacter') # allItems.extend(characters) # # for item in allItems: # ourSet.Items.append(item) # count+=1 count = 0 allItems = self.getAllByType(_type='all') for item in allItems: # skip Sets if isinstance(item, FBSet): continue # safe to add ourSet.Items.append(item) count += 1 if not quiet: moBuLogger.infoDialog( "%d items added to Set '%s'" % (count, ourSet.Name), "Set Created") else: moBuLogger.info("%d items added to Set '%s'" % (count, ourSet.Name)) return ourSet
def addAllToSet(self, name='', quiet=False): ''' finds the set with name Params: name: name of set quiet: suppress dialogs Returns: FBSet/False ''' ourSet = None # type or select set name if not passed if not name: # check for selected set selected = self.getSelected(_type=FBSet, found=True) if selected: # test type if isinstance(selected, FBSet): ourSet = selected else: # spawn dialogue listing choices self.addAllToSetUI() return False else: # check for set existence if self.findSet(name=name, quiet=quiet): ourSet = self.findSet(name=name, quiet=quiet) else: # create set ourSet = FBSet(name) # count = 0 # allItems = [] # # modelSkeletons = self.getAllByType(_type='FBModelSkeleton') # allItems.extend(modelSkeletons) # # models = self.getAllByType(_type='FBModel') # allItems.extend(models) # # modelNulls = self.getAllByType(_type='FBModelNull') # allItems.extend(modelNulls) # materials = self.getAllByType(_type='FBMaterial') # allItems.extend(materials) # textures = self.getAllByType(_type='FBTexture') # allItems.extend(textures) # # deformers = self.getAllByType(_type='FBDeformer') # allItems.extend(deformers) # constraintRelation = self.getAllByType(_type='FBConstraintRelation') # allItems.extend(constraintRelation) # groups = self.getAllByType(_type='FBGroup') # allItems.extend(groups) # poses = self.getAllByType(_type='FBPose') # allItems.extend(poses) # vidClips = self.getAllByType(_type='FBVideoClipImage') # allItems.extend(vidClips) # characters = self.getAllByType(_type='FBCharacter') # allItems.extend(characters) # # for item in allItems: # ourSet.Items.append(item) # count+=1 count = 0 allItems = self.getAllByType(_type='all') for item in allItems: # skip Sets if isinstance(item, FBSet): continue # safe to add ourSet.Items.append(item) count += 1 if not quiet: moBuLogger.infoDialog("%d items added to Set '%s'" % (count, ourSet.Name), "Set Created") else: moBuLogger.info("%d items added to Set '%s'" % (count, ourSet.Name)) return ourSet