コード例 #1
0
    def bulge_button( self, *args  ):
        if( cmds.objExists( "ZBend" ) ):
            cmds.confirmDialog( title="Error", message="First delete the bulge history on the previously\ndeformed object before bulging another.", button="Okie Dokie" )
            return 0

        latestSelection = cmds.ls( selection=True )
        if( len( latestSelection ) == 0 ):
            return 0

        if( len( latestSelection ) == 1 ):
            self.relatives = cmds.listRelatives( children=True )

            if( len(self.relatives) == 1 ):
                self.bbox = cmds.exactWorldBoundingBox( latestSelection )

                cmds.nonLinear( type='bend', curvature=cmds.intSliderGrp( "x_bulge_slider", value=True, query=True ) )
                cmds.rename( "XBend" )
                cmds.move((self.bbox[0] + self.bbox[3])/2, self.bbox[1], (self.bbox[2] + self.bbox[5])/2, "XBend", rpr=True )
                cmds.setAttr( "XBend.rotateZ", -90 )

                cmds.select( latestSelection )

                cmds.nonLinear( type='bend', curvature=cmds.intSliderGrp( "z_bulge_slider", value=True, query=True ) )
                cmds.rename( "ZBend" )
                cmds.move((self.bbox[0] + self.bbox[3])/2, self.bbox[1], (self.bbox[2] + self.bbox[5])/2, "ZBend", rpr=True )
                cmds.setAttr( "ZBend.rotateZ", -90 )
                cmds.setAttr( "ZBend.rotateX", 90 )
                cmds.connectControl( "x_bulge_slider", "bend1.curvature" )
                cmds.connectControl( "z_bulge_slider", "bend2.curvature" )
                cmds.select( latestSelection )
コード例 #2
0
    def saveSettings(self, *args):

        #this function will save out the user's preferences they have set in the UI to disk
        settingsLocation = self.mayaToolsDir + "/General/Scripts/projectSettings.txt"

        try:
            f = open(settingsLocation, 'w')


            #create a dictionary with  values
            settings = {}
            settings["UseSourceControl"] = cmds.checkBox(self.widgets["useSourceControl"], q = True, v = True)
            settings["FavoriteProject"] = cmds.optionMenu(self.widgets["favoriteProject_OM"], q = True, v = True)

            #write our dictionary to file
            cPickle.dump(settings, f)
            f.close()

        except:
            cmds.confirmDialog(title = "Error", icon = "critical", message = settingsLocation + " is not writeable. Please make sure this file is not set to read only.")



        #close the UI
        cmds.deleteUI("AnimationRiggingTool_SettingsUI")
コード例 #3
0
ファイル: spPaint3dContext.py プロジェクト: utsdab/usr
    def __init__(self, uioptions, transformoptions, sourcelist, targetlist):
        '''
        initial setup
        '''
        #create the tool context
        if (mc.draggerContext(spPaint3dContextID, exists=True)):
            mc.deleteUI(spPaint3dContextID);
        mc.draggerContext(spPaint3dContextID, pressCommand=self.onPress, dragCommand=self.onDrag, releaseCommand=self.onRelease, name=spPaint3dContextID, cursor='crossHair', undoMode='step')

        #create context local options
        self.runtimeUpdate(uioptions, transformoptions, sourcelist, targetlist)

        #debug purpose
        self.reentrance = 0

        #initialise world up vector
        if ( (mc.upAxis(q=True, axis=True)) == "y" ):
            self.worldUp = om.MVector (0,1,0);
        elif ( (mc.upAxis(q=True, axis=True)) == "z" ):
            self.worldUp = om.MVector (0,0,1);
        else:
            #can't figure out up vector
            mc.confirmDialog(title='Weird stuff happening', message='Not getting any proper info on what the current up vector is. Quitting...')
            sys.exit()

        #fetch current scene unit
        self.unit = mc.currentUnit(query=True, linear=True)
コード例 #4
0
def dynamicChainCmd(*args):
    '''
    Get information and create dynamic joint chain network
    '''   
    from time import gmtime, strftime
     
    verified = True
    log = ""
         
    # get the selected joints
    joints = cmds.ls(sl=True)
    if len(joints) != 2:
        log += "- Need to select the start joint and the end joint\n"
        verified = False
         
    if verified:
        # create class instance
        dynChain = lpDynamicChain(joints[0], joints[1])
        # create the dynamic network
        nodes = dynChain.create()
         
        if nodes:
            dateTime = strftime("%a, %b %d %Y - %X", gmtime())
            nodesString = ""
            # build string for feedback
            for i,node in enumerate(nodes):
                nodesString += "%d. %s\n" % (i,node) 
             
            cmds.confirmDialog(messageAlign="left", title="lpDynamicChains", message="%s\n------------------\n\nNew dynamic nodes:\n\n%s\n\nThank you!" % (dateTime, nodesString), button=["Accept"], defaultButton="Accept")
         
        # select the custom node last
        cmds.select(dynChain.mNode) 
    else:
        cmds.confirmDialog(messageAlign="left", title="lpDynamicChains", message="Log:\n" + log, button=["Accept"], defaultButton="Accept")
コード例 #5
0
	def checkout(self):
		curfilepath = cmd.file(query=True, sceneName=True)
		if not curfilepath == '':
			cmd.file(save=True, force=True)

		toCheckout = self.get_asset_path()

		try:
			destpath = amu.checkout(toCheckout, True)
		except Exception as e:
			print str(e)
			if not amu.checkedOutByMe(toCheckout):
				cmd.confirmDialog(  title          = 'Can Not Checkout'
                                   , message       = str(e)
                                   , button        = ['Ok']
                                   , defaultButton = 'Ok'
                                   , cancelButton  = 'Ok'
                                   , dismissString = 'Ok')
				return
			else:
				destpath = amu.getCheckoutDest(toCheckout)

		toOpen = os.path.join(destpath, self.get_filename(toCheckout)+'.mb')
		
		# open the file
		if os.path.exists(toOpen):
			cmd.file(toOpen, force=True, open=True)#, loadReferenceDepth="none")
		else:
			# create new file
			cmd.file(force=True, new=True)
			cmd.file(rename=toOpen)
			cmd.file(save=True, force=True)
		self.close_dialog()
コード例 #6
0
def importPose(filePath):
    """Import the pose data stored in filePath"""
    # try to open the file
    newRootControl = cmds.ls(sl=True, type='transform')[0]
    newNodeAttr = newRootControl.rpartition('_root_')[0]
    try: f = open(filePath, 'r')
    except:
        cmds.confirmDialog(
            t='Error', b=['OK'],
            m='Unable to open file: %s'%filePath
        )
        raise
    # uncPickle the data
    pose = cPickle.load(f)
    # close the file
    f.close()
    # set the attributes to the stored pose
    errAttrs = []
    for attrValue in pose:
        try: 
            cmds.setAttr('%s%s'%(newNodeAttr, attrValue[0]), attrValue[1])
        except:
            try: errAttrs.append(attrValue[0])
            except: errAttrs.append(attrValue)
    # display error message if needed
    if len(errAttrs) > 0:
        importErrorWindow(errAttrs)
        sys.stderr.write('Not all attributes could be loaded.')
コード例 #7
0
def run(parent):
    """requires amTinyTools"""
    try:
        import amTinyTools
        amTinyTools.Menu.menuSelect(parent)
    except ImportError:
        cmds.confirmDialog(m="this module requires amTinyTools")
コード例 #8
0
 def checkSelObj(self):
     """检查选中的物体是否为mesh节点
 
     Description:
         选有物体且所选的是mesh节点,返回True
         没选物体或所选物体类型不符合,则返回False
 
     Arguments:
         无
 
     Returns:        
         result = True:通过检查
         result = False:没通过检查,释放所有选择
     """
     selObj = cmds.ls(sl =True)
     lenOfSel = len(selObj)
     result = True
     if lenOfSel < 1:
         cmds.confirmDialog(title = "Warning", message = "Please Select Objects!", button = "OK", defaultButton = "OK")
         result = False
     else:
         for eachObj in selObj:
             if cmds.nodeType(eachObj) != "transform":
                 cmds.confirmDialog(title = "Warning", message = "There Has An Object With Incorrect Type!", button = "OK", defaultButton = "OK")
                 cmds.select(deselect = True)  #去除所有选择
                 result = False
                 break
     
     return result
コード例 #9
0
 def getSelection(self):
     rootNodes = cmds.ls(sl=True, type='transform')
     if rootNodes is None or len(rootNodes) < 1:
         cmds.confirmDialog(t='Error', b=['OK'],
             m='Please select one or more transform nodes.')
         return None
     else: return rootNodes
コード例 #10
0
def setupScene():
	'''
	Setup some scene attributes we want to be common to all Spinifex car scenes
	TODO:
	make width over height as float
	'''
		
	# Check if we haven't done this before
	if cmds.objExists('vraySettings.setupSceneHasBeenRun'):
		# Check that everything is setup correctly before continuing.
		dialogMessage = 'setupScene has already been run. Do you wish to continue? Some of your render settings will be reset.'
		result = cmds.confirmDialog( title='spckSetupScene', message=dialogMessage, button=['YES','NO'], defaultButton='NO', cancelButton='NO', dismissString='NO' )
		if result == 'NO' :
			print("Aborted. We\'ve done this before...\n")
			return
	else:
		# Check that everything is setup correctly before continuing.
		dialogMessage = 'Have you set up your workspace.mel?'
		result = cmds.confirmDialog( title='spckSetupScene', message=dialogMessage, button=['YES','NO'], defaultButton='YES', cancelButton='NO', dismissString='NO' )
		if result == 'NO' :
			print('Go setup your workspace and run again.\n')
			return
		
	# Units for working in metric and 30fps
	cmds.currentUnit (linear='cm')
	cmds.currentUnit (angle='deg')
	cmds.currentUnit (time='ntsc')

	# Load VRAY if not active
	cmds.loadPlugin ('vrayformaya', quiet=True)
	cmds.pluginInfo ('vrayformaya', edit=True, autoload=True)
	cmds.setAttr  ('defaultRenderGlobals.ren', 'vray', type='string')

	cmds.evalDeferred ( 'createBaseRenderSettings()' , lowestPriority=True )	
	print('Success.\n')
コード例 #11
0
 def saveFileToPublish(self):
     self.currentFilePath = cmds.file(q=1, sn=1)
     if self.currentFilePath:
         if '/work/' in self.currentFilePath:
             self.baseName = os.path.basename(self.currentFilePath)
             self.publishPath = self.currentFilePath.split(self.baseName)[0].replace('/work/', '/publish/')
             self.publishFilePath = os.path.join(self.publishPath, self.baseName)
             if os.listdir(self.publishPath):
                 fileName = sorted(os.listdir(self.publishPath))[-1].replace('.ma', '.mb')
                 newPublishFilePath = os.path.join(self.publishPath, fileName)
                 curVersion = os.path.splitext(fileName)[0].split('.v')[-1]
                 newVersion = int(curVersion) + 1
                 newVersionStr = '.v%03d' % newVersion
                 self.publishFilePath = newPublishFilePath.replace('.v%03d' % int(curVersion), newVersionStr)
                 cmds.file(f=1, save=1)
                 cmds.file(rename=self.publishFilePath)
                 cmds.file(f=1, save=1, type = 'mayaBinary')
                 cmds.file(self.currentFilePath, f=1, open=1)
                 return self.publishFilePath
             else:
                 fileName = self.baseName.replace('.ma', '.mb')
                 newPublishFilePath = os.path.join(self.publishPath, fileName)
                 self.publishFilePath = newPublishFilePath
                 cmds.file(f=1, save=1)
                 cmds.file(rename=self.publishFilePath)
                 cmds.file(f=1, save=1, type = 'mayaBinary')
                 cmds.file(self.currentFilePath, f=1, open=1)
                 return self.publishFilePath
         else:
             cmds.confirmDialog(m="File is not in work directory.. Kindly save your file in work directory and run this script", b="Ok")
     else:
         cmds.warning('Cannot find proper file. Please save our file and proceed....')
コード例 #12
0
ファイル: projectionManager.py プロジェクト: esernaalonso/dev
	def initUI(self):
		# self.setMinimumSize(200, 100)

		self.ui = ui.loadUiWidgetFromPyFile(__file__, parent=self)

		# layout
		self.setLayout(QtGui.QVBoxLayout())
		self.layout().addWidget(self.ui)
		self.layout().setSpacing(0)
		self.layout().setContentsMargins(2, 2, 2, 2)

		# fill UI info
		isValid = self.isValidContext()
		if isValid:
			self.ui.cb_imagePlanes.addItems(shader.getAllSceneImagePlanes())
		else:
			self.ui.setEnabled(False)
			cmds.confirmDialog(t="Alert", message="There are no ImagePlanes in the scene, there must be one at least.", button=["OK"], icon="warning")
		
		# add signals to the ui elements
		self.ui.pb_bakeImagePlane.clicked.connect(self.bakeImagePlane)
		self.ui.pb_useBackgroundShader.clicked.connect(self.applyUseBackgroundShader)
		self.ui.pb_lambertProjection.clicked.connect(self.applyLambertShader)
		self.ui.pb_surfaceShader.clicked.connect(self.applySurfaceShader)
		self.ui.pb_applyGreenScreenShader.clicked.connect(self.applyGreenScreenShader)
		self.ui.pb_applyGreenScreenShaderFx.clicked.connect(self.applyGreenScreenShaderFx)
		self.ui.pb_applyDefaultShader.clicked.connect(self.applyDefaultShader)
コード例 #13
0
ファイル: Export.py プロジェクト: Mauricio3000/MSH_Maya
 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' )
コード例 #14
0
	def __init__(self) :
		# get the currently selected objects and make sure we have only one object
		selected = OM.MSelectionList()
		OM.MGlobal.getActiveSelectionList(selected)
		self.selectedObjects = []
		selected.getSelectionStrings(self.selectedObjects)
		if len(self.selectedObjects) == 0 :
			cmds.confirmDialog( title='No objects Selected', message='Select a Mesh Object', button=['Ok'], defaultButton='Ok', cancelButton='Ok', dismissString='Ok' )
		elif len(self.selectedObjects) > 1 :
			cmds.confirmDialog( title='Select One Object', message='Only One Mesh mat be exported at a time', button=['Ok'], defaultButton='Ok', cancelButton='Ok', dismissString='Ok' )
		# now we have the correct criteria we can proceed with the export
		else :
			# get the start and end values for our UI sliders
			anim=OMA.MAnimControl()
			minTime=anim.minTime()
			maxTime=anim.maxTime()
			self.m_start=int(minTime.value())
			self.m_end=int(maxTime.value())
			# now we create a window ready to populate the components
			self.m_window = cmds.window( title='NCCA Pointbake Export' )
			# create a layout
			cmds.columnLayout()
			# create two sliders for start and end we also attach methods to be called when the slider
			# changes
			self.m_startSlider=cmds.intSliderGrp( changeCommand=self.startChanged,field=True, label='Start Frame', minValue=self.m_start, maxValue=self.m_end, fieldMinValue=self.m_start, fieldMaxValue=self.m_end, value=self.m_start )
			self.m_endSlider=cmds.intSliderGrp( changeCommand=self.endChanged ,field=True, label='End Frame', minValue=self.m_start, maxValue=self.m_end, fieldMinValue=self.m_end, fieldMaxValue=self.m_end, value=self.m_end )
			# create a button and add the method called when pressed
			cmds.button( label='Export', command=self.export )
			# finally show the window
			cmds.showWindow( self.m_window )
コード例 #15
0
def mkIngestionDir(source,type):
	mkFile = source
	filename =source.split("/")
	filename = filename[-1]
	mkSource =source.split("/")
	mkSource = mkSource[-1]
	mkSource = mkSource.replace( type, "" )
	mkFolder =source.split("/")
	mkFolder.pop(-1)
	mkFolder = "/".join(mkFolder)
	mkFolder=mkFolder+"/"+mkSource
	if os.path.exists( mkFolder ) == False:
		os.makedirs( mkFolder )
	copycmd = 'sysFile -copy'+' '+'"'+mkFolder+'/'+ filename +'"'+' ' + '"'+ mkFile+'"'+';'
	mel.eval (copycmd)
	dst = "Q:/Tools/Nearline/ingestion/3dModels"
	delcmd = 'sysFile -delete'+' "'+mkFile+'";'
	mel.eval (delcmd)
	createdirCmd = 'sysFile -makeDir'+' '+'"'+dst+'/' +mkSource+'/"'
	mel.eval(createdirCmd)
	cpyDepotCmd = 'sysFile -mov'+' '+'"'+dst+'/' +mkSource+'/'+filename +'"'+' ' + '"'+mkFolder+'/'+ filename +'"'+';'
	mel.eval (cpyDepotCmd)
	print "copied "+filename+" to depot"
	removeEmptydir = 'sysFile -removeEmptyDir'+' '+'"'+mkFolder+'/";'
	mel.eval (removeEmptydir)
	cmds.confirmDialog(m=filename+" ready for upload", cb = "cancel")
	return mkFolder
コード例 #16
0
ファイル: gui.py プロジェクト: Bumpybox/Tapp
 def help_pushButton_released(self):
     directory = os.path.dirname(__file__)
     readme = os.path.join(directory, 'README.md')
     f = open(readme, 'r')
     msg = f.read()
     f.close()
     cmds.confirmDialog(title='Help', message=msg, button=['OK'])
コード例 #17
0
ファイル: mayaUI.py プロジェクト: gj210/upy
 def drawError(self,errormsg=""):
     """ Draw a error message dialog
     @type  errormsg: string
     @param errormsg: the messag to display
     """          
     cmds.confirmDialog(title='ERROR:', message=errormsg, button=['OK'], 
                        defaultButton='OK')
コード例 #18
0
def SetLayerForPSD(id, *args):
    #extra check if the @psdNode exists or not. this is check is - when you open the scene and tool, and close the scene
    if cmds.objExists(psdNode):
        cmds.setAttr("%s.layerSetName" % psdNode, layerNames[id], type="string")
        log.info("layer selected is " + layerNames[id])
    else:
        cmds.confirmDialog( title='psd Connection Error', message='psd node is not connected to nyTR node. Connect the node \n [Or psd node is not Available]', button=['OK'], defaultButton='OK', icn="critical" )	
コード例 #19
0
ファイル: gui.py プロジェクト: mkolar/Tapp
    def add_pushButton_released(self):

        msg = 'Do you want to add an empty row,'
        msg += ' or open a file to fill in the row?'
        addRow = cmds.confirmDialog(title='Cameras', message=msg,
                                    button=['Empty', 'Open File'])

        if addRow == 'Open File':

            filePath = QtGui.QFileDialog.getOpenFileName(self,
                                                         'Open Maya File',
                                                         '../..',
                                                         'Maya File (*.ma)')
            filePath = filePath[0]
            if filePath:
                utils.SavePrompt()
                cmds.file(filePath, open=True, force=True)

                cameras = []
                for cam in pm.ls(type='camera'):
                    if not cam.orthographic.get():
                        cameras.append(str(cam.getParent()))

                cameras.append('Close')
                msg = 'Select camera to add.'
                camera = cmds.confirmDialog(title='Cameras', message=msg,
                                            button=cameras)

                self.addRow(filePath, camera)
        else:
            self.addRow('', '')
コード例 #20
0
ファイル: pipeUtilities.py プロジェクト: sid2364/Maya_Python
def msgWin(title = 'test', msg = 'This is a test message??', silent = False):
    if silent== "disabled":
        pass
    elif silent == True:
        print msg
    else:
        mc.confirmDialog(title = title, message = msg, button = ['OK'], defaultButton = 'OK', cancelButton = 'OK', dismissString = 'OK')
コード例 #21
0
def discard(filePath=cmds.file(q=True, sceneName=True)):
    if not filePath:
        return
    print filePath
    dlgResult = showWarningDialog()
    if dlgResult == "Yes":
        # get discard directory before opening new file
        toDiscard = os.path.join(amu.getUserCheckoutDir(), os.path.basename(os.path.dirname(filePath)))
        if amu.isCheckedOutCopyFolder(toDiscard):
            cmds.file(force=True, new=True)  # open new file
            amu.discard(toDiscard)  # discard changes
        else:
            cmds.confirmDialog(
                title="Invalid Command",
                message="This is not a checked out file. There is nothing to discard.",
                button=["Ok"],
                defaultButton="Ok",
                cancelButton="Ok",
                dismissString="Ok",
            )

    elif dlgResult == "Brent":
        brent.go()
    else:
        cmds.confirmDialog(
            title="Discard Cancelled",
            message="Thank you for being responsible.",
            button=["Ok"],
            defaultButton="Ok",
            cancelButton="Ok",
            dismissString="Ok",
        )
コード例 #22
0
def CreateHydraulicRig(upDir, *args):

    selection = cmds.ls(sl=True)
    if len(selection) != 3:
        cmds.confirmDialog(icon = "warning!!", title = "Hydraulic Rig Tool", message = "You must select exactly 3 objects.  Top of hydraulic, bottom of hydraulic, and the up vector.")
        return
    else:
        hyd_start_01_anim = selection[0]
        hyd_start_02_anim = selection[1]
        upObject = selection[2]
        
        hyd_start_01 = hyd_start_01_anim.rpartition("_")[0]
        hyd_start_02 = hyd_start_02_anim.rpartition("_")[0]

        # Create a rig for the lower arm extra hydraulic piston.
        cmds.delete("driver_"+hyd_start_01+"_parentConstraint1")
        robo_lowarm_pistonrod_01_anim_sub = cmds.group(em=True, name=hyd_start_01_anim+"_sub", parent=hyd_start_01_anim)
        const = cmds.parentConstraint(hyd_start_01_anim, robo_lowarm_pistonrod_01_anim_sub, weight=1, mo=False)
        cmds.delete(const)
        const = cmds.parentConstraint(robo_lowarm_pistonrod_01_anim_sub, "driver_"+hyd_start_01, weight=1, mo=True)
        
        cmds.delete("driver_"+hyd_start_02+"_parentConstraint1")
        robo_lowarm_pistonrod_02_anim_sub = cmds.group(em=True, name=hyd_start_02_anim+"_sub", parent=hyd_start_02_anim)
        const = cmds.parentConstraint(hyd_start_02_anim, robo_lowarm_pistonrod_02_anim_sub, weight=1, mo=False)
        cmds.delete(const)
        const = cmds.parentConstraint(robo_lowarm_pistonrod_02_anim_sub, "driver_"+hyd_start_02, weight=1, mo=True)

        # Hook up the hydraulics for the lowerarm piston.
        const1 = cmds.aimConstraint(robo_lowarm_pistonrod_01_anim_sub, robo_lowarm_pistonrod_02_anim_sub, weight=1, mo=True, aimVector=(-1, 0, 0), upVector=(0, 0, upDir), worldUpType="object", worldUpVector=(0, 0, -1), worldUpObject=upObject)
        const2 = cmds.aimConstraint(robo_lowarm_pistonrod_02_anim_sub, robo_lowarm_pistonrod_01_anim_sub, weight=1, mo=True, aimVector=(1, 0, 0), upVector=(0, 0, upDir), worldUpType="object", worldUpVector=(0, 0, -1), worldUpObject=upObject)
    
    cmds.select(const1, const2)
コード例 #23
0
def cacheFluidsToCTemp():
	if cmds.objExists(CONST.FOAM_FLUID_SHAPENODE) and cmds.objExists(CONST.WAKE_FLUID_SHAPENODE):
		## Get default non-cached wake and foam
		fluidsToCache = []
		for cache in [CONST.FOAM_FLUID_SHAPENODE, CONST.WAKE_FLUID_SHAPENODE]:
			fluidConnection = cmds.listConnections(cache, type = 'cacheFile') or cmds.listConnections(cache, type = 'cacheBlend')
			if fluidConnection:
				if cmds.nodeType(fluidConnection[0]) == 'cacheFile' or cmds.nodeType(fluidConnection[0]) == 'cacheBlend':
					cmds.confirmDialog(title = 'CACHE FLUIDS', message = 'Cache already exist for "%s". You should cleanup your caches if you want to re-cache a newer one!' % cache, button = 'OK')
				else:
					fluidsToCache.append(cache)
			else:
				fluidsToCache.append(cache)

		## Cache em fluids at one go to save time
		if fluidsToCache:
			cachePath = _getPathFromSceneName()
			if cachePath:
				if os.path.exists(cachePath):
					_cacheWake(cachepath = cachePath, fluids = fluidsToCache)

					## Set time to min
					[cmds.currentTime( cmds.playbackOptions(q = True, min = True) ) for x in range(2)]
	else:
		cmds.confirmDialog(title = 'CACHE FLUIDS', message = 'Both "%s" and "%s" fluids don\'t exist in your scene!' % (CONST.FOAM_FLUID_SHAPENODE, CONST.WAKE_FLUID_SHAPENODE), button = 'OK')
コード例 #24
0
ファイル: devTest.py プロジェクト: GuidoPollini/MuTools
def runTestCases( testCases=TEST_CASES ):
	thisPath = Path( __file__ ).up()
	testResults = TestResult()

	for ATestCase in testCases:
		testCase = ATestCase()
		testCase.run( testResults )

	#force a new scene
	cmd.file( new=True, f=True )

	OK = 'Ok'
	BUTTONS = (OK,)
	if testResults.errors:
		print '------------- THE FOLLOWING ERRORS OCCURRED -------------'
		for error in testResults.errors:
			print error[0]
			print error[1]
			print '--------------------------'

		cmd.confirmDialog( t='TEST ERRORS OCCURRED!', m='Errors occurred running the tests - see the script editor for details!', b=BUTTONS, db=OK )
	else:
		print '------------- %d TESTS WERE RUN SUCCESSFULLY -------------' % len( testCases )
		cmd.confirmDialog( t='SUCCESS!', m='All tests were successful!', b=BUTTONS, db=OK )

	return testResults
コード例 #25
0
def creatStereo():
    camL = mc.ls(sl=1)
    if camL == []:
        mc.confirmDialog(title="Missing", message="Please select a camera!", button=["Ok"])
        return
    cam = camL[0]
    camShape = mc.listRelatives(cam, s=1)[0]
    FL = mc.camera(cam, q=1, fl=1)
    NCP = mc.camera(cam, q=1, ncp=1)
    FCP = mc.camera(cam, q=1, fcp=1)
    cam3d = maya.app.stereo.stereoCameraRig.createStereoCameraRig()
    mc.parent(cam3d[0], cam)
    mc.setAttr(cam3d[0] + ".translate", 0, 0, 0, lock=1)
    mc.setAttr(cam3d[0] + ".rotate", 0, 0, 0, lock=1)
    mc.setAttr(cam3d[0] + ".scale", 1, 1, 1, lock=1)
    cam3dShape = mc.listRelatives(cam3d[0], s=1)[0]
    mc.connectControl("interaxialSleder", stereoShape + ".interaxialSeparation")
    mc.connectControl("zeroSleder", stereoShape + ".zeroParallax")
    mc.setAttr(cam3dShape + ".focalLength", FL)
    mc.setAttr(cam3dShape + ".nearClipPlane", NCP)
    mc.setAttr(cam3dShape + ".farClipPlane", FCP)
    mc.setAttr(cam3dShape + ".zeroParallaxPlane", 1)
    mc.setAttr(cam3dShape + ".safeViewingVolume", 1)
    for i in cam3d:
        mc.rename(i, cam + "_" + i)
    camListStereo = mc.ls(type="stereoRigTransform")
    if camListStereo == []:
        mc.floatSliderGrp(interaxialSleder, e=1, enable=False)
        mc.floatSliderGrp(zeroSleder, e=1, enable=False)
    else:
        stereoShape = mc.listRelatives(camListStereo[0], s=1)[0]
        mc.floatSliderGrp(interaxialSleder, e=1, enable=True)
        mc.floatSliderGrp(zeroSleder, e=1, enable=True)
        mc.connectControl(interaxialSleder, cam3dShape + ".interaxialSeparation")
        mc.connectControl(zeroSleder, cam3dShape + ".zeroParallax")
コード例 #26
0
ファイル: SR_AnimPoseLib.py プロジェクト: sid2364/Maya_Python
def deletetab(*args):
    alltabs = mc.tabLayout ('tabs',q=1,st=1)
    chktabs = mc.tabLayout ('Animation',q=1,st=1)
    chktabs1= mc.tabLayout ('Poses',q=1,st=1)
    if alltabs == 'Animation':
        seltab = mc.tabLayout('Animation',q=1,st=1) 
        mc.deleteUI(seltab)
        Del_tab=savepathini+'Savepose/Animation/'+seltab
        Del1_in=Del_tab+'/'
        list_in=mc.getFileList(fld=Del1_in)
        for i in range(len(list_in)):
            mc.sysFile(Del1_in+'/'+list_in[i],delete=1)
        mc.sysFile(Del_tab,red=1)
        if chktabs=='':
            mc.confirmDialog (title='Error',message='No tabs to delete', button='OK',defaultButton='Yes')    
#        else :
#            return
    else :
        seltab = mc.tabLayout('Poses',q=1,st=1) 
        mc.deleteUI(seltab)
        Del_tab=savepathini+'Savepose/Poses/'+seltab
        Del1_in=Del_tab+'/'
        list_in=mc.getFileList(fld=Del1_in)
        for i in range(len(list_in)):
            mc.sysFile(Del1_in+'/'+list_in[i],delete=1)
        mc.sysFile(Del_tab,red=1)
        if chktabs1=='':
            mc.confirmDialog (title='Error',message='No tabs to delete', button='OK',defaultButton='Yes')    
        else :
            return          
コード例 #27
0
ファイル: SR_AnimPoseLib.py プロジェクト: sid2364/Maya_Python
def Pose_rtn(name,*args):
    lst=mc.ls(sl=1)
    if lst==[]:
        mc.confirmDialog (title='About' ,message= 'Nothing is selected',ma='center', button=['OK'] ,defaultButton='Yes')
    else:
        files=open(name,'r')
        nextLine=files.readline()
        sel_obj  = mc.ls(sl=1)
        char = sel_obj[0].split(':')
        while (len( nextLine ) > 0 ):
            splitter= nextLine.split(' ')    
            if splitter[0]=='obj':
                obj_name= splitter[1].strip() 
            else:
                attr = splitter[0]
                value= splitter[1].strip()
                if len(char)==1:
                    added=char[0]+ "." + attr        
                else:
                    added= (char[0] + ":" + obj_name + "." + attr)    
                setA = "mc.setAttr('"+added+"',"+ value+')'
                try:
                    eval(setA)
                except RuntimeError:
                    pass
            nextLine=files.readline()       
        files.close()
        print "Pose changed"
コード例 #28
0
 def GetGroupName(self):
     #Check to see if the name is saved with the file
     if cmds.objExists("CMSettings"):
         ScenePrepClass.GroupName = cmds.getAttr("CMSettings.ModelName")
         if cmds.objExists(ScenePrepClass.GroupName):
             print "Group name from save"
             return 1
     
     #Check to see if the model is already grouped then use that name#
     if self.SelectedObjectsAreGrouped() != "":
         if cmds.textField("NameTextField",query = True, text = True) != "":
             #Rename the group if a name has been provided
             cmds.rename(ScenePrepClass.GroupName, cmds.textField("NameTextField",query = True, text = True))
             #Replace the name in cursel
             for x in range(len(ScenePrepClass.Cursel)):
                 if ScenePrepClass.Cursel[x] == ScenePrepClass.GroupName:
                     ScenePrepClass.Cursel[x] = cmds.textField("NameTextField",query = True, text = True)
             #
             ScenePrepClass.GroupName = cmds.textField("NameTextField",query = True, text = True)
         print "Group name from model"
         return 1
     
     #otherwise check the textfield
     if cmds.textField("NameTextField",query = True, text = True) != "":
         ScenePrepClass.GroupName = cmds.textField("NameTextField",query = True, text = True)
         print "Group name from field"
     
     if ScenePrepClass.GroupName == "":
         cmds.confirmDialog(m = "Please enter a name for the model")
         return 0
コード例 #29
0
ファイル: SR_AnimPoseLib.py プロジェクト: sid2364/Maya_Python
def Newtab(*args):
    sel_tab = mc.shelfTabLayout('tabs',q=1,st=1)
    crnt_tab= mc.shelfTabLayout(sel_tab,q=1,ca=1)
    Newtab = mc.promptDialog(
                    title='Create New Tab',
                    message='New Tab Name:',
                    button=['OK', 'Cancel'],
                    defaultButton='OK',
                    cancelButton='Cancel',
                    dismissString='Cancel')    
    if Newtab == 'OK':
        n_text = mc.promptDialog(query=True, text=True)
        if n_text == '':
            mc.confirmDialog (title='Error' ,message= 'Sorry, The name entered is not valid', button=['OK'] ,defaultButton='Yes')      
        else:
            if crnt_tab:
                for each in crnt_tab:
                    if each == n_text:
                        mc.confirmDialog (title='Error' ,message= 'Sorry, The name entered is already exists', button=['OK'] ,defaultButton='Yes')
                        return 
            #else:     
            if sel_tab == 'Animation':
                Nw_tab=savepathini+'Savepose/Animation/'+n_text+'/'
                mc.shelfLayout(n_text,w=450,h=200,bgc=(0.3,0.3,0.3),p=Animation)
                mc.sysFile(Nw_tab, makeDir=True )
                     
            else:
                mc.shelfLayout(n_text,w=450,h=200,bgc=(0.3,0.3,0.3),p=Poses)
                Nw_tab=savepathini+'Savepose/Poses/'+n_text+'/' 
                mc.sysFile(Nw_tab, makeDir=True )
            mc.shelfTabLayout(sel_tab,e=1,st=n_text)
コード例 #30
0
def _createParentMaster(obj, translation=True, rotation=True):
    '''Crea i gruppi necessari per utilizzare il parent master.'''

    # creo il parent handle e lo snap group dell'oggetto (aventi stesso pivot)
    # un file referenziato genera eccezione
    if cmds.referenceQuery(obj, inr=True) and (not ALLOW_REFERENCE_ROOT or cmds.listRelatives(obj, p=True)):
        sys.stdout.write('Read-only hierarchy detected\n')
        msg = 'Are you working with referenced files?\n\nZVPM can\'t group "%s" because it\'s in a read-only hierarchy.\n\n\nDo the following:\n\n- Open the referenced file.\n- Select this object, right-click on "Attach objects" button and "Create parent groups".\n- Save the file.' % obj
        cmds.confirmDialog(title='Referenced file - ZV Parent Master', message=msg)
        return False

    piv = cmds.xform(obj, q=True, rp=True, ws=True)
    cmds.group(obj, n=_getSnapGroup(obj))
    cmds.xform(_getSnapGroup(obj), piv=piv, ws=True)
    ph = cmds.group(_getSnapGroup(obj), n=_getParentHandle(obj))
    cmds.xform(_getParentHandle(obj), piv=piv, ws=True)

    # locca gli attributi non diponibili e quelli non richiesti
    ts = set(['tx', 'ty', 'tz'])
    rs = set(['rx', 'ry', 'rz'])

    availAttrs = set(cmds.listAttr(obj, k=True, u=True, sn=True) or [])
    attrsToLock = (ts | rs) - availAttrs
    if not translation:
        attrsToLock |= ts
    if not rotation:
        attrsToLock |= rs

    for attr in attrsToLock:
        cmds.setAttr('%s.%s' % (ph, attr), lock=True)

    return True
コード例 #31
0
def J_importNcloth():
    #读取文件
    settingFileName = cmds.fileDialog2(fileMode=1, caption="Import cloth setting")
    if not cmds.attributeQuery('jClothMark',node='lambert1',exists=True):#添加标记 区分多次导入
        cmds.addAttr('lambert1',longName="jClothMark",attributeType='short' )
    if settingFileName==None:
        return
    readSettingFile=open(settingFileName[0],'r')
    clothData={}
    if settingFileName[0][-4:]=='.jcl':
        clothData=json.load(readSettingFile)
    else:
        cmds.confirmDialog(title=u'错误',message=u'  请选择jcl文件     ',button='666')  
        return
    readSettingFile.close()
    rootNode=cmds.ls(long=True,sl=True)
    for item in rootNode:
        if cmds.objectType(item) !='transform':
            cmds.confirmDialog(title=u'错误',message=u'选择角色最上层的组\n或者选择需要添加布料的模型',button='666')
            return
    #导入解算器######################################################################################################
    for itemNucleus in clothData['nucleus']:
        nucleusName=J_importNcloth_CreateNucleus(itemNucleus,settingFileName[0])
    #导入布料######################################################################################################
    #查找选择物体下层所有mesh
    allMeshNode=[]#要比对的模型shape节点
    for item0 in rootNode:#如果选择了多个物体
        tempMeshList=J_importNcloth_getAllMeshNode(item0)
        for item1 in tempMeshList:
            allMeshNode.append(item1)
    missedMesh=[]#需要加布料,但是丢失的节点
    #开始导入
    allDynNode=[]
    state =0
    for clothItem in clothData['nCloth']:#导入布料###
        for meshItem0 in allMeshNode:
            if J_importNcloth_matchObj(meshItem0,clothItem['inMesh']):
                getPar=cmds.listRelatives(meshItem0,parent=True)[0]
                allDynNode.append(J_importNcloth_CreateCloth('nCloth',getPar,clothItem,settingFileName[0]))
                state=1
        if state==0:
            missedMesh.append(clothItem['inMesh'])
    state =0
    for clothItem in clothData['nRigid']:#导入碰撞###
        for meshItem0 in allMeshNode:
            if J_importNcloth_matchObj(meshItem0,clothItem['inMesh']):
                getPar=cmds.listRelatives(meshItem0,parent=True)[0]
                allDynNode.append(J_importNcloth_CreateCloth('nRigid',getPar,clothItem,settingFileName[0]))
                state=1
        if state==0:
            missedMesh.append(clothItem['inMesh'])

        
    for clothItem in clothData['dynamicConstraint']:#导入约束###
        allDynNode.append(J_importNcloth_CreateCloth('dynamicConstraint','',clothItem,settingFileName[0]))
    for clothItem in clothData['nComponent']:#导入约束###
        allDynNode.append(J_importNcloth_CreateCloth('nComponent','',clothItem,settingFileName[0]))
    newNucleusName=nucleusName+'_v'+str(cmds.getAttr('lambert1.jClothMark'))
    cmds.rename(nucleusName,newNucleusName)
    #完成提示######################################################################################################
    markOrg=cmds.getAttr('lambert1.jClothMark')
    cmds.setAttr('lambert1.jClothMark',(markOrg+1))
    
    if len(allDynNode)>0:
        for renameNode in allDynNode:
            if renameNode is None:
                return
            newName=renameNode+'_v'+str(cmds.getAttr('lambert1.jClothMark'))
            cmds.rename(renameNode,newName)
    if len(missedMesh)>0:
        massageTemp='' 
        for itemx in missedMesh:
            massageTemp+=itemx+' \n'
        massageTemp+=u'模型未找到。'
        cmds.confirmDialog(title=u'导入完成',message=massageTemp,button=u'知道了')
コード例 #32
0
def camSeqRenderAll(deleteBakedCam=True):
    '''
    render all shots in sequence manager.
    '''
    #path variables
    userShotDir = os.getenv("USER_SHOT_DIR")
    fileRuleImages = mc.workspace("images", fre=True, q=True)[3:]
    renderGlobalPath = os.path.join(userShotDir, fileRuleImages)
    renderTempPath = os.path.join(renderGlobalPath, "tmp")

    #setup output path
    currentFile = mc.file(q=True, sn=True).split("/")[-1]
    fileName = os.path.splitext(currentFile)[0]
    outputDir = os.path.join(renderGlobalPath, fileName)

    #if shot render already exists. stop the render
    if os.path.exists(outputDir):
        mc.warning("output directory already exist. render canceled.")
        return
    else:
        pass

    #query render settings
    #todo
    #check if active panel is
    allMdPanel = mc.getPanel(type="modelPanel")
    activePanel = mc.getPanel(wf=True)
    if activePanel not in allMdPanel:
        mc.warning("please select the view you want to render.")
        return

    #create shot output dir
    try:
        #create dir
        callString = "mkdir " + outputDir
        mycmd = subprocess.Popen(callString,
                                 stdout=subprocess.PIPE,
                                 stderr=subprocess.PIPE,
                                 shell=True)
        output, error = mycmd.communicate()
    except:
        print error

    #delete current tmp if found
    #for my local hacking rendering only ...
    if os.path.exists(renderTempPath):
        try:
            print "deleting current tmp dir: ", renderTempPath
            callString = "rm -rf " + renderTempPath
            mycmd = subprocess.Popen(callString,
                                     stdout=subprocess.PIPE,
                                     stderr=subprocess.PIPE,
                                     shell=True)
            output, error = mycmd.communicate()
        except:
            print error
    else:
        print "no temp dir found."

    #get all shots in sequence
    allshots = mc.sequenceManager(lsh=True)

    renderedShots = []
    #playblast each shot
    for s in allshots:

        deleteCam = False

        #shot render cam vars
        renderCam = mc.shot(s, cc=True, q=True)
        startTime = math.floor(mc.shot(s, st=True, q=True))
        endTime = math.floor(mc.shot(s, et=True, q=True))

        #shot sequence vars
        seq_startTime = math.floor(mc.shot(s, sst=True, q=True))
        seq_endTime = math.floor(mc.shot(s, set=True, q=True))
        seq_duration = mc.shot(s, sequenceDuration=True, q=True)
        seq_scale = mc.shot(s, scale=True, q=True)
        offsetTime = int(seq_startTime - startTime)

        #setup render time
        renderStartFrame = startTime
        renderEndFrame = startTime + seq_duration - 1

        print s, startTime, endTime, "(", seq_startTime, seq_endTime, ")", renderCam, seq_duration

        if seq_scale != 1.0:
            print "sequnce scale is not uniform. baking camera animation for endering."
            renderCam = bakeSequenceScale(s)
            deleteCam = True

        print "start rendering: ", renderCam

        #set current panel to the current shot cam
        mel.eval("lookThroughModelPanel %s %s;" % (renderCam, activePanel))

        #initialize render! note this will render out an image!
        mel.eval('currentTime %s ;' % (renderStartFrame))
        mel.eval('RenderIntoNewWindow;')

        #close render view
        mel.eval('removeRenderWindowPanel renderView;')

        #do the render
        mel.eval('currentTime %s ;' % (renderStartFrame))
        while (renderStartFrame <= renderEndFrame):
            mel.eval('renderWindowRender redoPreviousRender renderView;')
            renderStartFrame += 1
            mel.eval('currentTime %s ;' % (renderStartFrame))

        #remove render camera
        if deleteBakedCam and deleteCam:
            print "deleting camera: ", renderCam
            mc.delete(renderCam)

        #File Operations
        #rename and move shot renders
        shotDirName = s + "_" + str(offsetTime)
        shotDir = os.path.join(renderGlobalPath, shotDirName)

        #TODO: handle this better
        #if there is a same found. this will move the tmp into it instead of rename tmp.
        #for now just remove the old one assume it's from a preveus failed render
        if os.path.exists(shotDir):
            print "found " + shotDir + "removing it..."
            callString = "rm -rf " + shotDir
            mycmd = subprocess.Popen(callString,
                                     stdout=subprocess.PIPE,
                                     stderr=subprocess.PIPE,
                                     shell=True)
            output, error = mycmd.communicate()
        else:
            pass

        #rename the tmp dir to the shot name
        callString = "mv " + renderTempPath + " " + shotDir
        mycmd = subprocess.Popen(callString,
                                 stdout=subprocess.PIPE,
                                 stderr=subprocess.PIPE,
                                 shell=True)
        output, error = mycmd.communicate()

        #move into output dir
        callString = "mv " + shotDir + " " + outputDir
        mycmd = subprocess.Popen(callString,
                                 stdout=subprocess.PIPE,
                                 stderr=subprocess.PIPE,
                                 shell=True)
        output, error = mycmd.communicate()

    #write nuke comp
    makeSeqComp(elementsDir=outputDir)

    #display result
    mc.confirmDialog(title='render finished: ',
                     message=outputDir,
                     button=['OK'],
                     defaultButton='OK')

    #done.
    mc.warning(
        "all shots submited for render, Check script editer for more detail.")
コード例 #33
0
__author__ = 'Morgan Loomis'
__license__ = 'MIT'
__category__ = 'None'
__revision__ = 24

import maya.cmds as mc
import maya.mel as mm
from functools import partial
import math, re, warnings

try:
    import ml_utilities as utl
    utl.upToDateCheck(32)
except ImportError:
    result = mc.confirmDialog( title='Module Not Found', 
                message='This tool requires the ml_utilities module. Once downloaded you will need to restart Maya.', 
                button=['Download Module','Cancel'], 
                defaultButton='Cancel', cancelButton='Cancel', dismissString='Cancel' )
    
    if result == 'Download Module':
        mc.showHelp('http://morganloomis.com/tool/ml_utilities/',absolute=True)

ml_convertRotationOrder = None
try:
    import ml_convertRotationOrder
except ImportError:
    pass

ml_resetChannels = None
try:
    import ml_resetChannels
except ImportError:
コード例 #34
0
    def init_engine(self):
        self.log_debug("%s: Initializing..." % self)
        
        # check that we are running an ok version of maya
        current_os = cmds.about(operatingSystem=True)
        if current_os not in ["mac", "win64", "linux64"]:
            raise tank.TankError("The current platform is not supported! Supported platforms "
                                 "are Mac, Linux 64 and Windows 64.")
        
        maya_ver = cmds.about(version=True)
        if maya_ver.startswith("Maya "):
            maya_ver = maya_ver[5:]
        if maya_ver.startswith(("2012", "2013", "2014", "2015", "2016")):
            self.log_debug("Running Maya version %s" % maya_ver)
        else:
            # show a warning that this version of Maya isn't yet fully tested with Shotgun:
            msg = ("The Shotgun Pipeline Toolkit has not yet been fully tested with Maya %s.  "
                   "You can continue to use Toolkit but you may experience bugs or instability."
                   "\n\nPlease report any issues to: [email protected]" 
                   % (maya_ver))
            
            # determine if we should show the compatibility warning dialog:
            show_warning_dlg = self.has_ui and "SGTK_COMPATIBILITY_DIALOG_SHOWN" not in os.environ
            if show_warning_dlg:
                # make sure we only show it once per session:
                os.environ["SGTK_COMPATIBILITY_DIALOG_SHOWN"] = "1"
                
                # split off the major version number - accomodate complex version strings and decimals: 
                major_version_number_str = maya_ver.split(" ")[0].split(".")[0]
                if major_version_number_str and major_version_number_str.isdigit():
                    # check against the compatibility_dialog_min_version setting:
                    if int(major_version_number_str) < self.get_setting("compatibility_dialog_min_version"):
                        show_warning_dlg = False
                
            if show_warning_dlg:
                # Note, title is padded to try to ensure dialog isn't insanely narrow!
                title = "Warning - Shotgun Pipeline Toolkit Compatibility!                          " # padded!
                cmds.confirmDialog(title = title, message = msg, button = "Ok")
                
            # always log the warning to the script editor:
            self.log_warning(msg)
        
        self._maya_version = maya_ver  
        
        if self.context.project is None:
            # must have at least a project in the context to even start!
            raise tank.TankError("The engine needs at least a project in the context "
                                 "in order to start! Your context: %s" % self.context)

        # Set the Maya project based on config
        self._set_project()
       
        # add qt paths and dlls
        self._init_pyside()

        # default menu name is Shotgun but this can be overriden
        # in the configuration to be Sgtk in case of conflicts
        self._menu_name = "Shotgun"
        if self.get_setting("use_sgtk_as_menu_name", False):
            self._menu_name = "Sgtk"
                  
        # need to watch some scene events in case the engine needs rebuilding:
        cb_fn = lambda en=self.instance_name, pc=self.context, mn=self._menu_name:on_scene_event_callback(en, pc, mn)
        self.__watcher = SceneEventWatcher(cb_fn)
        self.log_debug("Registered open and save callbacks.")
コード例 #35
0
ファイル: api.py プロジェクト: BGCX261/zootoolbox-svn-to-git
 def func(*args, **kwargs):
     ans = cmd.confirmDialog(**dec_kwargs)
     if ans == dec_kwargs.get('answer', 'OK'):
         return f(*args, **kwargs)
コード例 #36
0
ファイル: api.py プロジェクト: BGCX261/zootoolbox-svn-to-git
def checkIfp4Edit(sceneName):
    p4Enabled = isPerforceEnabled()
    sceneName = P4File(sceneName)

    #check out of perforce
    if not Path(sceneName).exists:
        return

    if not p4Enabled:
        ans = cmd.confirmDialog(
            t="p4 integration disabled",
            m=
            "perforce integration has been turned off\ndo you want to turn it back on?",
            b=("Yes", "No"),
            db="Yes")
        if ans == "Yes":
            enablePerforce()
        else:
            return

    names = []
    data = []
    isEdit = sceneName.isEdit()

    if isEdit is False:
        ans = ''
        default = cmd.optionVar(q='vSaveAutoCheckout') if cmd.optionVar(
            ex='vSaveAutoCheckout') else ''
        if default == "":
            ans = cmd.confirmDialog(
                t="file isn't checked out",
                m="the file: %s\nisn't checked out\ndo you want me to open for edit?"
                % sceneName,
                b=("Yes", "No", "always", "never"),
                db="OK")
            if ans == "always":
                cmd.optionVar(sv=('vSaveAutoCheckout', "always"))
            elif ans == "never":
                cmd.optionVar(sv=('vSaveAutoCheckout', "never"))
                melWarning(
                    "file is checked into perforce - and pref is set to never checkout before save, so bailing..."
                )
                return

            default = cmd.optionVar(q='vSaveAutoCheckout')

        #if the user has specified never - and the file isn't open for edit, then bail.  we don't even want to try to save because the file isn't writeable
        if default == "never":
            ans = cmd.confirmDialog(
                t="file isn't checked out",
                m="file isn't checked out - bailing on save",
                b=("OK", "turn auto checkout back on"),
                db="OK")
            if ans != "OK":
                cmd.optionVar(rm='vSaveAutoCheckout')
            else:
                melWarning(
                    "file is checked into perforce - and pref is set to never checkout before save, so bailing..."
                )
                return

        if ans == "Yes" or ans == "always":
            sceneName.edit()
コード例 #37
0
def createTechPasses():
    '''
	Setup render elements
	TODO:
	fix world normals
	'''

    # first we make the sampler node as we will use this twice
    samplerNodeName = 'samplerInfo_for_render_elements'
    if not cmds.objExists(samplerNodeName):
        samplerNode = cmds.shadingNode('samplerInfo', asUtility=True)
        samplerNode = cmds.rename(samplerNode, samplerNodeName)
    # Surface Normals channel
    layerToMake = 'surfaceNormals'
    if not cmds.objExists(layerToMake):
        renderElement = mel.eval('vrayAddRenderElement normalsChannel;')
        cmds.rename(renderElement, layerToMake)
        cmds.setAttr(layerToMake + '.vray_name_normals',
                     layerToMake,
                     type='string')
        cmds.setAttr(layerToMake + '.vray_filtering_normals', True)
    # Camera Normals channel
    layerToMake = 'cameraNormals'
    if not cmds.objExists(layerToMake):
        renderElement = mel.eval('vrayAddRenderElement ExtraTexElement;')
        cmds.rename(renderElement, layerToMake)
        cmds.setAttr(layerToMake + '.vray_name_extratex',
                     layerToMake,
                     type='string')
        cmds.setAttr(layerToMake + '.vray_explicit_name_extratex',
                     layerToMake,
                     type='string')
        cmds.connectAttr(samplerNodeName + '.normalCamera',
                         layerToMake + '.vray_texture_extratex')
        cmds.setAttr(layerToMake + '.vray_filtering_extratex', True)
    # World Normals channel
    layerToMake = 'worldNormals'
    if not cmds.objExists(layerToMake):
        renderElement = mel.eval('vrayAddRenderElement ExtraTexElement;')
        cmds.rename(renderElement, layerToMake)
        cmds.setAttr(layerToMake + '.vray_name_extratex',
                     layerToMake,
                     type='string')
        cmds.setAttr(layerToMake + '.vray_explicit_name_extratex',
                     layerToMake,
                     type='string')
        cmds.connectAttr(samplerNodeName + '.normalCamera',
                         layerToMake + '.vray_texture_extratex')
        cmds.setAttr(layerToMake + '.vray_filtering_extratex', True)
    # zDepth channel
    layerToMake = 'zDepth'
    if not cmds.objExists(layerToMake):
        renderElement = mel.eval('vrayAddRenderElement zdepthChannel;')
        renderElement = cmds.rename(renderElement, layerToMake)
        cmds.setAttr(layerToMake + '.vray_name_zdepth',
                     layerToMake,
                     type='string')
        cmds.setAttr(layerToMake + '.vray_depthFromCamera_zdepth', True)
        cmds.setAttr(layerToMake + '.vray_depthClamp', False)
        cmds.setAttr(layerToMake + '.vray_filtering_zdepth', False)
    # zDepth with AA
    layerToMake = 'zDepthAA'
    if not cmds.objExists(layerToMake):
        renderElement = mel.eval('vrayAddRenderElement zdepthChannel;')
        renderElement = cmds.rename(renderElement, layerToMake)
        cmds.setAttr(layerToMake + '.vray_name_zdepth',
                     layerToMake,
                     type='string')
        cmds.setAttr(layerToMake + '.vray_depthFromCamera_zdepth', True)
        cmds.setAttr(layerToMake + '.vray_depthClamp', False)
        cmds.setAttr(layerToMake + '.vray_filtering_zdepth', True)
    # UVs
    layerToMake = 'UV'
    if not cmds.objExists(layerToMake):
        renderElement = mel.eval('vrayAddRenderElement ExtraTexElement;')
        cmds.rename(renderElement, layerToMake)
        cmds.setAttr(layerToMake + '.vray_name_extratex',
                     layerToMake,
                     type='string')
        cmds.setAttr(layerToMake + '.vray_explicit_name_extratex',
                     layerToMake,
                     type='string')
        cmds.connectAttr(
            samplerNodeName + '.uvCoord.uCoord',
            layerToMake + '.vray_texture_extratex.vray_texture_extratexR')
        cmds.connectAttr(
            samplerNodeName + '.uvCoord.vCoord',
            layerToMake + '.vray_texture_extratex.vray_texture_extratexG')
        cmds.setAttr(layerToMake + '.vray_filtering_extratex', False)
    # worldXYZ
    layerToMake = 'worldXYZ'
    if not cmds.objExists(layerToMake):
        renderElement = mel.eval('vrayAddRenderElement ExtraTexElement;')
        cmds.rename(renderElement, layerToMake)
        cmds.setAttr(layerToMake + '.vray_name_extratex',
                     layerToMake,
                     type='string')
        cmds.setAttr(layerToMake + '.vray_explicit_name_extratex',
                     'worldXYZ',
                     type='string')
        cmds.setAttr(layerToMake + '.vray_considerforaa_extratex', False)
        cmds.connectAttr(samplerNodeName + '.pointWorld',
                         layerToMake + '.vray_texture_extratex')
    # Ambient Occlusion
    layerToMake = 'AO'
    nodeToMake = 'ao_tex'
    if not cmds.objExists(layerToMake):
        if not cmds.objExists(nodeToMake):
            newNode = cmds.shadingNode('VRayDirt',
                                       name=nodeToMake,
                                       asTexture=True)
            cmds.setAttr(newNode + '.invertNormal', False)
            cmds.setAttr(newNode + '.ignoreForGi', 0)
            cmds.setAttr(newNode + '.blackColor',
                         -0.5,
                         -0.5,
                         -0.5,
                         type='double3')
            cmds.setAttr(newNode + '.falloff', 5)
        renderElement = mel.eval('vrayAddRenderElement ExtraTexElement;')
        renderElement = cmds.rename(renderElement, layerToMake)
        cmds.setAttr(layerToMake + '.vray_name_extratex',
                     layerToMake,
                     type='string')
        cmds.setAttr(layerToMake + '.vray_explicit_name_extratex',
                     layerToMake,
                     type='string')
        cmds.connectAttr(nodeToMake + '.outColor',
                         layerToMake + '.vray_texture_extratex')
    # TopDown falloff pass
    ''' Top down BROKEN
	layerToMake = 'topDown'
	nodeToMake = 'topdown_tex'
	if not cmds.objExists (layerToMake) :
		if not cmds.objExists (nodeToMake) :
			# now create the vray plugin with no placement on UV (0 = none, 1 = 2d, 2 = 3d)
			newNode = mel.eval( 'catchQuiet (vrayCreateNodeFromDll ("topdown_tex", "texture", "TexFalloff", 2));')
			newNode = cmds.rename( nodeToMake , nodeToMake )
			cmds.setAttr (newNode + '.direction_type', 2)
			cmds.setAttr (newNode + '.color1', 1, 0, 0, type='double3')
			cmds.setAttr (newNode + '.color2', 0, 1, 0, type='double3')
		renderElement = mel.eval ('vrayAddRenderElement ExtraTexElement;')
		renderElement = cmds.rename (renderElement,layerToMake)
		cmds.setAttr (renderElement + '.vray_explicit_name_extratex', layerToMake, type = 'string')
		cmds.connectAttr (nodeToMake + '.outColor', renderElement + '.vray_texture_extratex')
	'''
    # Give some feedback for next steps
    cmds.select(clear=True)
    dialogMessage = 'Tech Passes Created'
    result = cmds.confirmDialog(title='spck',
                                message=dialogMessage,
                                button=['OK'],
                                defaultButton='OK')
    print('Tech Channels Success.\n')
コード例 #38
0
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:
        verUpFile = get_version_up_name(origScene)

    # 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)
コード例 #39
0
def blendShapeExists(name):
	cmds.confirmDialog( title='Warning', message=name +' Possibly because an attribute of that name already exists.', button=['Yes'], defaultButton='Yes' )
コード例 #40
0
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)
コード例 #41
0
    def checking():

        importAssign = cmds.radioButton(importAssignBox, q=True, sl=1)
        importOnly = cmds.radioButton(importOnlyBox, q=True, sl=1)

        scenesList = cmds.textField(scenesListBox, q=True,
                                    tx=True).replace(' ', '').split(',')

        existingShadersList = []

        for sceneName in scenesList:

            if cmds.namespace(exists=sceneName):

                existingShadersList.append(sceneName)

            else:

                pass

        if len(existingShadersList) > 0:

            if importOnly == 1:

                if cmds.namespace(exists=sceneName):

                    confirmRefresh = cmds.confirmDialog(
                        title='Import only',
                        ma='center',
                        message=
                        'The shaders your trying to import already exist in the scene. To avoid clashing names, they will have an "import only" namespace.',
                        button=['Okay'])

                applyShaders(1, 1, scenesList)

            else:

                confirmRefresh = cmds.confirmDialog(
                    title='Refresh shaders',
                    ma='center',
                    message=
                    'The following shaders already exist in the scene : ' +
                    ','.join(existingShadersList).replace(".ma", "") +
                    '.\nWould you like to refresh them ? (this will delete the shaders and import them again.)',
                    button=['Yes', 'No'])

                if confirmRefresh == 'Yes':

                    if importAssign:

                        applyShaders(1, 0, scenesList)

                    else:

                        applyShaders(1, 1, scenesList)

                if confirmRefresh == 'No':

                    pass

        #else, we execute the apply function

        else:

            if importAssign == True:

                applyShaders(0, 0, scenesList)

            else:

                applyShaders(0, 1, scenesList)
コード例 #42
0
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:
        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)
コード例 #43
0
 def __init__(self, *args, **kwds):
     self.result = mc.confirmDialog(*args, **kwds)
コード例 #44
0
 def saveFile(self, local=False):
     pBlast, cchChk, pbStat = False, False, True
     cmsObj = self.getCmsObj()
     if cmsObj.deptShort in ["ly", "bk", "an"]:
         pBlast = mc.checkBox("chkPlayblast", q=1, v=1)
         if pBlast:
             viewport = utils.getActiveViewport()
             if not viewport:
                 utils.msgWin(
                     "Error",
                     "Couldn't get active viewport. Please\nactivate viewport and try again.",
                     False)
                 return
         cchChk = mc.checkBox("chkCache", q=1, v=1)
         if cchChk:
             cacheDataObj = ppc.CacheDataXml()
             cacheExportError = cacheDataObj.checkExportErrors(False)
             if cacheExportError:
                 return
     mayaShot = ppc.MayaShot(silent="disabled")
     if not mayaShot.validShot:
         utils.msgWin("Error", "Not a valid shot", False)
         return
     if not (mayaShot.deptShort == cmsObj.deptShort):
         msg = "Scene department does not match the dept selected in manager."
         utils.msgWin("Error", msg, False)
         return
     if not (mayaShot.epSqName == cmsObj.epsq
             and mayaShot.shName == cmsObj.shot):
         msg = "Scene shot number does not match the shot selected in manager."
         msg += "\nDo you want to save using the shot number selected in manager?"
         msg += "\nThis will rename camera and obtain frames from breakdown list."
         conf = mc.confirmDialog(t="Warning",
                                 m=msg,
                                 button=['Save', 'Cancel'],
                                 cancelButton='Cancel',
                                 dismissString='Cancel')
         if conf == 'Cancel':
             return
     if local:
         wsFileFldr = mc.fileDialog2(dialogStyle=1, fm=3)
         if wsFileFldr:
             newFilePath = os.path.join(
                 wsFileFldr[0], "%s.%s" % (cmsObj.fileName, cmsObj.ext))
             if os.path.exists(newFilePath):
                 utils.saveVersion(newFilePath)
             mc.file(rename=newFilePath)
             mc.file(save=True)
             blastPath = newFilePath.replace(".%s" % cmsObj.ext, ".avi")
         else:
             utils.msgWin("Error", "No folder selected", True)
             return
     else:
         wsFilePath = os.path.join(cmsObj.wsPath,
                                   "%s.%s" % (cmsObj.fileName, cmsObj.ext))
         utils.saveVersion(wsFilePath)
         mc.file(rename=wsFilePath)
         utils.sceneCleanup()
         mc.file(save=True)
         blastPath = None
     msg = "File successfully Saved"
     if pBlast:
         pbStat = utils.takePlayblast(True, False, blastPath)
     mc.refresh()
     if cchChk and not local:
         cacheDataObj = ppc.CacheDataXml()
         cacheDataObj.writeXML()
         msg = "File successfully Saved and Cached"
     if not pbStat:
         msg = msg + "\n\nThere were errors while taking the playblast.\nPlease check the script editor for details."
     utils.msgWin("Success", msg, False)
     self.loadVersions()
コード例 #45
0
    def sceneInfo(self):
        seqInfo = cmds.textScrollList('shotContent', q=True, si=True)[0]
        episodeName = cmds.textScrollList('ecfList', q=True, si=True)[0]
        record = []
        for chk in epsInts:
            if chk[0].find(seqInfo) != -1: record.append(chk)

        #implement sequence information
        enviFetch = asiist.getEnvi()
        for chk in enviFetch:
            if chk[0] == 'resWidth': resWidth = chk[1]
            if chk[0] == 'resHeight': resHeight = chk[1]
            if chk[0] == 'resAspectRatio': resAspectRatio = chk[1]

        cmds.setAttr('defaultResolution.width', float(resWidth))
        cmds.setAttr('defaultResolution.height', float(resHeight))
        cmds.setAttr('defaultResolution.deviceAspectRatio',
                     float(resAspectRatio))

        #create empty group
        cmds.group(em=True, n='sceneInfo', p='shotMaster')
        if not cmds.objExists('char'):
            cmds.group(em=True, n='char', p='shotMaster')
        if not cmds.objExists('prop'):
            cmds.group(em=True, n='prop', p='shotMaster')
        if not cmds.objExists('sets'):
            cmds.group(em=True, n='sets', p='shotMaster')

        #generate data from record
        duration = 0
        for chk in record:
            duration = duration + int(chk[1])

        #additional data to sceneInfo
        cmds.select('sceneInfo')
        for chk in asiist.getEnvi():
            cmds.addAttr(ln=str(chk[0]), k=True, at='enum', en=str(chk[1]))
            cmds.setAttr('sceneInfo.' + str(chk[0]), l=True)
            if chk[0] == 'unit': cmds.currentUnit(time=chk[1])

        cmds.addAttr(ln='__________', k=True, at='enum', en='__________')
        cmds.setAttr('sceneInfo.__________', l=True)
        cmds.addAttr(ln='episodeName', k=True, at='enum', en=str(episodeName))
        cmds.setAttr('sceneInfo.episodeName', l=True)
        cmds.addAttr(ln='sequenceName', k=True, at='enum', en=str(seqInfo))
        cmds.setAttr('sceneInfo.sequenceName', l=True)
        cmds.addAttr(ln='startFrame', k=True, at='enum', en='101')
        cmds.setAttr('sceneInfo.startFrame', l=True)
        cmds.addAttr(ln='endFrame',
                     k=True,
                     at='enum',
                     en=str(100 + (duration)))
        cmds.setAttr('sceneInfo.endFrame', l=True)
        cmds.addAttr(ln='key', k=True)
        cmds.addAttr(ln='___________', k=True, at='enum', en='__________')
        cmds.setAttr('sceneInfo.___________', l=True)

        base = 101

        for chk in epsInts:
            if chk[0].find(seqInfo) != -1:
                #create shot entry
                cmds.addAttr(ln=chk[0], k=True, at='enum', en=str(chk[1]))
                cmds.setAttr('sceneInfo.' + chk[0], l=True)

                #create shot key
                shotNum = chk[0]
                shotNum = shotNum[shotNum.rfind('_') + 1:]
                shotNum = int(shotNum.replace('SH', ''))

                cmds.setAttr('sceneInfo.key', shotNum)
                cmds.setKeyframe('sceneInfo', attribute='key', t=base)

                base = base + (int(chk[1]) - 1)
                cmds.setAttr('sceneInfo.key', shotNum)
                cmds.setKeyframe('sceneInfo', attribute='key', t=base)

                base = base + 1
                #cmds.setKeyframe('sceneInfo', attribute='key', t=base)

        #lock standard channel
        for object in ['shotMaster', 'sceneInfo', 'char', 'prop', 'sets']:
            for channel in [
                    'tx', 'ty', 'tz', 'rx', 'ry', 'rz', 'sx', 'sy', 'sz',
                    'visibility'
            ]:
                cmds.setAttr(object + '.' + channel, l=True, cb=False, k=False)

        #impose shot range
        cmds.rangeControl(min=101, max=101 + (int(duration) - 1))
        cmds.playbackOptions(min=101, max=101 + (int(duration) - 1))

        #insert sound
        soundName = str(shotNum)
        if len(soundName) == 1: soundName = '0' + soundName
        if not os.path.isfile(SOUND_ROOT + '/' + PRJ_NAME + '/' + episodeName +
                              '/SQ' + str(soundName) + '.wav'):
            cmds.confirmDialog(
                icn='information',
                t='Missing File',
                m='Missing sound file. Skip sound insertion process.',
                button=['OK'])
        else:
            if cmds.objExists('seqSoundtrack'): cmds.delete('seqSoundtrack')
            ret = mel.eval('doSoundImportArgList ("1", {"' + SOUND_ROOT + '/' +
                           PRJ_NAME + '/' + episodeName + '/SQ' +
                           str(soundName) + '.wav' + '","101.0"});')
            cmds.rename(ret, 'seqSoundtrack')
        return
コード例 #46
0
def getNodesOverload(poseObj, nodes, *args):

    # NOTE: poseObj already has an attr 'metaRig' which is filled
    # automatically in the main buildInternalPoseData() call
    metaNode = poseObj.metaRig
    currentSelection = cmds.ls(sl=True, l=True)
    filteredNodes = []

    if not issubclass(type(metaNode), r9Meta.MetaHIKControlSetNode):
        # see if we have a controller selected thats connected to an
        # appropriate subMetaSystem
        if not currentSelection:
            result = cmds.confirmDialog(
                title='selection hint missing',
                button=[
                    'L_Fingers', 'R_Fingers', 'L_Toes', 'R_Toes', 'Cancel'
                ],
                message=
                'We need a hint to ID which finger system to load/save the data too,\nIdeally you should select something in the correct limb system that we can use',
                defaultButton='Cancel',
                cancelButton='Cancel',
                icon='information',
                dismissString='Cancel')
            if result == 'L_Fingers':
                msystem = metaNode.L_ArmSystem
            elif result == 'R_Fingers':
                msystem = metaNode.R_ArmSystem
            elif result == 'L_Toes':
                msystem = metaNode.L_LegSystem
            elif result == 'R_Toes':
                msystem = metaNode.R_LegSystem
        else:
            msystem = r9Meta.getConnectedMetaNodes(cmds.ls(sl=True))[0]

        # from selected node, or selected system find our finger / toe subSystem
        if not msystem.systemType.lower() in ['fingers', 'toes']:
            fingersystem = msystem.getChildMetaNodes(mAttrs=['systemType'])
            if fingersystem:
                fingersystem = fingersystem[0]
        else:
            fingersystem = msystem
        if not fingersystem or not fingersystem.systemType.lower() in [
                'fingers', 'toes'
        ]:
            raise IOError(
                'no finger / toe metaSubSystems found from the selected node')

        print '\nFinger : PoseOverload Handler : %s >> subSystem: %s' % (
            metaNode, fingersystem)

        filteredNodes = fingersystem.getChildren()

#         if cmds.getAttr('%s.mirrorSide' % currentSelection[0]) == 1:
#             print '\nFinger : PoseOverload Handler : %s >> side: Left' % metaNode
#             filteredNodes = metaNode.L_ArmSystem.L_FingerSystem.getChildren()
#         elif cmds.getAttr('%s.mirrorSide' % currentSelection[0]) == 2:
#             print '\nFinger : PoseOverload Handler : %s >> side: Right' % metaNode
#             filteredNodes = metaNode.R_ArmSystem.R_FingerSystem.getChildren()

# modify the actual PoseData object, changing the data to be matched on index
# rather than using the standard name or metaMap matching
    poseObj.metaPose = False
    poseObj.matchMethod = 'mirrorIndex_ID'
    poseObj.mirrorInverse = True  # set the mirror inverse code to active to cope with mirror differences between Left and Right fingers

    return filteredNodes
コード例 #47
0
def Cas_massCopyWeight_cmd(pruneValue, autoConvertRigid):
    """
	Author	: Saehoon Lee
	Date 	: 06/02/2013
	Email	: [email protected]
	http://www.castorlee.com
	Tested for Maya v8.5 v2008 v2009
	
	Description : Python version of Cas_massCopyWeight. More stable and less code than mel.
					GUI added more functions related to rigid skin
	
	DO NOT DISTRIBUTE WITHOUT PERMISSION FROM AUTHOR
	
	How to use : ( v 4.1 )
		run command in python script editor:
	
		import maya.cmds as cmds
		import Cas_massCopyWeight_python
		Cas_massCopyWeight_python.Cas_massCopyWeight_UI()
		
		Select source and Target objects/groups to transfer binding/weights
		the press buttons on GUI that you want to perform
	"""
    #		Date: 06/02/2013
    #		V 4.1 :
    #		minor bug fix , issue with Maya 8.5 (Thanks Alexander from CD4 team)
    #
    #		Date: 17/07/2009
    #		V 4.0 :
    #		minor bug fix , issue with Maya 2009
    #
    #		Date: 16/02/2009
    #		V 3.9 :
    #		just realized that if rigid body's weight is less than 1 , resulted smooth skin weight of less than 1 (combined)
    #		is going to move the vertices. With bit of help from Tom, managed to come up with workable version of the converter
    #
    #		Date: 07/01/2009
    #		V 3.8 :
    #		Fixed bug when root of joint is not joint node. (group node) Thanks Andrew
    #
    #		Date: 27/11/2008
    #		V 3.7 :
    #		Fixed iteration bug with Maya 8.5 implementation.
    #
    #		Date: 05/11/2008
    #		V 3.6 : First GUI version with Rigid skin converter
    #		Added GUI for normal weight copying function
    #		Added function to convert rigid skin to smooth skin and copy the weights from rigid to smooth skin
    #		Added option to toggle auto delete rigid joint cluster and auto convert rigid skin to smooth skin
    #		Added additional function to delete rigid skin jointcluster if wanted
    #		Converting from rigid skin to smooth skin does not delete rigid skin jointcluster by default.
    #		But the weights of rigid skin jointCluster is set to 0 after copying the weight to new smooth skinCluster
    #
    #		More error checking. Better progress bar. Implemented own function for deleteunusedinfluence
    #
    #		Date: 03/11/2008
    #		V 3.5 : Non Pymel version
    #		Pymel was used last version of this sctipt to simplify the process and shorten the code.
    #		But this led to some complication of distributing to the other studios.
    #		Therefore removed Pymel commands and used native
    #		Maya commands only. Implemented few of own functions that does not exist in Python commands in Maya.
    #
    #		Date: 15/10/2008
    #		V 3.4 : First Python version of the script
    #		Python version seems to be more stable and works better.
    #		Added more rigrious error checking prune small weight function. Modified the way it works by changing the command
    #
    #		Date: 09/10/2008
    #		V 3.3 : Changed prune small weight method.
    #		there was heavy memory leak bug with Maya when UV editor is open and run default
    #		prune small weight function. Modified the way it works by changing the command to
    #		skinPercent -prw 0.01 ClusterName. Faster and with no memory leak. Also minimised doing
    #		lots of selections. Apprently there is another bug or stupid feature in Maya where Texture UV
    #		editor keeps the cache of displayed images, so if you do lots of selection it will eat memory
    #		and significantly slow down the process. Known Maya behaviour.
    #
    #		Date: 14/09/2008
    #		V 3.2 : Changed bonding option. Removed cloest joint option which was not
    #		working well with the joints with the same position.
    #
    #		Date: 15/02/2008
    #		V 3.1 : Changed how removing unused influence work. This fixes weird
    #		flashing mouse icon issue with Evaldeferred command. But less intuative.
    #
    #		Date: 18/01/2008
    #		V 3.0 : Uses Maya's copyweight function more wisely and now it
    #		is possible to map the objects without the same names. but slower.
    #		It is possible to make this bit faster, but don't want to start
    #		modifying the user's skin binding, copy weight settings.
    #
    #		Date: 15/01/2008
    #		V 2.0 : Version 2 works with groups of objects too. Meshes needs
    #		to have the same names to work.
    #
    #		Date: 1/10/2007
    #		V 1.0 : First version
    #		Select source and destination mesh and it will bind the relevent
    #		joints and copy weights across.
    #
    time = cmds.timerX()
    time2 = 0
    timeTook2 = 0
    progressCount = 0

    sel = cmds.ls(sl=True, tr=1)

    if (sel == None) or (sel == []):
        Cas_IO.Cas_printWarning(
            "Please select one object for source and at least one object/groups for target..."
        )
        return

    if len(sel) < 2:
        Cas_IO.Cas_printWarning(
            "Please select one objects for source and at least one object/groups for target..."
        )
        return

    warningCount = 0
    undoState = cmds.undoInfo(q=1, st=1)
    texWin = cmds.getPanel(sty="polyTexturePlacementPanel")
    #texState = cmds.textureWindow(texWin[0],q=1,id=1)
    texState = False

    cmds.progressWindow(min=0, max=100, t="Cas_massCopyWeight_Python 3.6")

    #cmds.textureWindow(texWin[0],q=1,id=0)

    #disable undo for memory issue
    cmds.undoInfo(swf=0)

    #print rootjoint
    #print "done"
    #return
    # compile both source and target node lists

    org = []
    rel = cmds.listRelatives(sel[0], ad=1, pa=1, typ="transform")
    if rel != None:
        org = rel
    org.append(sel[0])
    #print org
    #org.append(sel[0])
    source = org[:]  # make a copy

    #find mesh only
    for node in org:
        shape = cmds.listRelatives(node, s=1, type="mesh", pa=1)
        if shape == None:
            #print "opps no mesh shape node has been found for node : %s" % node
            #print node
            source.remove(node)

    #convert to soft skin if necessary
    if autoConvertRigid == True:
        #need some sort of warning system .. here ?
        result = Cas_convertRigidToSmooth.Cas_convertRigidToSmooth_cmd(source)
        if result[1] == 0:
            Cas_IO.Cas_printInfo("%s rigid skin converted to smooth skin" %
                                 result[0])
        else:
            Cas_IO.Cas_printWarning(
                "%s rigid skin converted to smooth skin with %s warnings. please check your script editor"
                % (result[0], result[1]))

    autoDelete = cmds.checkBox(Cas_MCW_autoDeleteJointClusterCheckCT,
                               q=True,
                               v=True)
    if autoDelete == True:
        time2 = cmds.timerX()
        confirm = cmds.confirmDialog( title="Delete rigid joint clusters" , message="It will disconnect the other objects bind to the deleted clusters as well"+"\n"\
                          +"                                             Are you sure?", button=['Yes','No'], defaultButton='Yes', cancelButton='No', dismissString='No' )
        timeTook2 = cmds.timerX(st=time2)
        if confirm == "Yes":
            Cas_convertRigidToSmooth.Cas_CRTS_deleteJointCluster(source)

    print "copying smooth skin weights now..."
    progressCount = 10
    cmds.progressWindow(e=1, pr=progressCount)

    #now finally check to see if objects actually has skinCluster
    org = source[:]
    for node in org:
        if Cas_MCW_findRelatedSkinSluster(node) == None:
            print "No skincluster found for node. Removed from list : %s" % node
            warningCount = warningCount + 1
            source.remove(node)

    # find the root joint to bind to.
    joints = []
    try:
        joints = cmds.skinCluster(sel[0], q=1, inf=1)
    except Exception, msg:
        Cas_IO.Cas_printWarning(
            "None of the source objects seems to have skin cluster! (or it is rigid skin and not converted to smooth skin) %s"
            % msg)
        Cas_MCW_restoreMisc(undoState, texState)
        return
コード例 #48
0
 def deleteShot(self, *args):
     repVar = cmds.confirmDialog(icn='question', t='New',\
                               m='This will clear current sequence. Proceed?',\
                               button=['Ok', 'Cancel'])
     if repVar == 'Ok': cmds.file(new=True, f=True)
     return
コード例 #49
0
def warningFunc(key, *args):
    message = MESSAGE[key]
    title = TITLE[key]
    cmds.confirmDialog(t=title, m=message, b='OK')
    cmds.warning(message)
    logger.info(message)
コード例 #50
0
if((mc.objExists('BN_FK_L_UpperArm')) and (mc.objExists('BN_IK_L_Thigh'))):
    fkArms = True
    ikLegs = True
    
    if(mc.objExists('BN_IK_L_UpperArm')):
        ikArms = True
    
    if(mc.objExists('BN_FK_L_Thigh')):
        fkLegs = True

    if(mc.objExists('BN_F_Head_Dummy')):
        iFace = True

    if(mc.objExists('CTRL_Hair')):
        includeHair = True

    if(mc.objExists('BN_L_Finger_Thumb_1')):
        thumb = True
    
    s = mc.ls('BN_Spine_*', type = 'joint')
    spineCount = len(s)
    
    f = mc.ls('BN_L_Finger_*', type = 'joint')
    fingerCount = len(f)/4
    
    ANIMpresetWindow()
else:
    mc.confirmDialog(title = 'Error!', message = 'There is no FK arms or IK legs system', icon = 'critical')

コード例 #51
0
import maya.cmds as cmds
コード例 #52
0
def pipelineLayout(*args):
    cmds.confirmDialog(t="doing it now", m="I am old Code with it", b="OK")
コード例 #53
0
        lastDigits = 0

        if index > 1:
            lastDigits = len(str(index))
            newName = newName[:-lastDigits]
        
        newName += str(index)
        obj = cmds.rename(obj, newName)
        return obj
    else:
        return obj
    
'''
    ----------------------------------- First Dialog and Window Creation -----------------------------------------
'''
# __name__ is a variable that all python modules have when executed
# When a python module is executed directly (pasting it on script editor,
# charcoal or through vsCode), the name is "__main__"
# When a python module is imported, the name is the name of the .py file
# or the alias assigned to it with "as" keyword
# This line specifies that the following should only get called
# when running this module directly and not trough imports
if __name__ == "__main__": 
    confirm = cmds.confirmDialog(t="Checking", m="Before proceeding, is your model placed on Z direction?", 
                                b=["Yes", "No"], db="Yes", cb="No", ds="No")
                                
    if confirm == "No":
        cmds.confirmDialog(t="Fix object", m="You MUST place the object at the origin and along the Z axis")
    else:
        makeWindow()
コード例 #54
0
def waitforupdate(*args):
    key = 'waitForUpdate'
    cmds.confirmDialog(t=TITLE[key], m=MESSAGE[key], b="OK")
コード例 #55
0
def errorWin(message):
    cmds.confirmDialog(title='Error',
                       message=message,
                       button=['OK'],
                       cancelButton='OK',
                       dismissString='No')
コード例 #56
0
def makeTreadObj(*args):
    """This function makes a tread out of the selected object"""

    usePreMade = cmds.radioButton("premadeGeo", query=True, select=True)
    
    if usePreMade:
        renamePreMade()
        return
    
    useProxy = cmds.checkBox("useProxy", query=True, value=True)
    
    if useProxy:
        if cmds.objExists("TreadProxyGeo"):
            userObj = "TreadProxyGeo"
        else:
            userObj = makeProxyGeo()
    else:
        userObj = cmds.textFieldButtonGrp("treadName", query=True, text=True)
        
        if not userObj:
            cmds.confirmDialog(t="Select a piece", m="Please choose a piece to build a tread or tick proxy option")
            return
    
    cmds.select(userObj, replace=True)
    
    # Verify if we want to use the actual measures of the object
    useBbox = cmds.checkBox("bboxCheck", q=True, v=True)
    
    if useBbox:
    
        bbox = cmds.exactWorldBoundingBox(userObj)
        radius = data.curveRadius
        perimeter = 2*3.14159*radius
        bboxDistance = abs(bbox[2]-bbox[-1])
        bboxDistance*=.85
        amount = round(perimeter / bboxDistance)
        
    else:
        amount = cmds.intSliderGrp("treadAmount", q=True, v=True)
     
    
    cmds.select(data.treadCircle, add=True)
    pathAnimation = cmds.pathAnimation(fm=True, f=True, fa="z", ua="y", stu=1, etu=amount, wu=(0,1,0), iu=False)
    
    # Adjust animCurve
    cmds.selectKey("{}_uValue".format(pathAnimation), time=(1,amount))
    cmds.keyTangent(itt="linear", ott="linear")
    
    #Creating snapshot
    cmds.snapshot(n="TreadSnapShot", ch=False, i=1, st=1, et=amount, update="animCurve")
    cmds.DeleteMotionPaths()
    cmds.select("TreadSnapShotGroup", r=True)
    
    if not amount == 1:
        data.treadMesh = cmds.polyUnite(n="TreadMesh", ch=False)[0]
        data.treadMesh = checkDuplicatedName(data.treadMesh)
        
    else:
        piece = cmds.listRelatives(cmds.ls(selection=True))[0]
        cmds.select(piece)
        cmds.parent(world=True)
        piece = cmds.rename("TreadMesh")
        cmds.DeleteHistory()
        
    cmds.delete("TreadSnapShotGroup")
        
    cmds.select(data.treadMesh, r=True)
    cmds.CenterPivot()
    
    # Hide original geo
    cmds.setAttr("%s.visibility"%userObj, False)

    # Delete Proxy geo if used
    if cmds.objExists("TreadProxyGeo"):
        cmds.delete("TreadProxyGeo")
コード例 #57
0
def initializePlugin(obj):
    """Initialize Plug-in"""
    print("Initializing Azure Batch plug-in")
    existing = cmds.optionVar(exists=EULA_PREF)
    if not existing:
        agree = cmds.layoutDialog(ui=eula_prompt,
                                  title="Azure Batch Maya Client")
        if str(agree) != 'Agree':
            raise RuntimeError("Plugin initialization aborted.")
        cmds.optionVar(stringValue=(EULA_PREF, VERSION))
    else:
        agreed = cmds.optionVar(query=EULA_PREF)
        if StrictVersion(agreed) < VERSION:
            agree = cmds.layoutDialog(ui=eula_prompt,
                                      title="Azure Batch Maya Client")
            if str(agree) != 'Agree':
                raise RuntimeError("Plugin initialization aborted.")
            cmds.optionVar(stringValue=(EULA_PREF, VERSION))

    print("Checking for dependencies...")
    missing_libs = []
    python_path = os.environ['PYTHONPATH'].lstrip(os.pathsep)
    os.environ['PYTHONPATH'] = INSTALL_DIR + os.pathsep + python_path
    for package in REQUIREMENTS:
        if not dependency_installed(package, REQUIREMENTS[package]):
            missing_libs.append(package)
    for package in NAMESPACE_PACKAGES:
        if not dependency_installed(package, NAMESPACE_PACKAGES[package]):
            missing_libs.append(package)
    if missing_libs:
        message = ("One or more dependencies are missing or out-of-date."
                   "\nWould you like to install the following?\n\n")
        for lib in missing_libs:
            message += "{0} v{1}\n".format(*lib.split('=='))
        install = cmds.confirmDialog(title='Azure Batch',
                                     message=message,
                                     button=['Yes', 'No'],
                                     defaultButton='Yes',
                                     cancelButton='No',
                                     dismissString='No')

        if install == "No":
            cmds.confirmDialog(message="Could not load Azure Batch plug-in",
                               button='OK')
            raise ImportError("Failed to load Azure Batch - "
                              "missing one or more dependencies")

        print("Attempting to install dependencies via Pip.")
        try:
            install_script = os.path.normpath(
                os.path.join(os.environ['AZUREBATCH_TOOLS'], 'install_pip.py'))
            installer = subprocess.Popen(
                ["mayapy", install_script, '--target', INSTALL_DIR],
                stdout=subprocess.PIPE,
                stderr=subprocess.PIPE)
            installer.wait()
            if installer.returncode != 0:
                print(installer.stdout.read())
                print(installer.stderr.read())
                raise RuntimeError("Failed to install pip")
        except BaseException as exp:
            print(
                "Failed to install Pip. Please install dependencies manually to continue."
            )
            raise
        try:
            print("Installing dependencies")
            for package in missing_libs:
                if package in NAMESPACE_PACKAGES:
                    package_path = NAMESPACE_PACKAGES[package].split('.')
                    install_namespace_pkg(package, os.path.join(*package_path))
                else:
                    install_pkg(package)
            shutil.copy(
                os.path.join(INSTALL_DIR, 'azure', '__init__.py'),
                os.path.join(INSTALL_DIR, 'azure', 'mgmt', '__init__.py'))
        except:
            error = "Failed to install dependencies - please install manually"
            cmds.confirmDialog(message=error, button='OK')
            raise ImportError(error)
        message = ("One or more dependencies have been successfully installed."
                   "\n Please restart Maya to complete installation.")
        cmds.confirmDialog(message=message, button='OK')
        raise ImportError("Please restart Maya. Azure Batch installed "
                          "Python dependencies.")

    print("Dependency check complete")
    plugin = OpenMayaMPx.MFnPlugin(obj, "Microsoft Corporation", VERSION,
                                   "Any")
    plugin.registerCommand(cmd_name, cmd_creator)

    try:
        if (mel.eval("""shelfLayout -exists "AzureBatch" """) == 0):
            mel.eval('addNewShelfTab %s' % "AzureBatch")
            mel.eval("""source "create_shelf.mel" """)
        melPath = get_usershelf_dir()
        if os.path.exists("{0}.deleted".format(melPath)):
            os.remove("{0}.deleted".format(melPath))
        os.rename(melPath, "{0}.deleted".format(melPath))
    except Exception as exp:
        print("Couldn't add shelf: {}".format(exp))

    # Add callback to clean up UI when Maya exits
    global fMayaExitingCB
    fMayaExitingCB = OpenMaya.MSceneMessage.addCallback(
        OpenMaya.MSceneMessage.kMayaExiting, remove_ui)
コード例 #58
0
    def _do_playblast(self):

        MODEL_EDITOR_PARAMS = {
            "activeView": True,
            "cameras": False,
            "controlVertices": False,
            "deformers": False,
            "dimensions": False,
            "displayAppearance": "smoothShaded",
            "displayLights": "default",
            "displayTextures": True,
            "dynamicConstraints": False,
            "fogging": False,
            "follicles": False,
            "grid": False,
            "handles": False,
            "headsUpDisplay": True,
            "hulls": False,
            "ignorePanZoom": False,
            "ikHandles": False,
            "imagePlane": True,
            "joints": False,
            "lights": False,
            "locators": False,
            "manipulators": False,
            "nurbsCurves": False,
            "nurbsSurfaces": True,
            "pivots": False,
            "planes": False,
            "selectionHiliteDisplay": False,
            "shadows": False,
            "sortTransparent": True,
            "strokes": True,
            "textures": True,
            "useDefaultMaterial": False,
            "wireframeOnShaded": False,
        }

        windowName = "review_blast"

        try:
            _current_panel = pm.getPanel(wf=True)
            if pm.modelEditor(_current_panel, q=True, fogging=True) == True:
                MODEL_EDITOR_PARAMS["fogging"] = True
        except:
            pass

        try:
            if pm.windowPref(windowName, exists=True):
                pm.windowPref(windowName, remove=True)
                pm.deleteUI(windowName)
        except:
            pass

        _window = pm.window(windowName,
                            titleBar=True,
                            iconify=True,
                            leftEdge=100,
                            topEdge=100,
                            width=800,
                            height=600,
                            sizeable=False)

        _layout = pm.formLayout()
        _editor = pm.modelEditor(**MODEL_EDITOR_PARAMS)

        pm.formLayout(_layout,
                      edit=True,
                      attachForm=((_editor, "left", 0), (_editor, "top", 0),
                                  (_editor, "right", 0), (_editor, "bottom",
                                                          0)))

        # Legacy viewport used
        try:
            mel.eval("setRendererInModelPanel ogsRenderer {};".format(_editor))
        except:
            cmds.confirmDialog(
                message=
                'You need to change your viewport as the legacy version',
                dismissString='No')

        # viewport 2.0 used
        # mel.eval( "setRendererInModelPanel \"vp2Renderer\" {};".format( _editor))

        pm.setFocus(_editor)
        pm.lookThru(_editor, self._shot_cam)

        cmds.refresh()

        _labelColor = cmds.displayColor('headsUpDisplayLabels',
                                        q=True,
                                        dormant=True)
        _labelValue = cmds.displayColor('headsUpDisplayValues',
                                        q=True,
                                        dormant=True)

        visibleHUDs = [
            f for f in pm.headsUpDisplay(listHeadsUpDisplays=True)
            if pm.headsUpDisplay(f, query=True, visible=True)
        ]
        map(lambda f: pm.headsUpDisplay(f, edit=True, visible=False),
            visibleHUDs)

        for h in pm.headsUpDisplay(listHeadsUpDisplays=True):
            if pm.headsUpDisplay(h, q=1, s=1) == 7:
                if pm.headsUpDisplay(h, q=1, b=1) == 5:
                    try:
                        pm.headsUpDisplay(h, rem=True)
                    except:
                        pass

        for h in pm.headsUpDisplay(listHeadsUpDisplays=True):
            if pm.headsUpDisplay(h, q=1, s=1) == 7:
                if pm.headsUpDisplay(h, q=1, b=1) == 6:
                    try:
                        pm.headsUpDisplay(h, rem=True)
                    except:
                        pass

        cmds.displayColor('headsUpDisplayValues', 17, dormant=True)
        cmds.displayColor('headsUpDisplayLabels', 16, dormant=True)

        def hudShot():
            _nameTemp = cmds.file(q=1, ns=1).split(".")[0]
            return _nameTemp.rsplit("_", 1)[0]

        def hudName():
            return getpass.getuser()

        pm.headsUpDisplay('HUDCurrentFrame',
                          edit=True,
                          visible=True,
                          labelFontSize="large",
                          dataFontSize="large",
                          section=5,
                          block=1)
        #cmds.headsUpDisplay('HUDA',s=7,b=6, blockAlignment='center', dataFontSize='large', command=hudShot)
        #cmds.headsUpDisplay('HUDB',s=7,b=5, blockAlignment='center', dataFontSize='large', label="Artist:", labelFontSize="large", command=hudName)

        pm.setFocus(_editor)

        #if pm.headsUpDisplay('HUDCurrentFrame', query=True, visible=False):
        #    print "works 111"
        #    pass
        #else:
        _mov_file = os.path.splitext(self._file)[0]
        # print _mov_file
        # __audios = pm.ls(type="audio")
        __audios = pm.ls(type="audio")

        if len(__audios) > 0:
            __audio = str(__audios[0])
        else:
            __audio = False

        # frame catching min, max, current
        _min_frame = pm.playbackOptions(q=1, min=1)
        _max_frame = pm.playbackOptions(q=1, max=1)
        _current_frame = pm.currentTime(q=1)
        pm.currentTime(_min_frame)

        ### playblast option ###
        # play_args = "playblast -format avfoundation -filename \"{}\" -sound \"{}\" -sequenceTime 0 -clearCache 1 -viewer 1 -forceOverwrite -showOrnaments 1 -offScreen -fp 4 -percent 100 -compression \"H.264\" -quality 70 -widthHeight {} {};".format( self._file, __audio, self.resolution_size[0], self.resolution_size[1])

        try:

            _temp_path, _temp_file = os.path.split(self._file)
            _temp_mov_path = _temp_path + "/.temp"

            _temp_file_01 = os.path.splitext(_temp_file)
            _temp_mov_file = _temp_file_01[0] + "_uncomp" + _temp_file_01[1]

            _full_temp_mov_file = os.path.join(_temp_mov_path, _temp_mov_file)

            print _full_temp_mov_file

            try:
                if not os.path.exists(_temp_mov_path):
                    os.makedirs(_temp_mov_path)

                if os.path.exists(_full_temp_mov_file):
                    os.remove(_full_temp_mov_file)
            except:
                raise

            ### making playblast
            play_args = "playblast -format qt -filename \"{}\" -sound \"{}\" -sequenceTime 0 -clearCache 1 -viewer 0 -showOrnaments 1 -compression \"H.264\" -offScreen -fp 4 -percent 100 -quality 100 -widthHeight {} {};".format(
                _full_temp_mov_file, __audio, self.resolution_size[0],
                self.resolution_size[1])
            mel.eval(play_args)
            pm.currentTime(_current_frame)

            sceneName = pm.sceneName()
            tk = sgtk.sgtk_from_path(sceneName)

            # get entity information
            _context = tk.context_from_path(sceneName)

            _date = datetime.date.today()
            _task = _context.step["name"]
            _shot_name = _context.entity["name"]
            _png_file = os.path.normpath(
                _temp_mov_path + "/" +
                _context.user["name"].translate(None, string.whitespace) +
                ".png")

            try:
                if not os.path.exists(_temp_mov_path):
                    os.makedirs(_temp_mov_path)

                if os.path.exists(_png_file):
                    os.remove(_png_file)
            except:
                raise

            ### write information on png file ###
            _copylight = "Copyright (C) {} JibJab Studios - All Rights Reserved".format(
                _date.year)
            _img = Image.new('RGBA', (1920, 1080), (0, 0, 0, 0))
            _slate_image = ImageDraw.Draw(_img)
            _type_shot_asset = ImageFont.truetype('/Library/Fonts/arial.ttf',
                                                  30)
            _type_copyright = ImageFont.truetype('/Library/Fonts/arial.ttf',
                                                 15)
            _type_task = ImageFont.truetype('/Library/Fonts/arial.ttf', 18)

            _slate_image.text((820, 1000),
                              _shot_name,
                              font=_type_shot_asset,
                              fill=(255, 255, 255, 128))
            _slate_image.text((780, 1060),
                              _copylight,
                              font=_type_copyright,
                              fill=(255, 255, 255, 128))
            _slate_image.text((910, 1035),
                              "Task : {}".format(_task),
                              font=_type_task,
                              fill=(255, 255, 255, 128))
            # _slate_image.text((1610, 1060), _review_file, font=_type_copyright, fill=(255,255,255,80))

            _img.save(_png_file, 'PNG')

            ### convert uncomppresed file to h.264
            #t = os.system("/Volumes/public/StoryBots/production/series/ask_the_storybots/03_shared_assets/01_cg/05_maya_tools/pipeline/module/ffmpeg/ffmpeg -y -i " + _full_temp_mov_file + " -vcodec libx264 -pix_fmt yuv420p -preset slower -crf 0 -vf eq=brightness=0.04 -g 1 -acodec copy " + self._file)
            t = os.system(
                "/Volumes/public/StoryBots/production/series/ask_the_storybots/03_shared_assets/01_cg/05_maya_tools/pipeline/module/ffmpeg/ffmpeg -y -i "
                + _full_temp_mov_file + " -i " + _png_file +
                " -vcodec libx264 -pix_fmt yuv420p -preset slow -crf 22 -filter_complex \"overlay=x=(main_w-overlay_w)/2:y=(main_h-overlay_h)/2\" -g 0 -acodec copy "
                + self._file)
            ######################################
            #### This is RV open with mov file ###
            ######################################

            _mov_path_RV, _mov_file_RV = os.path.split(self._file)
            os.chdir(_mov_path_RV)
            subprocess.Popen(self._RV_path + _mov_file_RV, shell=True)

            if os.path.exists(_full_temp_mov_file):
                os.remove(_full_temp_mov_file)

            if os.path.exists(_png_file):
                os.remove(_png_file)

        except:
            pm.confirmDialog(
                title="Playblast Error",
                message=
                "Close your RV or deselect the file.\nYour file is being used from other application",
                defaultButton="Yes")
            raise

        # playblast  -format avfoundation -sound "ATS_301_sq020_020" -sequenceTime 0 -clearCache 1 -viewer 1 -showOrnaments 0 -offScreen  -fp 4 -percent 80 -compression "H.264" -quality 70 -widthHeight 1920 1080;
        #pm.showWindow( _window )
        pm.headsUpDisplay('HUDCurrentFrame',
                          edit=True,
                          visible=False,
                          section=5,
                          block=1)
        # cmds.headsUpDisplay( 'HUDA', rem=True )
        # cmds.headsUpDisplay( 'HUDB', rem=True )
        # delete playblast window
        pm.deleteUI(_window)
        # revive HOD modes

        cmds.displayColor('headsUpDisplayValues', _labelColor, dormant=True)
        cmds.displayColor('headsUpDisplayLabels', _labelValue, dormant=True)
        map(lambda f: pm.headsUpDisplay(f, edit=True, visible=True),
            visibleHUDs)
コード例 #59
0
ファイル: rubyManager.py プロジェクト: YairMorr/RubyPipeline
    def createProject(self, *args):
        newRoot = os.path.dirname(
            os.path.dirname(os.path.dirname(self.currentPath)))
        message = "Creating a new project in:\n\n" + newRoot + "\n\nEnter name:"

        projectName = cmds.promptDialog(title="New project",
                                        message=message,
                                        button=['OK', 'Cancel'],
                                        defaultButton='OK',
                                        text=cmds.optionMenu(self.menus[2],
                                                             q=True,
                                                             v=True),
                                        cancelButton='Cancel',
                                        dismissString='Cancel')

        if projectName == 'OK':
            if cmds.promptDialog(q=True, text=True) == "":
                print "Empty project name. Aborting."
            else:
                switchProjectDialog = cmds.confirmDialog(
                    title='New Maya file',
                    message='Create and open a new Maya file?',
                    button=['Yes', "No new file for now"],
                    defaultButton='OK',
                    cancelButton="No new file for now",
                    dismissString="No new file for now")

                newFolders = ["maya", "marvelous", "export", "comp"]
                newProjectPath = os.path.join(
                    newRoot, cmds.promptDialog(q=True, text=True))

                for folder in newFolders:
                    projectSubfolders = os.path.join(newProjectPath, folder)
                    if not os.path.exists(projectSubfolders):
                        os.makedirs(projectSubfolders)
                        print "Creating new folder: ", projectSubfolders

                if switchProjectDialog == "Yes":
                    print 'Creating new Maya file'

                    workspacePath = os.path.join(newProjectPath, "maya")
                    folderPath = os.path.join(workspacePath, "scenes")
                    fileName = cmds.promptDialog(q=True, text=True) + "_v01.ma"

                    mel.eval('setProject \"' +
                             workspacePath.replace('\\', r'\\') + '\"')

                    print "Switching to workspace: ", workspacePath

                    for file_rule in cmds.workspace(query=True,
                                                    fileRuleList=True):
                        if file_rule == "images" or file_rule == "sourceImages" or file_rule == "fileCache" or file_rule == "scene":
                            file_rule_dir = cmds.workspace(
                                fileRuleEntry=file_rule)
                            maya_file_rule_dir = os.path.join(
                                workspacePath, file_rule_dir)

                            if not os.path.exists(maya_file_rule_dir):
                                os.makedirs(maya_file_rule_dir)

                    cmds.file(new=True, force=True)
                    cmds.file(folderPath,
                              rename=os.path.join(folderPath, fileName))
                    cmds.file(f=True, type="mayaAscii", save=True)
コード例 #60
0
 def something(self):
     cmds.confirmDialog(title=u'提示',
                        message=u'请转换到 Arnold 渲染器!',
                        button=u'了解')
     pass