def openSceneButtonFunction(*args): import os global sceneFileName global selectedFileName selectedFileName = cmds.fileDialog() cmds.launchImageEditor(vif=selectedFileName) sceneFileName = os.path.basename(selectedFileName) cmds.textField('sceneName', w=400, e=1, fi=sceneFileName)
def database_dump_sql(self): sql_file = os.path.join(os.path.dirname(__file__), 'debug_db.sql') with open(sql_file, 'w') as f: for line in self.db.iterdump(): f.write('%s\n' % line) mtt_log('SQL Dump write into : %s' % sql_file, add_tag='DEBUG', verbose=False) cmds.launchImageEditor(viewImageFile=os.path.dirname(__file__))
def openSceneButtonFunction(*args): import os global sceneFileName global selectedFileName selectedFileName=cmds.fileDialog() cmds.launchImageEditor(vif=selectedFileName) sceneFileName=os.path.basename(selectedFileName) cmds.textField('sceneName', w=400, e=1, fi=sceneFileName)
def database_dump_csv(self): c = self.db.cursor() c.execute( 'SELECT * FROM NodesTable as N ' 'LEFT JOIN FilesTable as F ON N.FileId=F.FileId ' 'LEFT JOIN RefTable as R ON N.RefName=R.RefName') import csv file_path = os.path.join(os.path.dirname(__file__), 'debug_db.csv') csv_file = open(file_path, "w") csv_file_writer = csv.writer(csv_file, delimiter=';') csv_file_writer.writerows(c.fetchall()) csv_file.close() mtt_log('CSV Dump write into : %s' % file_path, add_tag='DEBUG', verbose=False) cmds.launchImageEditor(viewImageFile=os.path.dirname(__file__))
def database_dump_csv(self): c = self.db.cursor() c.execute('SELECT * FROM NodesTable as N ' 'LEFT JOIN FilesTable as F ON N.FileId=F.FileId ' 'LEFT JOIN RefTable as R ON N.RefName=R.RefName') import csv file_path = os.path.join(os.path.dirname(__file__), 'debug_db.csv') csv_file = open(file_path, "w") csv_file_writer = csv.writer(csv_file, delimiter=';') csv_file_writer.writerows(c.fetchall()) csv_file.close() mtt_log('CSV Dump write into : %s' % file_path, add_tag='DEBUG', verbose=False) cmds.launchImageEditor(viewImageFile=os.path.dirname(__file__))
def export_as_csv(self): """ Export texture listing in csv file """ file_content = self.get_database_content_as_csv() # check if current scene is empty if not file_content: mtt_log('Nothing to save. Operation aborted.', msg_type='warning', verbose=False) return # clean output convert_nicename = {n: t for t, n, a in MTTSettings.SUPPORTED_TYPE} for i, row in enumerate(file_content): node_type = convert_nicename[row[1]] ref_str = 'True' if row[2] == 1 else '' missing_str = 'True' if row[3] == -1 else '' file_content[i] = (row[0], node_type, ref_str, missing_str, row[4], row[5]) # query file to write scene_name = os.path.basename(cmds.file(query=True, sceneName=True)) file_path = os.path.join( cmds.workspace(query=True, rootDirectory=True), scene_name) csv_path = cmds.fileDialog2(fileFilter='Texture List (*.csv)', caption='Save Texture List', startingDirectory=file_path, fileMode=0) # fill file if csv_path is not None: import csv file_path = csv_path[0] scene_name = cmds.file(q=True, sceneName=True) or 'Scene UNTITLED' with open(file_path, "w") as csv_file: csv_file_writer = csv.writer(csv_file, delimiter=';') csv_file_writer.writerow([scene_name]) csv_file_writer.writerow([ 'NODE NAME', 'NODE TYPE', 'IS REF', 'MISSING', 'INSTANCE COUNT', 'FILE PATH' ]) csv_file_writer.writerows(file_content) csv_file.close() mtt_log('CSV file saved to %s' % file_path, verbose=False) cmds.launchImageEditor( viewImageFile=os.path.dirname(file_path))
def export_as_csv(self): """ Export texture listing in csv file """ file_content = self.get_database_content_as_csv() # check if current scene is empty if not file_content: mtt_log('Nothing to save. Operation aborted.', msg_type='warning', verbose=False) return # clean output convert_nicename = {n: t for t, n, a in MTTSettings.SUPPORTED_TYPE} for i, row in enumerate(file_content): node_type = convert_nicename[row[1]] ref_str = 'True' if row[2] == 1 else '' missing_str = 'True' if row[3] == -1 else '' file_content[i] = (row[0], node_type, ref_str, missing_str, row[4], row[5]) # query file to write scene_name = os.path.basename(cmds.file(query=True, sceneName=True)) file_path = os.path.join(cmds.workspace(query=True, rootDirectory=True), scene_name) csv_path = cmds.fileDialog2( fileFilter='Texture List (*.csv)', caption='Save Texture List', startingDirectory=file_path, fileMode=0) # fill file if csv_path is not None: import csv file_path = csv_path[0] scene_name = cmds.file(q=True, sceneName=True) or 'Scene UNTITLED' with open(file_path, "w") as csv_file: csv_file_writer = csv.writer(csv_file, delimiter=';') csv_file_writer.writerow([scene_name]) csv_file_writer.writerow(['NODE NAME', 'NODE TYPE', 'IS REF', 'MISSING', 'INSTANCE COUNT', 'FILE PATH']) csv_file_writer.writerows(file_content) csv_file.close() mtt_log('CSV file saved to %s' % file_path, verbose=False) cmds.launchImageEditor(viewImageFile=os.path.dirname(file_path))
def SundayWarehouseBrowserViewIcon(file): file = file + '.png' cmds.launchImageEditor(viewImageFile = file)
def on_open_preference_folder(): """ Open preference folder """ folder_path = os.path.dirname(MTTSettings.filename()) cmds.launchImageEditor(viewImageFile=folder_path)
def update(item): zPath = "Z:/Mudan/Script/AnimTools/Facials/images" imagePathH = '%s/%s.jpg'%(zPath, item) mc.launchImageEditor(vif=imagePathH)