def resetHotkeys(): if lib.checkAboveVersion(2015): #check if hotkeyset exists if cmds.hotkeySet('coopAnim', exists=True): cmds.hotkeySet('coopAnim', current=True, e=True) else: cmds.hotkeySet( 'coopAnim', current=True ) '''reset hotkeys''' #outliner cmds.hotkey( k='o', alt=False, name='PolyBrushMarkingMenuNameCommand', releaseName='PolyBrushMarkingMenuPopDownNameCommand') cmds.hotkey( k='o', alt=True, name='' ) #attribute editor cmds.hotkey( k='a', alt=False, name='NameComFit_All_in_Active_Panel_MMenu', rn='NameComFit_All_in_Active_Panel_MMenu_release' ) cmds.hotkey( k='a', alt=True, name='artisanToggleWireframe_press' ) #graph editor cmds.hotkey( k='g', alt=False, name='NameComRepeat_Last_Menu_Action' ) cmds.hotkey( k='g', alt=True, name='HyperGraph_IncreaseDepth' ) #tool settings cmds.hotkey( k='t', alt=False, name='NameComShowManip_Tool' ) cmds.hotkey( k='t', alt=True, name='HyperGraph_DecreaseDepth' ) #trax editor cmds.hotkey( k='t', ctl=True, name='NameComUniversalManip' ) if lib.checkAboveVersion(2015): #keys are not modified if below 2015 #special key cmds.hotkey( k='s', alt=True, name='NameCom_HIKSetFullBodyKey' ) #breakdown key cmds.hotkey( k='s', sht=True, name='KeyframeTangentMarkingMenuNameCommand' ) #curvesel key TODO # print "reverted to default maya hotkeys (to change or reset hotkeys, right mouse click on the same shelf button\n",
def validate_hotkeySet(setName='cgmHotkeySet'): """ Validates a given setName as existing and is current set. :param setName: Name for the hotkeySet :returns validated name """ if mayaVersion >= 2016: if setName: _str_hotKeySet = setName _exists = mc.hotkeySet(_str_hotKeySet, q=True, exists=True) if not _exists: _str_hotKeySet = mc.hotkeySet(_str_hotKeySet, source='Maya_Default') log.info("Created: " + _str_hotKeySet) mc.hotkeySet(_str_hotKeySet, edit=True, current=True) #if mc.hotkeySet(q=True, current=True) == "Maya_Default": #...if it's another set, it'll use whatever your current set is #log.error("Current maya default hot key set is active. Creating new one as maya's is unchangable") #if mc.hotkeySet(_str_hotKeySet, q=True, exists =True):#...if our name exists, make it current #log.info("cgm default set exists..changing to that...") #mc.hotkeySet(_str_hotKeySet,e = True, current = True) #else:#...else, make it #mc.hotkeySet(_str_hotKeySet, source = 'Maya_Default', current = True) return mc.hotkeySet(q=True, current=True) return "Maya_Default"
def validate_hotkeySet(setName = 'cgmHotkeySet'): """ Validates a given setName as existing and is current set. :param setName: Name for the hotkeySet :returns validated name """ if mayaVersion >= 2016: if setName: _str_hotKeySet = setName _exists = mc.hotkeySet(_str_hotKeySet, q=True, exists =True) if not _exists: _str_hotKeySet = mc.hotkeySet(_str_hotKeySet, source = 'Maya_Default') log.info("Created: "+ _str_hotKeySet) mc.hotkeySet(_str_hotKeySet, edit = True, current = True) #if mc.hotkeySet(q=True, current=True) == "Maya_Default": #...if it's another set, it'll use whatever your current set is #log.error("Current maya default hot key set is active. Creating new one as maya's is unchangable") #if mc.hotkeySet(_str_hotKeySet, q=True, exists =True):#...if our name exists, make it current #log.info("cgm default set exists..changing to that...") #mc.hotkeySet(_str_hotKeySet,e = True, current = True) #else:#...else, make it #mc.hotkeySet(_str_hotKeySet, source = 'Maya_Default', current = True) return mc.hotkeySet(q=True, current=True) return "Maya_Default"
def change_to(keymap): # type: (Text) -> None import maya.mel as mel import maya.cmds as cmds menu_set = mel.eval("""findMenuSetFromLabel("{}");""".format(keymap)) cmds.hotkeySet(keymap, e=True, current=True) if cmds.menuSet(q=True, exists=menu_set): cmd = """workingMode("{}");""".format(menu_set) mel.eval(cmd)
def createUpdateHotkey(): # Returns all available hotkey sets in Maya hotkeySetList = cmds.hotkeySet( q=True, hotkeySetArray=True ) # Delete old hkTools hotkey set if "hkTools" in hotkeySetList: cmds.hotkeySet( "hkTools", edit=True, delete=True ) # Import hkTools hotkey set hkTools_mhk_filepath = os.path.join(getCurrentDir(), "hkTools.mhk") cmds.hotkeySet( e=True, ip=hkTools_mhk_filepath )
def runtimeCommand(): if not cmds.runTimeCommand('switchRTC', exists = True): cmds.runTimeCommand('switchRTC', default = True, category = 'User', ann = "switches wieght unlocked influences", c = 'switchInfluence()') cmds.nameCommand('switchNC', ann = "Create a Sphere", default = True, command = 'switchRTC') if version >= 2016: clHotkeySet = "slHotKeySet" if not cmds.hotkeySet (clHotkeySet, exists = True): cmds.hotkeySet(clHotkeySet, source = 'Maya_Default', current = True) else: cmds.hotkeySet (clHotkeySet, e = True, current = True) cmds.hotkey(k = ';', n = 'switchNC')
def getOrCreateCustomHotkeySet(): allHotkey = cmds.hotkeySet(q=1, hsa=1) currentHotkey = cmds.hotkeySet(q=1, current=1) if currentHotkey == 'Maya_Default' and len(allHotkey) == 1: cmds.hotkeySet("MyHotkeySet", current=1) elif currentHotkey == 'Maya_Default': for i in allHotkey: if i != "Maya_Default": cmds.hotkeySet(i, e=1, current=1) currentHotkey = cmds.hotkeySet(q=1, current=1) return currentHotkey
def createHotkeySet(self): hotkeySetArray = mc.hotkeySet( q = True, hotkeySetArray = True ) if( self.newKeySet in hotkeySetArray ): mc.hotkeySet( self.newKeySet , e = True , delete = True ) self.lastKeySet = mc.hotkeySet( q = True, current = True ) mc.hotkeySet( self.newKeySet , current = True , source = self.lastKeySet )
def SetHotKeys(): if 'MayaGame' in cmds.hotkeySet(q=True, hotkeySetArray=True): cmds.hotkeySet('MayaGame', edit=True, delete=True) cmds.hotkeySet('MayaGame', current=True) cmds.nameCommand('pushKeyUp', ann='Push Up Key', c='python("MayaGame.PushKeyUp(True)")') cmds.nameCommand('pushKeyDown', ann='Push Down Key', c='python("MayaGame.PushKeyDown(True)")') cmds.nameCommand('pushKeyLeft', ann='Push Left Key', c='python("MayaGame.PushKeyLeft(True)")') cmds.nameCommand('pushKeyRight', ann='Push Right Key', c='python("MayaGame.PushKeyRight(True)")') cmds.nameCommand('releaseKeyUp', ann='Release Up Key', c='python("MayaGame.PushKeyUp(False)")') cmds.nameCommand('releaseKeyDown', ann='Release Down Key', c='python("MayaGame.PushKeyDown(False)")') cmds.nameCommand('releaseKeyLeft', ann='Release Left Key', c='python("MayaGame.PushKeyLeft(False)")') cmds.nameCommand('releaseKeyRight', ann='Release Right Key', c='python("MayaGame.PushKeyRight(False)")') cmds.hotkey(keyShortcut='Up', name='pushKeyUp', releaseName='releaseKeyUp') cmds.hotkey(keyShortcut='Down', name='pushKeyDown', releaseName='releaseKeyDown') cmds.hotkey(keyShortcut='Left', name='pushKeyLeft', releaseName='releaseKeyLeft') cmds.hotkey(keyShortcut='Right', name='pushKeyRight', releaseName='releaseKeyRight')
def initialize(): if cmds.hotkeySet(query=True, current=True) != "Tomayto": if "Tomayto" in cmds.hotkeySet(query=True, hotkeySetArray=True): cmds.hotkeySet("Tomayto", edit=True, current=True) else: cmds.hotkeySet("Tomayto", current=True) core.disable() core.enable() tom = core.Tomayto(START.stateSTART) return tom
def set_hotkey(self, name, mode, sequence, open_cmd, close_cmd, switch_cmd): from maya import cmds, mel current_hotkey_set = cmds.hotkeySet(current=True, query=True) if current_hotkey_set == 'Maya_Default': msg = 'The current hotkey set is locked, change in the hotkey editor' warning('Hotbox designer', msg) return mel.eval('hotkeyEditorWindow;') use_alt = 'Alt' in sequence use_ctrl = 'Ctrl' in sequence use_shift = 'Shift' in sequence touch = sequence.split('+')[-1] show_name = 'showHotbox_{n}'.format(n=name) hide_name = 'hideHotbox_{n}'.format(n=name) switch_name = 'switchHotbox_{n}'.format(n=name) if mode == SETMODE_PRESS_RELEASE: cmds.nameCommand(show_name, annotation='show {n} hotbox'.format(n=name), command=format_command_for_mel(open_cmd), sourceType='python') cmds.nameCommand(hide_name, annotation='hide {n} hotbox'.format(n=name), command=format_command_for_mel(close_cmd), sourceType='python') cmds.hotkey(keyShortcut=touch, altModifier=use_alt, ctrlModifier=use_ctrl, shiftModifier=use_shift, name=show_name, releaseName=hide_name) else: cmds.nameCommand(switch_name, annotation='switch {n} hotbox'.format(n=name), command=format_command_for_mel(switch_cmd), sourceType='python') cmds.hotkey(keyShortcut=touch, altModifier=use_alt, ctrlModifier=use_ctrl, shiftModifier=use_shift, name=switch_name)
def __init__(self, keymaps=None, current=None, implicitSave=False, parent=None): # type: (Text, Dict, QtCore.QObject) -> None super(SelectorCombobox, self).__init__(parent) self.implicitSave = implicitSave if not keymaps: self.keymaps = keymapswitcher.get_keymaps().keys() else: self.keymaps = keymaps if not current: self.current = cmds.hotkeySet(q=True, current=True) else: self.current = current self.keymaps.insert(0, "Maya_Default") items = self.keymaps self.selector = QtWidgets.QComboBox(self) self.selector.addItems(items) self.layout = QtWidgets.QHBoxLayout(self) self.layout.addWidget(QtWidgets.QLabel("hotkey:")) self.layout.addWidget(self.selector) self.layout.setContentsMargins(0, 0, 0, 0) try: self.selector.setCurrentText(self.current) except AttributeError: for i, name in enumerate(items): if self.current == name: self.selector.setCurrentIndex(i) if self.implicitSave: self.selector.currentIndexChanged.connect(self.selectorChanged)
def main(): sSet = 'CustomHotkeySet' sDefault = 'Maya_Default' sOriginalSet = 'CustomHotkeySet_BU' # This one is the BU set to be duplicated from. aSet = [str(s) for s in cmds.hotkeySet(q=True, hotkeySetArray=True)] sCurrentSet = cmds.hotkeySet(q=True, current=True) if sSet in aSet: cmds.hotkeySet(sSet, edit=True, delete=True) if sCurrentSet == sDefault: cmds.hotkeySet(sSet, current=True, source=sOriginalSet) aPrint = ['a7a8af', sSet, 0x6b6c75] # Gray else: cmds.hotkeySet(sSet) aPrint = ['a7a8af', sDefault, 0x6b6c75] # Gray cmds.inViewMessage(amg='<text style="color:#%s";>%s</text>' % (aPrint[0], aPrint[1]), pos='botCenter', fade=True, fts=7, ft='arial', bkc=aPrint[2])
def enable (hotkeySetName="Tomayto", **kwargs): try: cmds.hotkeySet(hotkeySetName, current=True) # create, fail on existing except: cmds.hotkeySet(hotkeySetName, edit=True, current=True) util.createTomaytoKeymap(**kwargs)
def disable (removeHotkeySet=False, hotkeySetName="Tomayto", **kwargs): util.removeTomaytoKeymap(**kwargs) cmds.hotkeySet("Maya_Default", edit=True, current=True)
pass except: if cmds.runTimeCommand(name, q=True, exists=True): cmds.runTimeCommand(name, e=True, delete=True) if not cmds.runTimeCommand(name, q=True, exists=True): cmds.runTimeCommand(name, annotation=annotation, command=command, commandLanguage="python", category="Custom Scripts") cmds.nameCommand("{0}NameCommand".format(name), annotation=annotation, command=name) if cmds.hotkeySet(q=True, current=True) == "Maya_Default": if not cmds.hotkeySet("Custom", q=True, exists=True): cmds.hotkeySet("Custom", current=True) else: cmds.hotkeySet("Custom", edit=True, current=True) cmds.hotkey(keyShortcut="w", ctl=True, sht=True, name="{0}NameCommand".format(name)) ### Register Menu ### MainMayaWindow = mel.eval('$tmpVar=$gMainWindow') if cmds.menu('MayaWindow|Welcome_Screen', q=True, ex=True): cmds.deleteUI(cmds.menu('MayaWindow|Welcome_Screen', e=1, dai=True))
def delete_set(name): if cmds.hotkeySet(name, q=True, exists=True): cmds.hotkeySet(name, e=True, delete=True) cmds.hotkeySet('Maya_Default', e=True, current=True)
def current_set(name): if not cmds.hotkeySet(name, q=True, exists=True): cmds.hotkeySet(name, current=True) cmds.hotkeySet(name, e=True, current=True)
def currentHotkeySet(): return cmds.hotkeySet(query=True, current=True)
def listHotkeySets(): print cmds.hotkeySet(query=True, hotkeySetArray=True)
def switchToMayaHotkeys(self): cmds.hotkeySet("Maya_Default", edit=True, current=True)
def KillGameThread(arg=False): print "Dbg: Stopping Game thread" if GameThread.Instance != None: GameThread.Instance.keepRunning = False # stop existing thread GameThread.Instance = None cmds.hotkeySet('MayaGame', edit=True, delete=True)
def deleteHotkeySet(self): mc.hotkeySet( self.newKeySet , e = True , delete = True ) for runTimeCmdName in self.runTimeCmdNames: melToEval = 'runTimeCommand -e -delete {0}; '.format( runTimeCmdName ) mel.eval(melToEval) mc.hotkeySet( self.lastKeySet ,e = True , current = True )