コード例 #1
0
def createBlossomShader(rgb_blossom):
    """
    It creates a shading network for the blossom material.

    rgb_branch:   RGB values (0-1) for the diffuse colour of the branches.

    On Exit:      Creates a Lambert node connected to a Shading Group which will be applied to the petals. Furthermore, two
                  non-customizable additional shaders will be created and applied to the stamen and pedicel of the blossom. 
    """
    global blossomMat, blossomSG
    import globalVar
    reload(globalVar)

    blossomPetalsMat = cmds.shadingNode( 'lambert', asShader=True, name='blossomPetalsMat'+str(globalVar.plantNumber) )
    cmds.setAttr( blossomPetalsMat + '.color', rgb_blossom[0], rgb_blossom[1], rgb_blossom[2] )
    blossomPetalsSG = cmds.sets( renderable=True, noSurfaceShader=True, empty=True,
        name='blossomPetalsSG'+str(globalVar.plantNumber) )
    cmds.connectAttr( blossomPetalsMat + '.outColor', blossomPetalsSG + '.surfaceShader', f=True )

    blossomStamenMat = cmds.shadingNode( 'lambert', asShader=True, name='blossomStamenMat'+str(globalVar.plantNumber) )
    cmds.setAttr( blossomStamenMat + '.color', 0.848, 0.8484, 0.186 )
    blossomStamenSG = cmds.sets( renderable=True, noSurfaceShader=True, empty=True,
        name='blossomStamenSG'+str(globalVar.plantNumber) )
    cmds.connectAttr( blossomStamenMat + '.outColor', blossomStamenSG + '.surfaceShader', f=True )

    blossomPedicelMat = cmds.shadingNode( 'lambert', asShader=True, name='blossomPedicelMat'+str(globalVar.plantNumber) )
    cmds.setAttr( blossomPedicelMat + '.color', 0, 0.494, 0 )
    blossomPedicelSG = cmds.sets( renderable=True, noSurfaceShader=True, empty=True,
        name='blossomPedicelSG'+str(globalVar.plantNumber) )
    cmds.connectAttr( blossomPedicelMat + '.outColor', blossomPedicelSG + '.surfaceShader', f=True )
コード例 #2
0
ファイル: meshData.py プロジェクト: auqeyjf/glTools
	def rebuildMesh(self):
		'''
		'''
		# Start timer
		timer = mc.timerX()

		# Rebuild Mesh Data
		meshData = OpenMaya.MObject()
		meshUtil = OpenMaya.MScriptUtil()
		numVertices = len(self._data['vertexList'])/3
		numPolygons = len(self._data['polyCounts'])
		polygonCounts = OpenMaya.MIntArray()
		polygonConnects = OpenMaya.MIntArray()
		meshUtil.createIntArrayFromList(self._data['polyCounts'],polygonCounts)
		meshUtil.createIntArrayFromList(self._data['polyConnects'],polygonConnects)
		
		# Rebuild UV Data
		uArray = OpenMaya.MFloatArray()
		vArray = OpenMaya.MFloatArray()
		meshUtil.createFloatArrayFromList(self._data['uArray'],uArray)
		meshUtil.createFloatArrayFromList(self._data['vArray'],vArray)
		uvCounts = OpenMaya.MIntArray()
		uvIds = OpenMaya.MIntArray()
		meshUtil.createIntArrayFromList(self._data['uvCounts'],uvCounts)
		meshUtil.createIntArrayFromList(self._data['uvIds'],uvIds)

		# Rebuild Vertex Array
		vertexArray = OpenMaya.MFloatPointArray(numVertices,OpenMaya.MFloatPoint.origin)
		vertexList = [vertexArray.set(i,self._data['vertexList'][i*3],self._data['vertexList'][i*3+1],self._data['vertexList'][i*3+2],1.0) for i in xrange(numVertices)]

		# Rebuild Mesh
		meshFn = OpenMaya.MFnMesh()
		meshObj = meshFn.create(	numVertices,
									numPolygons,
									vertexArray,
									polygonCounts,
									polygonConnects,
									uArray,
									vArray,
									meshData	)
		
		# Assign UVs
		meshFn.assignUVs(uvCounts,uvIds)

		# Rename Mesh
		mesh = OpenMaya.MFnDependencyNode(meshObj).setName(self._data['name'])
		meshShape = mc.listRelatives(mesh,s=True,ni=True,pa=True)[0]

		# Assign Initial Shading Group
		mc.sets(meshShape,fe='initialShadingGroup')

		# Print timer result
		buildTime = mc.timerX(st=timer)
		print('MeshIntersectData: Geometry rebuild time for mesh "'+mesh+'": '+str(buildTime))

		# =================
		# - Return Result -
		# =================
		
		return mesh
コード例 #3
0
ファイル: shader.py プロジェクト: bennymuller/glTools
def fixReferenceShaders(refList=None, defaultShader='initialShadingGroup'):
    """
    """
    # Check Reference List
    if not refList: refList = glTools.utils.reference.listReferences()

    # Check Each Reference
    for ref in refList:

        # Initialize Reference Shape List
        shpList = []

        # Check Disconnected Shaders
        c = cmds.listConnections(ref + '.placeHolderList', s=True, d=False, p=True, c=True, sh=True)

        # Check Each Reference Connection
        for i in range(0, len(c), 2):

            # Define Connection Source and Destination
            dst = c[i]
            src = c[i + 1]

            # Check instObjGroups Connections
            if 'instObjGroups' in src:

                # Disconnect placeHolderList Connection
                cmds.disconnectAttr(src, dst)

                # Get Source Shape
                shp = cmds.ls(src, o=True)[0]
                if not shp in shpList:
                    shpList.append(shp)

        # Reconnect to Shader
        if shpList: cmds.sets(shpList, e=True, fe=defaultShader)
コード例 #4
0
ファイル: atom_utilities_lib.py プロジェクト: boochos/work
def importSculpt(path, sel=None):
    '''
    Provide the full path:eg. home/user/exportfile.txt .txt in the name is critical.
    sel = <Transform> Provide the transform that the sculpts are connected to, recommened through script
    sel = <None>(Default), recommended through User Interface calls
    '''
    if sel == None:
        sel = validateSelection()

    if sel != None:
        # get a list of all the files
        path = os.path.join(path, 'sculpt_set')
        if os.path.exists(path):
            files = os.listdir(path)
            for f in files:
                # It's expected that only the sculpt files will be in here
                if os.path.splitext(f)[1] == '.txt':
                    # get the shape
                    shape = pm.ls(sel)[0].getShape().name()
                    _file = file(os.path.join(path, f), 'r')
                    info = _file.readlines()
                    _file.close()
                    deformer = info[0].strip('\n')
                    vertex = eval(info[1])
                    sculptset = cmds.listConnections(deformer + '.message', s=False, d=True)[0]
                    # clear the set
                    cmds.sets(cl=sculptset)
                    # add vertex to the set
                    cmds.sets(vertex, fe=sculptset)
コード例 #5
0
ファイル: _import.py プロジェクト: EriLee/ExocortexCrate
def importPolyMesh(name, identifier, jobInfo, parentXform=None, isConstant=False, useDynTopo=False):
	cmds.ExocortexAlembic_profileBegin(f="Python.ExocortexAlembic._import.importPolyMesh")

	try:
		reader = ""
		shape  = fnt.alembicCreateNode(name, "mesh", parentXform)
		cmds.sets(shape, e=True, forceElement="initialShadingGroup")

		topoReader = cmds.createNode("ExocortexAlembicPolyMesh")
		cmds.connectAttr(topoReader+".outMesh", shape+".inMesh")
		cmds.connectAttr(jobInfo.filenode+".outFileName", topoReader+".fileName")
		cmds.setAttr(topoReader+".identifier", identifier, type="string")
		cmds.setAttr(topoReader+".normals", jobInfo.useNormals)
		cmds.setAttr(topoReader+".uvs", jobInfo.useUVs)
		if jobInfo.useFaceSets:
			cmds.ExocortexAlembic_createFaceSets(o=shape, f=jobInfo.filename, i=identifier)

		if useDynTopo:
			cmds.connectAttr(jobInfo.timeCtrl+".outTime", topoReader+".inTime")
			reader = topoReader
		elif not isConstant:
			reader = cmds.deformer(shape, type="ExocortexAlembicPolyMeshDeform")[0]
			setupReaderAttribute(reader, identifier, isConstant, jobInfo)

		#if not useDynTopo:
		#	setupReaderAttribute(topoReader, identifier, isConstant, jobInfo)

	except Exception as ex:
		shape = "?importPolyMesh --> exception: \"" + str(ex.args) + "\" of type " + str(type(ex));
		apix.MPxCommand.setResult(shape)
	cmds.ExocortexAlembic_profileEnd(f="Python.ExocortexAlembic._import.importPolyMesh")
	return shape
コード例 #6
0
 def addJoint(side='L'):
     if mc.objExists('%s_armPalm_bnd_0'%side):return
     
     # make joint and locators
     Joint = mc.createNode('joint', name='%s_armPalm_bnd_0'%side)
     JointGroup = mc.group(Joint, name='%s_armPalm_bndgrp_0'%side)
     FKloc = mc.spaceLocator(p=(0,0,0), name='%s_armPalmFK_loc_0'%side)[0]
     IKloc = mc.spaceLocator(p=(0,0,0), name='%s_armPalmIK_loc_0'%side)[0]
     
     # constraint 
     constraintNode = mc.parentConstraint(FKloc, IKloc, JointGroup)
     
     # match position
     mc.delete(mc.parentConstraint('%s_armMiddleAIK_jnt_0'%side, FKloc))
     mc.delete(mc.parentConstraint('%s_armMiddleAIK_jnt_0'%side, IKloc))
 
     # parent locator
     mc.parent(FKloc, '%s_armWristFk_jnt_0'%side)
     mc.parent(IKloc, '%s_armMiddleAIK_jnt_0'%side)
     
     # make ikfk switch
     reverseNode = [x.split('.')[0] for x in mc.connectionInfo('%s_armFkIk_ctl_0.FKIKBlend'%side, dfs=True) if mc.nodeType(x.split('.')[0])=='reverse'][0]
     mc.connectAttr('%s.outputX'%reverseNode, '%s.%sW0'%(constraintNode[0], FKloc))
     mc.connectAttr('%s_armFkIk_ctl_0.FKIKBlend'%side, '%s.%sW1'%(constraintNode[0], IKloc))
     
     # add to bind set
     mc.sets(Joint, e=True, forceElement='bind_joints_set')
     
     # connect jointLayer
     mc.connectAttr('jointLayer.drawInfo',  '%s.drawOverride'%Joint)
     
     # parent joint
     mc.parent(JointGroup, '%s_armBind_org_0'%side)
コード例 #7
0
def creatSphere(*args):
    circleSel = mc.ls(sl=1)[0]
    radiusCircle = mc.circle(circleSel, q=1, r=1)
    radiusSpere = radiusCircle*.75
    particleSphere = mc.polySphere(n='%s_Sphere'%circleSel, r=radiusSpere, sx=float(radiusSpere), sy=float(radiusSpere), ax=[0, 1, 0])[0]
    mc.parentConstraint(circleSel, particleSphere, mo=0, w=1)
    #mc.parent(particleSphere, circleSel)
    mc.setAttr('%s.tx'%particleSphere, 0)
    mc.setAttr('%s.ty'%particleSphere, 0)
    mc.setAttr('%s.tz'%particleSphere, 0)
    mc.setAttr('%s.rx'%particleSphere, 0)
    mc.setAttr('%s.ry'%particleSphere, 0)
    mc.setAttr('%s.rz'%particleSphere, 0)
    mc.setAttr('%s.v'%particleSphere, 0)
    mc.select(particleSphere, r=1) 
    mc.emitter(type='surface', r=4, dx=1, dy=0, dz=0, n='%s_emitter'%circleSel )
    mc.particle( n='%s_Particles'%circleSel )
    mc.connectDynamic( '%s_Particles'%circleSel, em='%s_emitter'%circleSel )
    particlesShape = mc.listRelatives('%s_Particles'%circleSel, s=1)[0]
    mc.setAttr('%s.lifespanMode'%particlesShape, 1)
    mc.setAttr('%s.lifespan'%particlesShape, 0.4)
    mc.setAttr('%s.startFrame'%particlesShape, 1001)
    mc.connectControl( 'numText', '%s.rate'%('%s_emitter'%circleSel) )
    mc.shadingNode('blinn', n='%s_blinn'%circleSel, asShader=1)
    mc.sets( n='%s_blinnSG'%circleSel, renderable=True, noSurfaceShader=True, empty=1)
    mc.connectAttr('%s.outColor'%('%s_blinn'%circleSel), '%s.surfaceShader'%('%s_blinnSG'%circleSel))
    mc.connectControl( 'myColorIndex', '%s.color'%('%s_blinn'%circleSel) )
    mc.connectControl( 'lifeText', '%s.lifespan'%particlesShape )
    mc.sets('%s_Particles'%circleSel, e=1, forceElement='%s'%('%s_blinnSG'%circleSel))
コード例 #8
0
ファイル: TerrainLib.py プロジェクト: Gmadges/PastWork
def ImportCustomTexture(name):
	
	os.system("cd ~/maya/2014-x64/scripts; python texture.py")
	
	file = '/usr/tmp/texture.jpg'
	
	#create a shader
	shader=cmds.shadingNode( "blinn", asShader=True )

	#a file texture node
	shaderName = file_node=cmds.shadingNode( "file", asTexture=True )
	
	print shaderName
	
	#attach file to node
	cmds.setAttr( '%s.fileTextureName' %file_node, file, type = "string")
 
	# a shading group
	shading_group= cmds.sets(renderable=True,noSurfaceShader=True,empty=True)

	#connect shader to sg surface shader
	cmds.connectAttr('%s.outColor' %shader ,'%s.surfaceShader' %shading_group)

	#connect file texture node to shader's color
	cmds.connectAttr('%s.outColor' %file_node, '%s.color' %shader)

	cmds.sets(name, edit=True, forceElement=shading_group)
コード例 #9
0
ファイル: shotfinaling.py プロジェクト: jonntd/Public
 def __setup_sculpt_shader(self):
     #--- this method setups the sculpt shader color
     #--- list all the shader names
     shader_list = ['sculptShaderGreen']
     #--- check if shader exists, else create a new one
     for s in range(len(shader_list)):
         if cmds.objExists(shader_list[s]):
             #--- check which mesh is selected
             self.shader = shader_list[0]
             self.shader_set = shader_list[0] + '3SG'
         else:
             #--- create the lambert shader
             self.shader = cmds.shadingNode('lambert',
                                            asShader = True,
                                            name = shader_list[0])
             self.shader_set = cmds.sets(self.shader,
                                         renderable = True,
                                         noSurfaceShader = True,
                                         empty = True,
                                         name = shader_list[0] + '3SG')
             cmds.connectAttr(self.shader + '.outColor',
                              self.shader_set + '.surfaceShader',
                              force = True)
     #--- change the color
     cmds.setAttr(self.shader + '.color', 0, 1, 1)
     #--- assign the shader to the sculpt_mesh
     cmds.sets(self.sculpt_mesh, forceElement = self.shader_set)
コード例 #10
0
ファイル: polyChecker.py プロジェクト: edeglau/storage
 def singlePoly(self, arg=None):
     selObj=self.selection_grab()
     if selObj:
         pass
     else:
         print "select a polygon object"
         return    
     if "." in selObj[0]:
         print "You need to select a polygon object to interogate.(check that you are not in component mode)"
         return     
     else:
         pass 
     cmds.select(cl=True)
     if cmds.objExists("PolyIssues")==True:
         cmds.delete("PolyIssues")
     cmds.sets(n="PolyIssues", co=5)
     cmds.select(selObj)
     errorFound=cmds.polyInfo(selObj, lf=True, nme=True, nmv=True )
     cmds.select (errorFound)
     cmds.ConvertSelectionToVertices(errorFound)
     if errorFound>0:
         print "Polygon error found"
         cmds.sets( fe='PolyIssues')
     cmds.select('PolyIssues', r=True, ne=True)
     cmds.pickWalk(d='Up')
     errorFound=cmds.ls(sl=True)
     if (len(errorFound))==0:
         cmds.delete("PolyIssues")
コード例 #11
0
ファイル: obb.py プロジェクト: ainaerco/meshTools
def perform(**kwargs):
	sel = cmds.ls(sl=True)
	sel3=[]
	for s in sel:
	    sel3+=cmds.xform(s,q=True, ws=True, t=True)
	pointset=[]
	for i in xrange(len(sel3)/3):
	    pointset+=[Vector(sel3[i*3],sel3[i*3+1],sel3[i*3+2])]
	bbox = BBox()
	bbox.obbFromPointSet(pointset)
	t = Transform(bbox.axis[0],bbox.axis[1],bbox.axis[2])
	t = t.transpose()
	z = t.getEuler()
	cube = cmds.createNode("polyCube")
	cubeShape = cmds.createNode("mesh")
	cubeTrans = cmds.listRelatives(cubeShape,p=True)[0]
	cmds.connectAttr(cube+".output",cubeShape+".inMesh")
	cmds.setAttr(cubeTrans+".tx",bbox.center[0])
	cmds.setAttr(cubeTrans+".ty",bbox.center[1])
	cmds.setAttr(cubeTrans+".tz",bbox.center[2])
	cmds.setAttr(cubeTrans+".rz",degrees(z[2]))
	cmds.setAttr(cubeTrans+".ry",degrees(z[1]))
	cmds.setAttr(cubeTrans+".rx",degrees(z[0]))
	cmds.setAttr(cube+".width",bbox.max[0]-bbox.min[0])
	cmds.setAttr(cube+".height",bbox.max[1]-bbox.min[1])
	cmds.setAttr(cube+".depth",bbox.max[2]-bbox.min[2])
	cmds.sets(e=True,forceElement="initialShadingGroup")
	cmds.select(sel)
コード例 #12
0
ファイル: Template.py プロジェクト: wangqinghuaTudou/test
 def appointShader(self , name, side , modular , shaderName , obj):
         objShape = mc.listRelatives(obj , s=True)[0]
         shader = mc.createNode('lambert',n=shaderName)
         mc.sets(shader ,renderable=True , noSurfaceShader=True , empty=1 , name=name+side+modular+'shader_help')
         mc.connectAttr(shader+'.outColor' ,  name+side+modular+'shader_help.surfaceShader')
         mc.sets(objShape,e=True,fe=name+side+modular+'shader_help')
         return shader
コード例 #13
0
ファイル: _import.py プロジェクト: AardmanCGI/ExocortexCrate
def importPolyMesh(name, identifier, jobInfo, parentXform=None, isConstant=False, useDynTopo=False):
	cmds.ExocortexAlembic_profileBegin(f="Python.ExocortexAlembic._import.importPolyMesh")

	# TODO: set isConstant properly elsewhere when there are no transforms but are
	# animated attributes
	isConstant = False
	try:
		reader = ""
		shape  = fnt.alembicCreateNode(name, "mesh", parentXform)
		cmds.sets(shape, e=True, forceElement="initialShadingGroup")

		topoReader = cmds.createNode("ExocortexAlembicPolyMesh")
		cmds.connectAttr(topoReader+".outMesh", shape+".inMesh")
		cmds.connectAttr(jobInfo.filenode+".outFileName", topoReader+".fileName")
		cmds.setAttr(topoReader+".identifier", identifier, type="string")
		cmds.setAttr(topoReader+".normals", jobInfo.useNormals)
		cmds.setAttr(topoReader+".uvs", jobInfo.useUVs)
		if jobInfo.useFaceSets:
			cmds.ExocortexAlembic_createFaceSets(o=shape, f=jobInfo.filename, i=identifier)

		if useDynTopo:
			cmds.connectAttr(jobInfo.timeCtrl+".outTime", topoReader+".inTime")
			reader = topoReader
		elif not isConstant:
			reader = cmds.deformer(shape, type="ExocortexAlembicPolyMeshDeform")[0]
			setupReaderAttribute(reader, identifier, isConstant, jobInfo)

		#if not useDynTopo:
		#	setupReaderAttribute(topoReader, identifier, isConstant, jobInfo)

	except:
		return [traceback.format_exc()]
	finally:
		cmds.ExocortexAlembic_profileEnd(f="Python.ExocortexAlembic._import.importPolyMesh")
	return [shape, reader]
コード例 #14
0
def getObjMaterials():
    global remapAndLuminaceNodes
    index = 0
    shadingType = ["blinn", "phong", "RedshiftArchitectural", "aiStandard"]
    displacementShading = ["RedshiftDisplacement", "displacementShader"]
    duplicateMaterials = list()
    selObjsList = cmds.ls(sl=1, tr=1)
    if not selObjsList:
        assert "No object is selected!"
    for obj in selObjsList:
        duplicateNodes = list()
        cmds.select(obj, r=1)
        cmds.hyperShade(smn=1)
        selObjsDuplicateMaterials = cmds.duplicate(un=1)
        for item in selObjsDuplicateMaterials:
            dupliMater = cmds.rename(item, "%s_duplicate" % (item))
            duplicateNodes.append(dupliMater)
        remapAndLuminaceNodes.append(duplicateNodes[1])
        remapAndLuminaceNodes.append(duplicateNodes[2])
        remapAndLuminaceNodes.extend(duplicateNodes)
        for item in duplicateNodes:
            if cmds.nodeType(item) == "shadingEngine":
                duplicateShading = item
            if cmds.nodeType(item) in shadingType:
                duplicateMaterials.append(item)
            #     duplicateMaterials.append(item)
            #     remapAndLuminaceNodes.remove(item)
            # if cmds.nodeType(item) == displacementShading:
            #     if index >= 1: continue
            #     cmds.connectAttr('%s.displacement'%item, '%s.displacementShader'%duplicateShading, f = 1)
            #     index += 1
            # remapAndLuminaceNodes.remove(item)
        cmds.sets(obj, e=1, fe=duplicateShading)
    cmds.select(selObjsList, r=1)
    return list(set(duplicateMaterials))
コード例 #15
0
	def setDeformerMembership(self,geoList=[]):
		'''
		'''
		# Check geometry list
		if not geoList: geoList = self.deformerData.keys()
		
		# Check deformer
		deformer = self.deformerName
		if not glTools.utils.deformer.isDeformer(deformer):
			raise Exception('Deformer "'+deformer+'" does not exist!')
		
		# Get deformer set
		deformerSet = glTools.utils.deformer.getDeformerSet(deformer)
		
		for geo in geoList:
			
			# Get current and stored membership
			setMembers = self.deformerData[geo]['membership']
			currMembers = glTools.utils.deformer.getDeformerSetMemberIndices(deformer,geo)
			removeMembers = list(set(currMembers)-set(setMembers))
			
			# Determine component type
			pt = 'cv'
			if self.deformerData[geo]['geometryType'] == 'mesh': pt = 'vtx'
			
			# Remove unused
			if removeMembers:
				mc.sets([geo+'.'+pt+'['+str(i)+']' for i in removeMembers],rm=deformerSet)
			
			# Add remaining members
			mc.sets(self.getMemberList([geo]),fe=deformerSet)
コード例 #16
0
ファイル: mayaCommands.py プロジェクト: jonntd/dmptools
def assignSurfaceShader(name="", values=(0,0,0)):

    selection = cmds.ls(sl = True)
    print name, selection, values[0], values[1], values[2]
    
    if selection:
        # if the shader already exists
        if name in cmds.ls("*", type = "surfaceShader") and name+"SG" in cmds.ls("*", type = "shadingEngine"):
            for node in selection:
                try:
                    cmds.select(node, r = True)
                    cmds.sets(node, e = True, forceElement = name+"SG")
                except:
                    pass
                    
        # otherwise create the shader
        else:
            shader = cmds.shadingNode('surfaceShader', asShader = True, name = name)
            shadingGroup = cmds.sets(shader, renderable = True, noSurfaceShader = True, empty = True, name = name+"SG")
            cmds.connectAttr(shader+".outColor", shadingGroup+".surfaceShader", force = True)
            cmds.setAttr(shader+".outColor", values[0], values[1], values[2], type = "double3")
        
            for node in selection:
                try:
                    cmds.sets(node, e = True, forceElement = name+"SG")
                except:
                    pass
            
        cmds.select(selection, r = True)
コード例 #17
0
ファイル: tBurster2.py プロジェクト: jonntd/mayadev-1
 def copyShader_multi( inputFirst, inputSeconds ):
     first = pymel.core.ls( inputFirst )[0]
     if not pymel.core.objExists( first ): return None
     try:firstShape = first.getShape()
     except:firstShape = first
     engines = firstShape.listConnections( type='shadingEngine' )
     if not engines: return None
     
     engines = list( set( engines ) )
     copyObjAndEngines = []
     
     seconds = [ pymel.core.ls( inputSecond )[0] for inputSecond in inputSeconds ]
     
     for engine in engines:
         srcCons = filter( lambda x : x.longName() in ['message', 'outColor'], engine.listConnections( s=1, d=0, p=1 ) )
         if not srcCons: continue
         pymel.core.hyperShade( objects = srcCons[0].node() )
         selObjs = pymel.core.ls( sl=1 )
         targetObjs = []
         for selObj in selObjs:
             if selObj.node() != firstShape: continue
             if selObj.find( '.' ) != -1:
                 for second in seconds:
                     targetObjs.append( second+'.'+ selObj.split( '.' )[-1] )
             else:
                 for second in seconds:
                     targetObjs.append( second )
         if not targetObjs: continue        
         for targetObj in targetObjs:
             cmds.sets( targetObj, e=1, forceElement=engine.name() )
             copyObjAndEngines.append( [targetObj, engine.name()] )
 
     return copyObjAndEngines
コード例 #18
0
def sprSortSetsMemeber(set, sortByType = True, defaultControlers = ["browController","eyeController","noseController","mouthController"]):
    
    allControllers = cmds.sets(set,q=1)
    
    sortedControllerList = []
    if sortByType == True:
        sortedControllerList.extend(transformControllers(set,defaultControlers))
        sortedControllerList.extend(curveControllers(set))
        sortedControllerList.extend(jointControllers(set))
    else:
        for defaultControler in defaultControlers:
            if defaultControler in allControllers:
                allControllers.remove(defaultControler)
            else:
                defaultControlers.remove(defaultControler)
                
                
        allControllers.sort()
        sortedControllerList.extend(defaultControlers)
        sortedControllerList.extend(allControllers)
        

    for item in sortedControllerList:      
        cmds.sets(item, remove=set)

         
    for item in sortedControllerList:
        cmds.sets(item, addElement=set)
コード例 #19
0
ファイル: renamer.py プロジェクト: edeglau/storage
    def badname(self, arg=None):        
        cmds.select(d=True)
        if cmds.objExists("badNames")==True:
            cmds.delete("badNames")
        cmds.sets(n="badNames", co=5)
        for each in badNameList:
            if cmds.objExists(each+'*'):
                cmds.select (each+'*', hierarchy=False, add=True)    
                cmds.sets( fe="badNames")
                              
#        if cmds.objExists('pSphere*'):
#            cmds.select ('pSphere*', hierarchy=False, add=True)    
#            cmds.sets( fe="badNames")
#            
#        if cmds.objExists('curve*'):
#            cmds.select ('curve*', hierarchy=False, add=True)
#            cmds.sets( fe="badNames")
#        
#            
#        if cmds.objExists('polySurface*'):
#            cmds.select ('polySurface*', hierarchy=False, add=True)
#            cmds.sets( fe="badNames")
        
        if cmds.objExists('badNames'):
            cmds.select('badNames', r=True, ne=True)
            shoo=cmds.ls(sl=True)
            cmds.pickWalk (d='up')
            pete=cmds.ls(sl=True)  
            if (len(pete))>0:
                print("The selected object(s) don't have very descriptive names.")
            else:
                cmds.select(cl=True)
                print(" no bad names exists.")
            cmds.delete(shoo)
コード例 #20
0
def getObjMaterials():
    global remapAndLuminaceNodes
    shadingType = ["blinn", "phong", "RedshiftArchitectural", "aiStandard"]
    displacementShading = ["RedshiftDisplacement", "displacementShader"]
    duplicateMaterials = list()
    selObjsList = cmds.ls(sl=1, tr=1)
    if not selObjsList:
        assert "No object is selected!"
    for obj in selObjsList:
        duplicateNodes = list()
        cmds.select(obj, r=1)
        cmds.hyperShade(smn=1)
        selObjsDuplicateMaterials = cmds.duplicate(un=1)
        for item in selObjsDuplicateMaterials:
            dupliMater = cmds.rename(item, "%s_duplicate" % (item))
            duplicateNodes.append(dupliMater)
        for item in duplicateNodes:
            if cmds.nodeType(item) in shadingType:
                duplicateShading = cmds.sets(r=1, nss=1, em=1, n="%s_SG" % item)
                cmds.connectAttr("%s.outColor" % item, "%s.surfaceShader" % duplicateShading, f=1)
                duplicateMaterials.append(item)
            elif cmds.nodeType(item) == "RedshiftDisplacement":
                conInfo = cmds.connectionInfo("%s.displacementShader" % duplicateShading, sfd=1)
                if not conInfo:
                    cmds.connectAttr("%s.out" % item, "%s.displacementShader" % duplicateShading, f=1)
            elif cmds.nodeType(item) == "displacementShader":
                conInfo = cmds.connectionInfo("%s.displacementShader" % duplicateShading, sfd=1)
                if not conInfo:
                    cmds.connectAttr("%s.displacement" % item, "%s.displacementShader" % duplicateShading, f=1)
        cmds.sets(obj, e=1, fe=duplicateShading)
    cmds.select(selObjsList, r=1)
    return list(set(duplicateMaterials))
コード例 #21
0
ファイル: mesh_maya.py プロジェクト: ainaerco/meshTools
	def meshToMaya(self,**kwargs):
		polygonCounts_final = OpenMaya.MIntArray()
		polygonConnects_final = OpenMaya.MIntArray()

		vertexArray_final = OpenMaya.MFloatPointArray()
		uArray = OpenMaya.MFloatArray()
		vArray = OpenMaya.MFloatArray()
		uvConnects = OpenMaya.MIntArray()

		for i in xrange(len(self.vertices)):
			vertexArray_final.append(self.vertices[i].x,self.vertices[i].y,self.vertices[i].z)
			#uArray.append(self.vertices[i].x)
			#vArray.append(self.vertices[i].z)

		for i in self.faces:
			id = 0
			for j in i:
				if j>len(self.vertices)-1:
					print("segmentation unknown vertex")
				else:
					polygonConnects_final.append(j)
				id = id+1
			polygonCounts_final.append(id)
		meshFS_n = OpenMaya.MFnMesh()

		if "parent" in kwargs:
			meshFS_n.create(len(self.vertices), len(self.faces), vertexArray_final, polygonCounts_final, polygonConnects_final, kwargs.get("parent"))
		else:
			meshFS_n.create(len(self.vertices), len(self.faces), vertexArray_final, polygonCounts_final, polygonConnects_final)
		
		uvs = kwargs.get("uvs",0)
		if uvs:
			for i in xrange(len(self.uvs)):
				uArray.append(self.uvs[i].x)
				vArray.append(self.uvs[i].y)
			for i in self.face_uvs:
				for j in i:
					if j>len(self.uvs)-1:
						print("segmentation unknown uv")
					else:
						uvConnects.append(j)
			meshFS_n.setUVs( uArray, vArray)
			meshFS_n.assignUVs(polygonCounts_final, uvConnects)
		
		"""
		for i in xrange(len(self.faces)):
			for j in xrange(len(self.faces[i])):
				meshFS_n.assignUV(i,j,self.faces[i][j])
		"""
		if "parent" in kwargs: return

		meshFS_n.updateSurface()
		cmds.sets (meshFS_n.name(), e=True, fe='initialShadingGroup')
		if 'name' in kwargs:
			meshFS_n.setName(kwargs.get('name')+'Shape')
			transform = meshFS_n.parent(0)

			transform_dag = OpenMaya.MFnDagNode(transform)
			transform_dag.setName(kwargs.get('name'))
		return ( transform_dag.fullPathName(),meshFS_n.fullPathName() )
コード例 #22
0
ファイル: makeSnowflakes.py プロジェクト: philrouse/snowFX
def makeSnowflakes(number,size,sizeVar,rgb1,rgb2,transparency,glow):
    '''
    Creates a number of snowflakes
    
    number       : Number of particles to create
    size         : Radius of the snowflakes
    sizeVar      : Variation in the radius
    rgb1         : One end of the colour range in the form (r,g,b)
    rgb2         : The other end of the colour range in the form (r,g,b)
    transparency : Alpha value for the shader
    glow         : Glow value for the shader
    
    The progress window is updated and the shading group list is created. 
    A while loop is initiated to create snowflakes, add them to the list 
    and assign shaders. The list of objects is returned.
    '''
    cmds.progressWindow(e=1,progress=0,status='Making Snowflakes...')
    SGList = createColourList(rgb1,rgb2,transparency,glow,5)
    list=[]
    count=0
    while count<number:
        radius = size+random.uniform(-(size*sizeVar*0.01),(size*sizeVar*0.01))
        list[len(list):] = [makeFlake(random.randint(5,8),radius)]
        cmds.sets(list[-1], e=1, forceElement=SGList[random.randint(0,4)])
        cmds.progressWindow(e=1,step=100/number)
        count += 1
    return list
コード例 #23
0
ファイル: park.py プロジェクト: hcbsundberg/City_Generator
def makeStreetTree(shaders):
    '''
    Creates a tree on a circular platform and with a circular fence around it.
    
    shaders: A list of shaders for the tree crowns.
    On exit: A tree has been created using makeTree(...), a circular platform
             has been created underneath it and a fence around it. Appropriate 
             shaders have been assigned. Everything is united into one polygonal
             object and returned as a tuple with the object name and the node 
             name.
    '''
    tree = makeTree(shaders)
    platform = cmds.polyCylinder(name = "platform",h = 0.1, r = 0.8)
    cmds.move(0.25, y = True)
    cmds.sets(platform[0], edit=True, forceElement="fountainMaterialGroup")
    pole = cmds.polyCube(name = "pole", h = 0.6, w = 0.04, d = 0.04)
    cmds.xform(pole, t = (0.7,0.45,0))
    angle = 360/10.0
    for i in range(1,10):
        pole1 = cmds.polyCube(name = "pole", h = 0.6, w = 0.04, d = 0.04)
        cmds.rotate(angle * i, y = True)
        cmds.move(0.7,0.45,0, os = True)
        pole = cmds.polyUnite(pole, pole1)
    bar = cmds.polyPipe(name = "bar", h = 0.1, r = 0.65, t = 0.04)
    cmds.move(0.65, y = True)
    bar1 = cmds.duplicate(bar[0])
    cmds.move(-0.2, y = True, r = True)
    fence = cmds.polyUnite(pole, bar, bar1)
    cmds.sets(fence[0], edit=True, forceElement="blackMetalGroup")
    streetTree = cmds.polyUnite(tree,platform, fence)
    cmds.delete(streetTree, ch = True)
    return streetTree
コード例 #24
0
ファイル: park.py プロジェクト: hcbsundberg/City_Generator
def makeFountain():
    '''
    Creates a fountain.
    
    On exit: A fountain shaped polygonal object has been created, assigned a shader
             and is returned as a tuple with the object name and node name. The 
             procedure uses random numbers in order to create different looking fountains
             every time it is called.
    '''
    steps = random.randint(1,3)
    fountain = cmds.polyCylinder(name = "Fountain", h = 0.1)
    cmds.xform(fountain, translation = (0, 0.25, 0))
    cmds.select(fountain[0] + ".f[40:59]")
    for i in range(steps):
        scale_ = random.uniform(0.6, 0.95) 
        cmds.polyExtrudeFacet(scale = (scale_, scale_, scale_))
        translation = random.uniform(0.1, 0.6)
        cmds.polyExtrudeFacet(translate = (0, translation, 0))
    cmds.polyExtrudeFacet(scale = (0.9,0.9,0.9))
    cmds.polyExtrudeFacet(translate = (0, -0.3,0))
    scale_ = random.uniform(0.3,0.6)
    cmds.polyExtrudeFacet(scale = (scale_,scale_,scale_))
    translation = random.uniform(0.2,0.4)
    cmds.polyExtrudeFacet(translate = (0,translation,0))
    stepsUp = random.randint(1,3)
    for i in range(stepsUp):
        scale_ = random.uniform(0.4,0.9) 
        cmds.polyExtrudeFacet(scale = (scale_,scale_,scale_))
        translation = random.uniform(0.05,1)
        cmds.polyExtrudeFacet(translate = (0,translation,0))
    top = fountainTop(fountain) # Create a top for the fountain.
    fountain = cmds.polyUnite(top[0],fountain)
    cmds.sets(fountain[0], edit=True, forceElement="fountainMaterialGroup")
    return fountain
コード例 #25
0
ファイル: park.py プロジェクト: hcbsundberg/City_Generator
def makeTree(shaders):
    '''
    Creates a tree.
    
    shaders: A list of shaders for the tree crown.
    On exit: A tree has been modeled, and is returned as a tuple 
             containing the object name and the node name. Some of the
             variables are chosen randomly to create different results.
    '''
    height = random.uniform(0.3,1.5)
    trunk = cmds.polyCylinder(name = "trunk", h = height, r = 0.07)
    cmds.sets(trunk[0], edit=True, forceElement="trunkMaterialGroup")
    cmds.xform(trunk, translation = (0,height/2.0 + 0.2,0))
    crown = cmds.polySphere(name = "crown", r = 0.5)
    cmds.xform(crown, translation = (0,height + 0.6,0))
    cmds.softSelect(sse = True, ssd = 0.86)
    cmds.select(crown[0] + ".vtx[381]")
    translation = random.uniform(0.3,1.5)
    cmds.move(translation, y = True, r = True)
    cmds.softSelect(sse = False)
    shader = random.choice(shaders)
    scale_ = random.uniform(0.7,1.8)
    cmds.select(crown)
    cmds.scale(scale_, scale_, scale_, pivot = (0,height,0))
    cmds.sets(crown[0], edit=True, forceElement= shader[1])
    tree = cmds.polyUnite(trunk[0],crown[0])
    cmds.delete(tree[0], ch = True)
    return tree
コード例 #26
0
ファイル: __init__.py プロジェクト: jonntd/mayadev-1
 def combineShader( shaderList ):
     
     cmds.undoInfo( ock=1 )
     
     targetObjs = []
     for shader in shaderList:
         cmds.hyperShade( objects = shader )
         targetObjs += cmds.ls( sl=1 )
     shadingEngines = cmds.listConnections( shaderList, s=0, d=1, type='shadingEngine' )
     if not shadingEngines: return None
     shadingEngines = list( set( shadingEngines ) )
     targetShadingEngine = shadingEngines[0]
     
     cmds.sets( targetObjs, e=1, forceElement = targetShadingEngine )
     
     cmds.delete( shadingEngines[1:] )
     for shader in shaderList:
         shadingEngines = cmds.listConnections( shader, s=0, d=1, type='shadingEngine' )
         if not shadingEngines:
             cmds.delete( shader )
         elif not targetShadingEngine in shadingEngines:
             cmds.delete( shader, shadingEngines )
     
     Window_global.nodeInfomation = {}
     
     cmds.undoInfo( cck=1 )
コード例 #27
0
def addLocators(factory=None, group="", locators=[]):
	if not factory: factory = MayaFactory.MayaFactory()
	
	if not group and not locators:
		selection = mc.ls(sl=True)
		if len(selection) < 2:
			raise Errors.BadArgumentError("Please select some objects to turn into Massive locators, and a massive group.")
		group = selection[-1]
		locators = selection[0:-1]
		addLocators(group, locators)
	else:
		if not group or not locators:
			raise Errors.BadArgumentError("Please select some objects to turn into Massive locators, and a massive group.")
		if not isGroup(group):
			raise Errors.BadArgumentError("%s is not a massive group." % group)
		if factory.isGroupsSet(group):
			raise Errors.BadArgumentError("%s can not have locators added to it." % group)
		for locator in locators:
			try:
				mc.xform(locator, query=True, worldSpace=True, translation=True)
			except:
				raise Errors.BadArgumentError("%s can not be turned into a Massive locator.\n" +
											  "Please select items whose transformation is accessible through the 'xform' command." % locator)
			if not mc.objExists("%s.massive" % locator):
				mc.addAttr(locator, longName="massive", attributeType="long")
		mc.sets(locators, add=group)
コード例 #28
0
ファイル: isolate.py プロジェクト: arubertoson/maya-mamselect
def set_isolate_set(selected):
    set_name = get_isolate_set_name()
    # Trying to hide visible children in hierarchy to get wanted isolate
    # behavior.
    for sel in selected:
        for child in sel.iterchildren():
            if child in selected or not child.type == MFn.kTransform:
                continue
            # Only work on visible children
            if child.attr['visibility']:
                child.attr['visibility'] = False
                HIDDEN_CHILDREN.add(child)

    hilited = DagpathList(
        [dag for dag in mampy.daglist(hl=True) if dag not in selected]
    )
    if hilited:
        cmds.hilite(hilited.cmdslist(), toggle=True)
        # In case the dag object was a child of unhilited object rehilite it.
        for dag in selected:
            cmds.hilite(str(dag))

    if not set_name:
        for dag in selected:
            cmds.isolateSelect(get_active_panel(), addDagObject=str(dag))
        return

    cmds.sets(clear=set_name)
    cmds.sets(selected.cmdslist(), include=set_name)
コード例 #29
0
ファイル: maya_asset.py プロジェクト: akoon/OldPipeline
    def load_shader(self, look_file, shader_file, ref=True):
        if not os.path.isfile(look_file) and not os.path.isfile(shader_file):
            return False
        asset_ref_name = self.asset_name()
        asset_ref_name += '_Shad'
        # 用引用的方式导入材质文件,如果引用已经存在,无需导入
        if not mc.objExists(asset_ref_name + 'RN'):
            if ref:
                mc.file(shader_file, r=True, ignoreVersion=True, mergeNamespacesOnClash=False, gl=True,
                        namespace=asset_ref_name, options='v=0;p=17;f=0', typ='mayaBinary', pr=True)
            else:
                mc.file(shader_file, i=True, ignoreVersion=True, mergeNamespacesOnClash=False,
                        namespace=asset_ref_name, options='v=0;p=17;f=0', typ='mayaBinary', pr=True)
        else:
            print('Shader is loaded.')

        # 读入材质链接信息,讲材质赋给模型
        with open(look_file) as f:
            data = json.loads(f.read())
        link_list = data['shader_link']
        for k in link_list.keys():
            for s in link_list[k]:
                sg_name = '%s:%s' % (asset_ref_name, s)
                if mc.objExists(k):
                    mc.sets(k, e=1, forceElement=sg_name)
                    print("Assign shader %s to %s." % (sg_name, k))
                else:
                    asset_n = k.split('|')[0]
                    this_obj = k.replace(asset_n, self.__name)
                    if mc.objExists(this_obj):
                        mc.sets(k, e=1, forceElement=sg_name)
                        print("Assign shader %s to %s." % (sg_name, this_obj))
        print('Load shader for %s successful.' % self.name())
        return True
コード例 #30
0
def	postProcessControl	(	_control,	_function,	_controlled	):	# <<< string, string, list
	lockHideAttributes	(	_control	)

	if (cmds.objExists('anim_control_set') == False):	cmds.createNode('objectSet',name='anim_control_set',skipSelect=True)

	cmds.sets	(	_control,	addElement	=	'anim_control_set'	)
	cmds.toggle	(	localAxis				=	1	)

	if	len	(	_controlled	)	==	0:
		_control	=	cmds.rename	(	'_'	+	_function	+	'_control'	)
		_control	=	cmds.group	( 	world	=	1,	name	=	'_'	+	_function	+	'_control_offSet'	)
		cmds.move					(	0,	0,	0,	_control	+	'.rotatePivot',	_control	+	'.scalePivot'	)

		lockHideAttributes	(	_control	)

	else:
		_k				=	_controlled[0].rfind	(	'|'	)
		_control		=	_controlled[0][_k+1:]
		cmds.rename		(	_control	+	'_'	+	_function	+	'_control'	)
		_control		=	cmds.group	(	world	=	1,	name	=	_control	+	'_'	+ _function	+	'_control_offSet'	)
		cmds.move			(	0, 0, 0, _control + '.rotatePivot', _control + '.scalePivot' )

		lockHideAttributes	(	_control	)

		cmds.select		(	_controlled[0],	toggle	=	True	)
		cmds.parent		()
		cmds.xform		(	translation	=	(	0,	0,	0	),	rotation	=	(	0,	0,	0	)	)
		cmds.parent		(	world		= 	1	)
	
	cmds.pickWalk	(	direction	=	"down"	)
コード例 #31
0
ファイル: loadLooks.py プロジェクト: M2ools/outsource
def applyAssetLooks(fileName,type):
    removeItem = 'LUK'
    if type == 'LUK':
        removeItem = 'DPL'
    base = fileName.split('/')[-1].split('.')[0]
    host = '%s/WORK/'%fileName.split('/WORK/')[0]
    prefix = base.split('_')[0]
    b = base.replace(prefix,type)
    base = 'LOOKS/%s/%s.ma'%(b,b)
    references = cmds.file(q=True,r=True)
    namespaces = []
    lookNamespaces = []
    for each in references:
        if '/LOOKS/' in each:
            lookNamespaces.append(cmds.referenceQuery(each,ns=True)[1:])
        if '/MEDIA/' in each:
            continue
        try:
            cmds.referenceQuery(each,namespace=True)
        except:
            continue
        namespaces.append(cmds.referenceQuery(each,ns=True)[1:])


    lookFileName = ''
    if '/SETUP/' in fileName:
        fparts = fileName.split('/SETUP/')
        lookFileName = '%s/%s'%(fparts[0],base)

    if '/MODEL/' in fileName:
        fparts = fileName.split('/MODEL/')
        lookFileName = '%s/%s'%(fparts[0],base)

    lookFileName=lookFileName.replace('/','/')

    lookFileName = lookFileName.replace(host,'L:')
    lookFileName = lookFileName.replace('W:/', 'L:/')
    removeLookFileName = lookFileName.replace('%s_'%type,'%s_'%removeItem)
    references = cmds.file(q=True,r=True)
    lookBase = None
    if removeLookFileName in references:
        cmds.file(removeLookFileName,rr=True)
    if lookFileName not in references:
        cmds.file(lookFileName, ns=b, r=True)
        lookBase = b
    else:
        lookBase = cmds.referenceQuery(lookFileName, ns=True)[1:]
    # edits = cmds.referenceQuery(lookFileName, es=True, scs=True)
    for eachShader in cmds.ls('%s:*' % lookBase, type='shadingEngine'):
        if cmds.objExists('%s.ptAssign' % eachShader):
            objects = cmds.getAttr('%s.ptAssign' % eachShader)
            objects = objects.split('#')
            for obj in objects:
                if cmds.objExists(obj):
                    cmds.select(obj)
                    cmds.sets(e=True, fe=eachShader)
                else:
                    for r in namespaces:
                        if cmds.objExists('%s:%sShapeDeformed' % (r, obj)):
                            cmds.select('%s:%sShapeDeformed' % (r, obj))
                            cmds.sets(e=True, fe=eachShader)
                        elif cmds.objExists('%s:%sDeformed'%(r,obj)):
                            cmds.select('%s:%sDeformed' % (r, obj))
                            cmds.sets(e=True, fe=eachShader)
                        elif cmds.objExists('%s:%s'%(r,obj)):
                            cmds.select('%s:%s'%(r,obj))
                            cmds.sets(e=True, fe=eachShader)

        if cmds.objExists('%s.ptConnect' % eachShader):
            conStr = cmds.getAttr('%s.ptConnect' % eachShader)
            conPairs = conStr.split('#')
            for pairStr in conPairs:
                src, des = pairStr.split(',')
                des = '%s:%s'%(lookBase, des)
                if cmds.objExists(des):
                    if cmds.objExists(src):
                        cmds.connectAttr(src, des, f=True)
                    else:
                        for r in namespaces:
                            srcNs = '%s:%s'%(r, src)
                            if cmds.objExists(srcNs):
                                print 'Connected: %s to %s' %(srcNs, des)
                                cmds.connectAttr(srcNs, des, f=True)
コード例 #32
0
    def collect(self, instance):

        self.log.info("Looking for look associations "
                      "for %s" % instance.data['name'])

        # Discover related object sets
        self.log.info("Gathering sets..")
        sets = self.collect_sets(instance)

        # Lookup set (optimization)
        instance_lookup = set(cmds.ls(instance, long=True))

        self.log.info("Gathering set relations..")
        # Ensure iteration happen in a list so we can remove keys from the
        # dict within the loop
        for objset in list(sets):
            self.log.debug("From %s.." % objset)

            # Get all nodes of the current objectSet (shadingEngine)
            for member in cmds.ls(cmds.sets(objset, query=True), long=True):
                member_data = self.collect_member_data(member, instance_lookup)
                if not member_data:
                    continue

                # Add information of the node to the members list
                sets[objset]["members"].append(member_data)

            # Remove sets that didn't have any members assigned in the end
            # Thus the data will be limited to only what we need.
            if not sets[objset]["members"]:
                self.log.info("Removing redundant set information: "
                              "%s" % objset)
                sets.pop(objset, None)

        self.log.info("Gathering attribute changes to instance members..")
        attributes = self.collect_attributes_changed(instance)

        # Store data on the instance
        instance.data["lookData"] = {
            "attributes": attributes,
            "relationships": sets
        }

        # Collect file nodes used by shading engines (if we have any)
        files = list()
        looksets = sets.keys()
        shaderAttrs = [
            "surfaceShader", "volumeShader", "displacementShader",
            "aiSurfaceShader", "aiVolumeShader"
        ]
        materials = list()

        if looksets:
            for look in looksets:
                for at in shaderAttrs:
                    con = cmds.listConnections("{}.{}".format(look, at))
                    if con:
                        materials.extend(con)

            self.log.info("Found materials:\n{}".format(materials))

            self.log.info("Found the following sets:\n{}".format(looksets))
            # Get the entire node chain of the look sets
            # history = cmds.listHistory(looksets)
            history = list()
            for material in materials:
                history.extend(cmds.listHistory(material))
            files = cmds.ls(history, type="file", long=True)
            files.extend(cmds.ls(history, type="aiImage", long=True))

        self.log.info("Collected file nodes:\n{}".format(files))
        # Collect textures if any file nodes are found
        instance.data["resources"] = [self.collect_resource(n) for n in files]
        self.log.info("Collected resources:\n{}".format(
            instance.data["resources"]))

        # Log a warning when no relevant sets were retrieved for the look.
        if not instance.data["lookData"]["relationships"]:
            self.log.warning("No sets found for the nodes in the instance: "
                             "%s" % instance[:])

        # Ensure unique shader sets
        # Add shader sets to the instance for unify ID validation
        instance.extend(shader for shader in looksets
                        if shader not in instance_lookup)

        self.log.info("Collected look for %s" % instance)
コード例 #33
0
ファイル: tBurster2.py プロジェクト: jonntd/mayadev-1
def BG_ASM_SET():
    trs = pymel.core.ls(tr=1)

    topNodes = []
    for tr in trs:
        if tr.getParent(): continue
        children = tr.listRelatives(c=1)
        proxyExists = False
        for child in children:
            if child[0] == 'V':
                proxyExists = True
                break
        if proxyExists: topNodes.append(tr)

    targets = []

    pymel.core.makeIdentity(topNodes, apply=1, t=1, r=1, s=1, n=0, pn=1)

    for topNode in topNodes:
        children = topNode.listRelatives(c=1)
        for child in children:
            if child.find('V3') != -1:
                targets.append(topNode)
                continue
            pymel.core.delete(child)

    for target in targets:
        children = target.listRelatives(c=1, ad=1)
        for child in children:
            pymel.core.showHidden(child, a=1)

        reducedObj = sgCmds.combineMultiShapes(target)
        pymel.core.polyReduce(reducedObj,
                              ver=1,
                              trm=0,
                              p=90,
                              vct=0,
                              tct=0,
                              shp=0,
                              keepBorder=1,
                              keepMapBorder=1,
                              keepColorBorder=1,
                              keepFaceGroupBorder=1,
                              keepHardEdge=1,
                              keepCreaseEdge=1,
                              keepBorderWeight=0.5,
                              keepMapBorderWeight=0.5,
                              keepColorBorderWeight=0.5,
                              keepFaceGroupBorderWeight=0.5,
                              keepHardEdgeWeight=0.5,
                              keepCreaseEdgeWeight=0.5,
                              useVirtualSymmetry=0,
                              symmetryTolerance=0.01,
                              sx=0,
                              sy=1,
                              sz=0,
                              sw=0,
                              preserveTopology=1,
                              keepQuadsWeight=1,
                              vertexMapName="",
                              replaceOriginal=1,
                              cachingReduce=1,
                              ch=1)
        reducedObj.rename(target.shortName() + '_reduced')
        pymel.core.select(reducedObj)
        cmds.DeleteHistory()

        bb = pymel.core.exactWorldBoundingBox(target)
        bbmin = bb[:3]
        bbmax = bb[-3:]
        points = [[] for i in range(8)]
        points[0] = [bbmin[0], bbmin[1], bbmax[2]]
        points[1] = [bbmax[0], bbmin[1], bbmax[2]]
        points[2] = [bbmin[0], bbmax[1], bbmax[2]]
        points[3] = [bbmax[0], bbmax[1], bbmax[2]]
        points[4] = [bbmin[0], bbmax[1], bbmin[2]]
        points[5] = [bbmax[0], bbmax[1], bbmin[2]]
        points[6] = [bbmin[0], bbmin[1], bbmin[2]]
        points[7] = [bbmax[0], bbmin[1], bbmin[2]]

        boundingBoxObj = pymel.core.polyCube(ch=1,
                                             o=1,
                                             cuv=4,
                                             n=target.shortName() + '_gpu')[0]
        boundingBoxObjShape = boundingBoxObj.getShape()
        boundingBoxObjShape.overrideEnabled.set(1)
        boundingBoxObjShape.overrideDisplayType.set(2)

        newLambert = pymel.core.shadingNode('lambert', asShader=1)
        newLambertSG = pymel.core.sets(renderable=1,
                                       noSurfaceShader=1,
                                       empty=1,
                                       name=newLambert + 'SG')
        newLambert.outColor >> newLambertSG.surfaceShader
        newLambert.transparency.set(1, 1, 1)
        cmds.sets(boundingBoxObj.name(), e=1, forceElement=newLambertSG.name())

        for i in range(8):
            pymel.core.move(points[i][0], points[i][1], points[i][2],
                            boundingBoxObj + '.vtx[%d]' % i)

        sceneName = cmds.file(q=1, sceneName=1)
        gpuPath = os.path.dirname(sceneName)

        pymel.core.select(target)
        mel.eval(
            'displaySmoothness -divisionsU 0 -divisionsV 0 -pointsWire 4 -pointsShaded 1 -polygonObject 1;'
        )

        targetParents = cmds.listRelatives(target.name(), p=1, f=1)
        targetPos = cmds.getAttr(target + '.m')
        cmds.xform(target.name(),
                   os=1,
                   matrix=sgCmds.getListFromMatrix(OpenMaya.MMatrix()))
        abcPath = cmds.gpuCache(target.name(),
                                startTime=1,
                                endTime=1,
                                optimize=1,
                                optimizationThreshold=1000,
                                writeMaterials=0,
                                dataFormat='ogawa',
                                directory=gpuPath,
                                fileName=target.replace('|', '_'),
                                saveMultipleFiles=False)[0]
        cmds.xform(target.name(), os=1, matrix=targetPos)
        gpuObjName = target.split('|')[-1] + '_gpuOrig'
        gpuCacheNode = cmds.createNode('gpuCache')
        gpuCacheObj = cmds.listRelatives(gpuCacheNode, p=1, f=1)[0]
        gpuCacheObj = cmds.rename(gpuCacheObj, gpuObjName)
        gpuShapeName = cmds.listRelatives(gpuCacheObj, c=1, f=1)[0]
        cmds.setAttr(gpuShapeName + '.cacheFileName', abcPath, type='string')
        if targetParents:
            gpuCacheObj = cmds.parent(gpuCacheObj, targetParents[0])
        cmds.xform(gpuCacheObj, os=1, matrix=targetPos)
        gpuCacheObj = pymel.core.ls(gpuCacheObj)[0]

        src = target
        gpuShape = gpuCacheObj.getShape()
        pymel.core.parent(gpuShape, boundingBoxObj, shape=1, add=1)
        pymel.core.delete(gpuCacheObj)
        others = [reducedObj, boundingBoxObj]

        sceneName = cmds.file(q=1, sceneName=1)
        fileName = sceneName.split('/')[-1].split('.')[0]
        targetPath = '.'.join(sceneName.split('.')[:-1]) + '.mi'

        pymel.core.select(target)
        mel.eval(
            'displaySmoothness -divisionsU 3 -divisionsV 3 -pointsWire 16 -pointsShaded 4 -polygonObject 3;'
        )

        pymel.core.select(src)
        cmds.file(
            targetPath,
            options=
            'binary=1;compression=0;tabstop=8;perframe=0;padframe=0;perlayer=1;pathnames=3313323333;assembly=0;fragment=0;fragsurfmats=0;fragsurfmatsassign=0;fragincshdrs=0;fragchilddag=0;passcontrimaps=1;passusrdata=1;overrideAssemblyRootName=0;assemblyRootName=binary=1;compression=0;tabstop=8;perframe=0;padframe=0;perlayer=0;pathnames=3313333333;assembly=1;fragment=1;fragsurfmats=1;fragsurfmatsassign=1;fragincshdrs=1;fragchilddag=1;passcontrimaps=1;passusrdata=0;filter=00000011010000001101000;overrideAssemblyRootName=0;assemblyRootName=',
            typ='mentalRay',
            pr=1,
            es=1,
            force=1)
        mel.eval(
            'Mayatomr -mi  -exportFilter 721600 -active -binary -fe  -fem  -fma  -fis  -fcd  -pcm  -as  -asn "%s" -xp "3313333333" -file "%s"'
            % (fileName, targetPath))

        for other in others:
            otherShape = other.getShape()
            if otherShape.nodeType() == 'mesh':
                otherShape.miUpdateProxyBoundingBoxMode.set(3)
                otherShape.miProxyFile.set(targetPath)

        target.rename(target + '_orig')

        folderPath = os.path.dirname(cmds.file(q=1, sceneName=1))
        fileName = cmds.file(q=1, sceneName=1).split('/')[-1].split('.')[0]
        if not cmds.pluginInfo('sceneAssembly', q=1, l=1):
            cmds.loadPlugin('sceneAssembly')

        mel.eval('assemblyCreate assemblyDefinition')
        asmNode = pymel.core.ls(type='assemblyDefinition')[-1]
        asmNode.rename('ASM_' + fileName)
        reps = pymel.core.assembly(asmNode, q=1, listRepresentations=1)
        if reps:
            for rep in reps:
                pymel.core.assembly(asmNode, e=1, deleteRepresentation=rep)

        index = 0
        repNames = []
        for sel in [boundingBoxObj, reducedObj, target]:
            selShape = sel.getShape()
            repName = sel.split('_')[-1]
            repNames.append(repName)
            if selShape:
                if selShape.nodeType() == 'gpuCache':
                    pymel.core.assembly(asmNode,
                                        edit=True,
                                        createRepresentation='Cache',
                                        input=selShape.cacheFileName.get(),
                                        repName=repName)
                    asmNode.attr('representations')[index].repLabel.set(
                        repName)
                    index += 1
                    continue
            pymel.core.select(sel)
            filePath = folderPath + '/ASMOBJ_' + sel.shortName() + '.mb'
            cmds.file(filePath,
                      force=1,
                      options="v=0;",
                      typ="mayaBinary",
                      pr=1,
                      es=1)
            pymel.core.assembly(asmNode,
                                edit=True,
                                createRepresentation='Scene',
                                input=filePath,
                                repName=repName)
            asmNode.attr('representations')[index].repLabel.set(repName)
            index += 1

        scenePath = cmds.file(q=1, sceneName=1)
        folderName = os.path.dirname(scenePath)
        fileName = scenePath.split('/')[-1].split('.')[0]
        exportPath = folderName + '/ASM_' + fileName + '.mb'

        pymel.core.select(asmNode)
        cmds.file(exportPath,
                  force=1,
                  options="v=0;",
                  typ="mayaBinary",
                  pr=1,
                  es=1)
コード例 #34
0
 def get_member(node):
     return set(cmds.ls(cmds.sets(node, query=True), type="transform"))
コード例 #35
0
def _apply_crease_edges(look, relationship, nodes):
    namespace = look["namespace"][1:]

    crease_sets = lib.apply_crease_edges(relationship, namespace, nodes=nodes)
    cmds.sets(crease_sets, forceElement=look["objectName"])
コード例 #36
0
ファイル: minitree.py プロジェクト: bug-ugly/polytree
import maya.cmds as cmds
import pymel.core as pm
import os
import math
import random
import functools

treeTrunkShader = cmds.shadingNode('lambert', asShader=True)
cmds.setAttr(treeTrunkShader + '.color', 0.4, 0.3, 0.3, type='double3')
treeTrunkShaderSG = cmds.sets(renderable=1, noSurfaceShader=1, empty=1, name='treeTrunkShaderSG');
cmds.connectAttr(treeTrunkShader + '.outColor', treeTrunkShaderSG + '.surfaceShader', f=1)

foliageShader = cmds.shadingNode('lambert', asShader=True)
cmds.setAttr(foliageShader + '.color', 0.30, 0.7, 0.40, type='double3')
foliageShaderSG = cmds.sets(renderable=True, noSurfaceShader=True, empty=True, name='foliageShaderSG');
cmds.connectAttr(foliageShader + '.outColor', foliageShaderSG + '.surfaceShader', force=True)


class Minitree():

    def __init__(self):
        self.create_ui('miniTree', self.apply_call_back, self.save_preset, self.load_preset)

    def create_ui(self, pWindowTitle, pApplyCallBack, pSavePreset, pLoadPreset):
        windowID = 'miniTree'
        if cmds.window(windowID, exists=True):
            cmds.deleteUI(windowID)

        cmds.window(windowID, title=pWindowTitle, sizeable=False, resizeToFitChildren=True, w = 100)

        cmds.rowColumnLayout(numberOfColumns=1)
コード例 #37
0
ファイル: loadLooks.py プロジェクト: M2ools/outsource
def loadLooks(type='DPL', refNode=None):
    # print 'Cleaning Looks'
    sharedR = cmds.ls('sharedReferenceNode*')
    if cmds.objExists('setupTimeRange'):
        cmds.delete('setupTimeRange')
    if '/LIGHTING/' in cmds.file(q=True, sn=True):
        try:
            cmds.editRenderLayerGlobals(currentRenderLayer='defaultRenderLayer')
        except:
            print 'Failed updating shaders'
            return
    if sharedR:
        cmds.delete(sharedR)

    # --- if refNode is not passed, just take all references in the scene
    refs = []
    if not refNode:
        refs = cmds.file(q=True,r=True)
    else:
        refs = [cmds.referenceQuery(refNode, f=True)]

    # --- filter out invalid references...
    filteredRefs = []
    for each in refs:
        if '/LOOKS/' in each:
            if '{' in each:
                try:
                    cmds.file(each,rr=True)
                except Exception as e:
                    print e
            '''
            else:
                #cmds.file(each,rr=True)
                try:
                    rfn = cmds.referenceQuery(each,rfn=True)
                    cmds.file(ur=rfn)
                    cmds.referenceEdit(rfn,r=True)
                    cmds.file(lr=rfn)

                except Exception as e:
                    print e
            '''
            continue

        # skip sound references
        if '.wav' in each:
            continue

        # skip references without use of namespace
        try:
            cmds.referenceQuery(each, namespace=True)
        except Exception as e:
            print each
            print e
            continue

        filteredRefs.append(each)

    # print 'Cleaned Looks'

    # --- looping each filter reference paths...
    for each in filteredRefs:
        shadingSets = []
        isCrowd = False
        nameSpace = cmds.referenceQuery(each,namespace=True)[1:]

        # --- reference looks, collect shading sets...
        # crowd case
        if '__CROWD.abc' in each:
            print 'Applying looks to crowd: %s' %each
            lookName = each.replace('.abc', '.ma')
            lookBase = lookName.split('/')[-1].split('.')[0]
            if lookName not in cmds.file(q=True,r=True):
                lookName = cmds.file(lookName, ns=lookBase, sharedReferenceFile=False, r=True)
            lookBase = cmds.referenceQuery(lookName, namespace=True)[1:]
            shadingSets = cmds.ls('%s:*' % lookBase, type='shadingEngine')
            isCrowd = True

        # normal case
        elif '/SETUP/STP_' in each or '/PASSIVE/PAS_' in each or '/GEO/GEO_' in each or '/RENDER/PAS_' in each:
            # if this is a passive asset, look for setup path in memeName attribute on Geo_Grp
            if '/PASSIVE/PAS_' in each or '/RENDER/PAS_' in each:
                if cmds.objExists('%s:Geo_Grp.memeName'%nameSpace):
                    each = cmds.getAttr('%s:Geo_Grp.memeName'%nameSpace)
                else:
                    continue
            lookName = None
            lookBase = None
            if '/SETUP/STP_' in each:
                lookName = each.replace('.mb', '.ma')
                lookName = lookName.replace('/SETUP/', '/LOOKS/')
                lookBase = lookName.split('/')[-1].split('.')[0].replace('STP_', '%s_' %type)
                lookParts = lookName.split('/STP_')[0]
                lookName = '%s/%s/%s.ma' % (lookParts, lookBase, lookBase)
            elif '/GEO/GEO_' in each:
                lookName = each.replace('/GEO/', '/LOOKS/')
                lookBase = lookName.split('/')[-1].split('.')[0].replace('GEO_', '%s_' %type)
                lookParts = lookName.split('/GEO_')[0]
                lookName = '%s/%s/%s.ma' % (lookParts, lookBase, lookBase)

            if lookName:
                if not os.path.exists(lookName):
                    print 'Look path does not exists: %s' %lookName
                    continue
            # --- figure out if adding new reference is needed
            addNewRef = True
            # if already have the reference 
            if lookName in cmds.file(q=True,r=True):
                lookBase = cmds.referenceQuery(lookName, ns=True)[1:]
                shadingSets = cmds.ls('%s:*' % lookBase, type='shadingEngine')
                sgWithMemeConnect = [s for s in shadingSets if cmds.objExists('%s.memeConnect' %s) or cmds.objExists('%s.ptConnect' %s)]
                # if none of the SGs has ptConnect/memeConnect, reuse the look
                if not sgWithMemeConnect: 
                    addNewRef = False
            if not lookName:
                addNewRef = False

            # need to add new reference for the look
            if addNewRef:
                referedPath = cmds.file(lookName, ns=lookBase,sharedReferenceFile=False, r=True)
                lookBase = cmds.referenceQuery(referedPath, ns=True)[1:]

            # list all shading engines within the namespace
            shadingSets = cmds.ls('%s:*' % lookBase, type='shadingEngine')

            # also list RedshiftMeshParameters
            if type == 'LUK':
                shadingSets.extend(cmds.ls('%s:*'%lookBase, type='RedshiftMeshParameters'))
            
            # assign lambert1 to all of geoGrp first
            geoGrpChildren = cmds.listRelatives('%s:Geo_Grp' %nameSpace, ad=True, type='transform', f=True)
            if shadingSets and geoGrpChildren:
                geos = []
                for tr in geoGrpChildren:
                    shapes = cmds.listRelatives(tr, shapes=True, type='mesh', f=True, ni=True)
                    if not shapes:
                        continue
                    shp = shapes[0]
                    geos.append(shp)
                    # get rid of connections to reference node placeHolderList (failed connectAttr edits)
                    refConnections = cmds.listConnections(shp, d=True, s=False, p=True, c=True, type='reference')
                    if refConnections:
                        for s, d in zip(refConnections[0::2], refConnections[1::2]):
                            if '.placeHolderList' in d:
                                try:
                                    cmds.disconnectAttr(s, d)
                                except Exception, e:
                                    print e
                                    print 'Cannot disconnect %s from placeHolderList' %shp
                    
                cmds.sets(geos, e=True, fe='initialShadingGroup', nw=True)

        # ---------------------------------------------------------------------------------
        # looping each shadingSets
        for eachShader in shadingSets:
            setType = cmds.nodeType(eachShader)
            # assign/add to sets
            asignAttr = None
            if cmds.objExists('%s.memeAssign' % eachShader):
                asignAttr = '%s.memeAssign' % eachShader
            elif cmds.objExists('%s.ptAssign' % eachShader):
                asignAttr = '%s.ptAssign' % eachShader
            if asignAttr:
                objects = cmds.getAttr(asignAttr)
                for obj in objects.split('#'):
                    extingObj = None
                    if cmds.objExists('%s:%s' % (nameSpace, obj)):
                        extingObj = '%s:%s' % (nameSpace, obj)
                    elif cmds.objExists('%s:%sDeformed' % (nameSpace, obj)):
                        extingObj = '%s:%sDeformed' % (nameSpace, obj)
                    elif '.f[' in obj:
                        splits = obj.split('.')
                        objName = '%s:%sDeformed.%s' %(nameSpace, splits[0], splits[1])
                        if cmds.objExists(objName):
                            extingObj = objName
                    elif cmds.objExists('%s:%sShapeDeformed' % (nameSpace, obj)):
                        extingObj = '%s:%sShapeDeformed' % (nameSpace, obj)

                    objToAssign = None
                    fSplit = ''
                    if extingObj:
                        if not isCrowd:
                            # split .f
                            if '.f[' in extingObj:
                                objSplits = extingObj.split('.f[')
                                extingObj = objSplits[0]
                                fSplit = objSplits[1]

                            objTyp = cmds.nodeType(extingObj)
                            if objTyp == 'transform':
                                # get the shape
                                shapes = cmds.listRelatives(extingObj, s=True, ni=True, pa=True, type='mesh')
                                if shapes:
                                    objToAssign = shapes[0]
                                else:
                                    objToAssign = extingObj
                            elif objTyp == 'mesh':
                                # get the transform first
                                trs = cmds.listRelatives(extingObj, p=True)
                                if trs:
                                    # then get the most available shape
                                    shapes = cmds.listRelatives(trs[0], s=True, ni=True, pa=True, type='mesh')
                                    if shapes:
                                        objToAssign = shapes[0]
                        else: # if it's a crowd asset just take the name from strings
                            objToAssign = extingObj

                        if objToAssign:
                            if fSplit:
                                objToAssign = '%s.f[%s' %(objToAssign, fSplit)
                            if setType == 'shadingEngine':
                                try:
                                    # print 'assigning %s with %s' %(objToAssign, eachShader)
                                    cmds.sets(objToAssign, e=True, fe=eachShader, nw=True)
                                except Exception as e:
                                    pass
                                    # print e

                            elif setType == 'RedshiftMeshParameters':
                                try:
                                    # print 'RS %s with %s' %(objToAssign, eachShader)
                                    cmds.sets(objToAssign, e=True, add=eachShader, nw=True)
                                except Exception as e:
                                    pass
                                    # print e

            # connect rig to shaders
            conAttr = None
            if cmds.objExists('%s.memeConnect' % eachShader):
                conAttr = '%s.memeConnect' % eachShader
            elif cmds.objExists('%s.ptConnect' % eachShader):
                conAttr = '%s.ptConnect' % eachShader
            if conAttr:
                conStr = cmds.getAttr(conAttr)
                conPairs = conStr.split('#')
                for pairStr in conPairs:
                    src, des = pairStr.split(',')
                    src = '%s:%s' % (nameSpace, src)
                    des = '%s:%s' % (lookBase, des)
                    
                    if cmds.objExists(src) and cmds.objExists(des) and not cmds.isConnected(src, des):
                        #print 'Connected: %s to %s' % (src, des)
                        try:
                            cmds.connectAttr(src, des, f=True)
                        except Exception as e:
                            pass
コード例 #38
0
     xforms.append(cmds.listRelatives(mesh, p=1)[0])
 # make a new renderLayer if it doesn't already exist.
 layers = cmds.ls(type='renderLayer')
 if layerName in layers:
     cmds.editRenderLayerGlobals(crl=layerName)
     if layerName != 'defaultRenderLayer':
         cmds.editRenderLayerMembers(layerName, xforms)
         modLayers.append(layerName)
 else:
     cmds.createRenderLayer(xforms, mc=1, name=layerName)
     cmds.setAttr(layerName + '.renderable', 0)
     importLayers.append(layerName)
 # assign material to objects if material isn't default.
 if shadingGroup.split(':')[-1] != 'initialShadingGroup':
     cmds.select(meshes, r=1)
     cmds.sets(e=1, forceElement=shadingGroup)
 if int(doOverrides) == 1:
     for mesh in meshes:
         if cmds.getAttr(sourceGeo + '.castsShadows') != cmds.getAttr(
                 mesh + '.castsShadows'):
             cmds.setAttr(mesh + '.castsShadows',
                          cmds.getAttr(sourceGeo + '.castsShadows'))
         if cmds.getAttr(sourceGeo + '.receiveShadows') != cmds.getAttr(
                 mesh + '.receiveShadows'):
             cmds.setAttr(mesh + '.receiveShadows',
                          cmds.getAttr(sourceGeo + '.receiveShadows'))
         if cmds.getAttr(sourceGeo + '.primaryVisibility'
                         ) != cmds.getAttr(mesh + '.primaryVisibility'):
             cmds.setAttr(
                 mesh + '.primaryVisibility',
                 cmds.getAttr(sourceGeo + '.primaryVisibility'))
コード例 #39
0
    def refresh(self):
        model_containers = list()

        host = api.registered_host()
        for container in host.ls():
            if container["loader"] == "ModelLoader":
                model_containers.append(container)

        self.clear()
        self.beginResetModel()

        for container in model_containers:

            subset_id = io.ObjectId(container["subsetId"])
            version_id = io.ObjectId(container["versionId"])
            version = io.find_one({"_id": version_id})
            latest = io.find_one({
                "type": "version",
                "parent": subset_id
            },
                                 sort=[("name", -1)],
                                 projection={"name": True})
            latest_repr = io.find_one({
                "type": "representation",
                "parent": latest["_id"],
                "name": "mayaBinary"
            })

            # Is latest version loaded ?
            is_latest = latest["name"] == version["name"]

            versions = io.find({
                "type": "version",
                "parent": subset_id
            },
                               sort=[("name", -1)])
            for version in versions:
                repr = io.find_one({
                    "type": "representation",
                    "parent": version["_id"],
                    "name": "mayaBinary"
                })

                protected = repr["data"].get("modelProtected")
                if protected is not None:
                    # Get protected list from previous version if not found
                    break
            protected = protected or set()

            namespace = container["namespace"]
            subset_group = container["subsetGroup"]
            subset_item = models.Item()
            subset_item.update({
                "subsetId":
                subset_id,
                "representation":
                latest_repr,
                "namespace":
                namespace,
                "node":
                subset_group,
                "name":
                subset_group.rsplit("|", 1)[-1][len(namespace):],
                "isLatest":
                is_latest,
            })

            members = cmds.sets(container["objectName"], query=True)
            for node in cmds.ls(members,
                                type="transform",
                                referencedNodes=True,
                                long=True):
                meshes = cmds.listRelatives(node,
                                            shapes=True,
                                            noIntermediate=True,
                                            type="mesh")
                if not meshes:
                    continue

                id = utils.get_id(node)
                is_locked = id in protected

                node_item = models.Item()
                node_item.update({
                    "node":
                    node,
                    "name":
                    node.rsplit("|", 1)[-1][len(namespace):],
                    "avalonId":
                    id,
                    "isLocked":
                    is_locked,
                    "isLatest":
                    is_latest,
                    "setLocked":
                    None,
                })

                subset_item.add_child(node_item)

            self.add_child(subset_item)

        self.endResetModel()
コード例 #40
0
ファイル: loadLooks.py プロジェクト: M2ools/outsource
                    
                    if cmds.objExists(src) and cmds.objExists(des) and not cmds.isConnected(src, des):
                        #print 'Connected: %s to %s' % (src, des)
                        try:
                            cmds.connectAttr(src, des, f=True)
                        except Exception as e:
                            pass
                            # print e

    # remove unused looks
    toRem = []
    for ref in [r for r in cmds.file(q=True, r=True) if '/LOOKS/' in r]:
        ns = cmds.referenceQuery(ref, ns=True)[1:]
        sgs = cmds.ls('%s:*' %ns, type='shadingEngine')
        for sg in sgs:
            if cmds.sets(sg, q=True):
                break
        else:
            toRem.append(ref)
    for ref in toRem:
        try:
            cmds.file(ref, rr=True)
        except Exception as e:
            print e


    print "Shader update sucessful"


def applyAssetLooks(fileName,type):
    removeItem = 'LUK'
コード例 #41
0
    def generateConnectedTestScene(self,
                                   shadingNodeAttributes,
                                   ignoreColorSpaceFileRules=False):
        """
        Generate test scene containing a UsdPreviewSurface with bindings to other shading nodes
        exports correctly.
        :type shadingNodeAttributes: List[Tuple[str, Any]]
        :type ignoreColorSpaceFileRules: bool
        """
        maya_file = os.path.join(self.temp_dir,
                                 "UsdExportConnectedUsdPreviewSurfaceTest.ma")
        cmds.file(force=True, new=True)
        mesh = "ConnectedMaterialSphere"
        cmds.polySphere(name=mesh,
                        subdivisionsX=20,
                        subdivisionsY=20,
                        radius=1)
        cmds.group(mesh, name="Geom")
        cmds.group("Geom", name="UsdPreviewSurfaceExportTest")
        shading_node = "usdPreviewSurface_Connected"
        cmds.shadingNode("usdPreviewSurface", name=shading_node, asShader=True)

        for attr in shadingNodeAttributes:
            if isinstance(attr[1], Gf.Vec3f):
                cmds.setAttr(
                    "%s.%s" % (shading_node, attr[0]),
                    attr[1][0],
                    attr[1][1],
                    attr[1][2],
                )
            else:
                cmds.setAttr("%s.%s" % (shading_node, attr[0]), attr[1])

        texture_dir = os.path.join(self.input_dir,
                                   "UsdExportUsdPreviewSurfaceTest")
        cmds.defaultNavigation(createNew=True,
                               destination="%s.diffuseColor" % shading_node)
        file_node = cmds.shadingNode("file",
                                     asTexture=True,
                                     name="Brazilian_Rosewood_Texture")
        cmds.setAttr(file_node + ".ignoreColorSpaceFileRules",
                     ignoreColorSpaceFileRules)

        cmds.setAttr(
            file_node + ".fileTextureName",
            os.path.join(texture_dir, "Brazilian_rosewood_pxr128.png"),
            type="string",
        )
        cmds.connectAttr("%s.outColor" % file_node,
                         "%s.diffuseColor" % shading_node,
                         force=True)

        # This file node should have stayed "sRGB":
        if not ignoreColorSpaceFileRules:
            self.assertEqual(cmds.getAttr(file_node + ".colorSpace"), "sRGB")

        cmds.defaultNavigation(createNew=True,
                               destination="%s.roughness" % shading_node)
        file_node = cmds.shadingNode("file",
                                     asTexture=True,
                                     name="Brazilian_Rosewood_Bump_Texture")
        cmds.setAttr(file_node + ".ignoreColorSpaceFileRules",
                     ignoreColorSpaceFileRules)

        cmds.setAttr(
            file_node + ".fileTextureName",
            os.path.join(texture_dir, "Brazilian_rosewood_pxr128_bmp.png"),
            type="string",
        )
        cmds.connectAttr("%s.outColorR" % file_node,
                         "%s.roughness" % shading_node,
                         force=True)

        # The monochrome file node should have been set to "Raw" automatically:
        if not ignoreColorSpaceFileRules:
            self.assertEqual(cmds.getAttr(file_node + ".colorSpace"), "Raw")

        cmds.defaultNavigation(createNew=True,
                               destination="%s.clearcoatRoughness" %
                               shading_node)
        cmds.connectAttr(
            "%s.outColorR" % file_node,
            "%s.clearcoatRoughness" % shading_node,
            force=True,
        )

        cmds.defaultNavigation(createNew=True,
                               destination="%s.normal" % shading_node)
        file_node = cmds.shadingNode("file",
                                     asTexture=True,
                                     name="Brazilian_Rosewood_Normal_Texture")
        cmds.setAttr(
            file_node + ".fileTextureName",
            os.path.join(texture_dir, "Brazilian_rosewood_pxr128_n.png"),
            type="string",
        )
        cmds.connectAttr("%s.outColor" % file_node,
                         "%s.normal" % shading_node,
                         force=True)

        # The file node should have been set to "NormalMap" automatically:
        self.assertEqual(cmds.getAttr(file_node + ".colorSpace"), "Raw")
        self.assertEqual(cmds.getAttr(file_node + ".colorGainR"), 2)
        self.assertEqual(cmds.getAttr(file_node + ".colorGainG"), 2)
        self.assertEqual(cmds.getAttr(file_node + ".colorGainB"), 2)
        self.assertEqual(cmds.getAttr(file_node + ".colorOffsetR"), -1)
        self.assertEqual(cmds.getAttr(file_node + ".colorOffsetG"), -1)
        self.assertEqual(cmds.getAttr(file_node + ".colorOffsetB"), -1)
        self.assertEqual(cmds.getAttr(file_node + ".alphaGain"), 1)
        self.assertEqual(cmds.getAttr(file_node + ".alphaOffset"), 0)

        shading_engine = "%sSG" % shading_node
        cmds.sets(renderable=True,
                  noSurfaceShader=True,
                  empty=True,
                  name=shading_engine)
        cmds.connectAttr(
            "%s.outColor" % shading_node,
            "%s.surfaceShader" % shading_engine,
            force=True,
        )
        cmds.sets(mesh, edit=True, forceElement=shading_engine)

        cmds.file(rename=maya_file)
        cmds.file(save=True, type="mayaAscii")
        self.assertTrue(os.path.exists(maya_file))

        return maya_file
コード例 #42
0
    def testIsolateSelect(self):
        cmds.file(force=True, new=True)
        mayaUtils.loadPlugin("mayaUsdPlugin")
        panel = mayaUtils.activeModelPanel()
        usdaFile = testUtils.getTestScene("setsCmd", "5prims.usda")
        proxyDagPath, sphereStage = mayaUtils.createProxyFromFile(usdaFile)
        usdCube = proxyDagPath + ",/Cube1"
        usdCylinder = proxyDagPath + ",/Cylinder1"
        usdCapsule = proxyDagPath + ",/Capsule1"
        usdCone = proxyDagPath + ",/Cone1"
        usdXform = proxyDagPath + ",/Xform1"

        cmds.move(-4, -24, 0, "persp")
        cmds.rotate(90, 0, 0, "persp")

        globalSelection = ufe.GlobalSelection.get()
        globalSelection.clear()
        self.assertSnapshotClose('unselected.png')

        # Turn on isolate select for cube
        cmds.select(usdCube)
        cmds.isolateSelect(panel, state=1)
        self.assertSnapshotClose('cube.png')

        # Replace isolate select cube with cylinder
        cmds.select(usdCylinder)
        cmds.isolateSelect(panel, loadSelected=True)
        self.assertSnapshotClose('cylinder.png')

        # Add capsule to isolate select
        cmds.select(usdCapsule)
        cmds.isolateSelect(panel, addSelected=True)
        self.assertSnapshotClose('cylinderAndCapsule.png')

        # Remove capsule from isolate select
        cmds.isolateSelect(panel, removeSelected=True)
        self.assertSnapshotClose('cylinderAfterCapsuleRemove.png')

        # Undo, Redo
        cmds.undo()  # Undo remove capsule from isolate select
        self.assertSnapshotClose('undoCapsuleRemove.png')
        cmds.redo()  # Redo remove capsule from isolate select
        self.assertSnapshotClose('redoCapsuleRemove.png')
        cmds.undo()  # Undo remove capsule from isolate select
        cmds.undo()  # Undo add capsule to isolate select
        self.assertSnapshotClose('undoCapsuleAdd.png')

        # Turn off isolate select
        cmds.isolateSelect(panel, state=0)
        self.assertSnapshotClose('isolateSelectOff.png')

        # Create an isolate select set, then add something directly to it
        cmds.isolateSelect(panel, state=1)
        isolateSelectSet = "modelPanel4ViewSelectedSet"
        cmds.sets(usdCube, add=isolateSelectSet)
        cmds.isolateSelect(panel, update=True)
        self.assertSnapshotClose('capsuleAndCube.png')

        # The flags addDagObject and removeDagObject don't
        # work with USD items.

        # Add the cone to the isolate select
        # different from addSelected because it filters out components
        cmds.select(usdCone)
        cmds.isolateSelect(panel, addSelectedObjects=True)
        self.assertSnapshotClose('capsuleAndCubeAndCone.png')

        # Translate Xform1 and reparent Cube1 under Xform1
        cmds.select(usdXform)
        cmds.move(0, 0, 1, relative=True)
        cmds.select(clear=True)
        cmds.parent(usdCube, usdXform, relative=True)
        cmds.isolateSelect(panel, update=True)
        usdCube = usdXform + "/Cube1"
        self.assertSnapshotClose('reparentedCube.png')

        # Reparent Cube1 back
        cmds.parent(usdCube, proxyDagPath, relative=True)
        cmds.isolateSelect(panel, update=True)
        usdCube = proxyDagPath + ",/Cube1"
        self.assertSnapshotClose('reparentedCubeBack.png')

        #reparent the proxy shape
        locatorShape = cmds.createNode("locator")
        locator = "|" + cmds.listRelatives(locatorShape, parent=True)[0]
        cmds.move(0, 0, 5, locator)
        cmds.parent("|stage", locator, relative=True)
        usdCube = locator + usdCube
        self.assertSnapshotClose('reparentedProxyShape.png')

        cmds.undo()  #undo reparent so that _createPrim works
        usdCube = proxyDagPath + ",/Cube1"

        #Auto load new objects
        usdXformItem = self._stringToUfeItem(usdXform)
        usdXformCone = self._createPrim(usdXformItem, 'Cone', '/Xform1/Cone1')
        cmds.select(usdXformCone)
        cmds.move(-8.725, 0, 2)
        self.assertSnapshotClose('autoLoadNewObjects.png')

        #Auto load selected objects
        cmds.editor(panel, edit=True, unlockMainConnection=True)
        self.assertSnapshotClose('autoLoadSelected_xformCone.png')
        cmds.select(usdCube)
        self.assertSnapshotClose('autoLoadSelected_cube.png')
        cmds.select("|stage")
        self.assertSnapshotClose('autoLoadSelected_stage.png')
        cmds.select(usdCone)
        cmds.select(usdCapsule, add=True)
        cmds.select(usdCylinder, add=True)
        self.assertSnapshotClose('autoLoadSelected_coneCapsuleCyliner.png')
        cmds.editor(panel, edit=True, unlockMainConnection=False)
コード例 #43
0
    def update(self, container, representation):

        import os
        from maya import cmds

        node = container["objectName"]

        path = api.get_representation_path(representation)

        # Get reference node from container members
        members = cmds.sets(node, query=True, nodesOnly=True)
        reference_node = self._get_reference_node(members)

        file_type = {
            "ma": "mayaAscii",
            "mb": "mayaBinary",
            "abc": "Alembic"
        }.get(representation["name"])

        assert file_type, "Unsupported representation: %s" % representation

        assert os.path.exists(path), "%s does not exist." % path

        try:
            content = cmds.file(path,
                                loadReference=reference_node,
                                type=file_type,
                                returnNewNodes=True)
        except RuntimeError as exc:
            # When changing a reference to a file that has load errors the
            # command will raise an error even if the file is still loaded
            # correctly (e.g. when raising errors on Arnold attributes)
            # When the file is loaded and has content, we consider it's fine.
            if not cmds.referenceQuery(reference_node, isLoaded=True):
                raise

            content = cmds.referenceQuery(reference_node,
                                          nodes=True,
                                          dagPath=True)
            if not content:
                raise

            self.log.warning("Ignoring file read error:\n%s", exc)

        # Fix PLN-40 for older containers created with Avalon that had the
        # `.verticesOnlySet` set to True.
        if cmds.getAttr("{}.verticesOnlySet".format(node)):
            self.log.info("Setting %s.verticesOnlySet to False", node)
            cmds.setAttr("{}.verticesOnlySet".format(node), False)

        # Add new nodes of the reference to the container
        cmds.sets(content, forceElement=node)

        # Remove any placeHolderList attribute entries from the set that
        # are remaining from nodes being removed from the referenced file.
        members = cmds.sets(node, query=True)
        invalid = [x for x in members if ".placeHolderList" in x]
        if invalid:
            cmds.sets(invalid, remove=node)

        # Update metadata
        cmds.setAttr("{}.representation".format(node),
                     str(representation["_id"]),
                     type="string")
コード例 #44
0
    def createMesh(self, meshPath):
        self.readDatas(meshPath)
        polygon_counts = []
        polygon_connects = []
        uv_counts = []
        uvs_ids = []
        normal_connects = []
        if self.faces:
            offset = 0
            while offset < len(self.faces):
                _type = self.faces[offset]
                isTriangle = not self.isBitSet(_type, 0)
                hasMaterial = self.isBitSet(_type, 1)
                hasFaceVertexUv = self.isBitSet(_type, 3)
                hasFaceNormal = self.isBitSet(_type, 4)
                hasFaceVertexNormal = self.isBitSet(_type, 5)
                hasFaceColor = self.isBitSet(_type, 6)
                hasFaceVertexColor = self.isBitSet(_type, 7)
                offset += 1
                if isTriangle:
                    polygon_counts.append(3)
                    polygon_connects.extend([
                        self.faces[offset], self.faces[offset + 1],
                        self.faces[offset + 2]
                    ])
                    offset += 3

                    if hasMaterial:
                        offset += 1

                    if self.uvs:
                        if hasFaceVertexUv:
                            uv_counts.append(3)
                            for _uv in range(len(self.uvs)):
                                try:
                                    uvs_ids[_uv]
                                except:
                                    uvs_ids.append([])
                                for i in range(3):
                                    uvs_ids[_uv].append(self.faces[offset])
                                    offset += 1
                    if hasFaceNormal:
                        offset += 1

                    if hasFaceVertexNormal:
                        normal_connects.extend([
                            self.faces[offset], self.faces[offset + 1],
                            self.faces[offset + 2]
                        ])
                        offset += 3

                    if hasFaceColor:
                        offset += 1

                    if hasFaceVertexColor:
                        for i in range(3):
                            offset += 1

        if self.vertices and polygon_counts and polygon_connects:
            # new MFnMesh class
            m = nm.MFnMesh()

            # set some datas for MFnMesh
            m.create(self.vertices, polygon_counts, polygon_connects)

            # add material (default material)
            cmds.sets(m.name(), e=True, forceElement="initialShadingGroup")

            # set UV for Mesh
            if self.uvs:
                for e in range(len(self.uvs)):
                    # create uvset names
                    uv_name = "map%d" % (e + 1)
                    if uv_name not in m.getUVSetNames():
                        m.createUVSet(uv_name)
                    m.setUVs(self.uvs[e]['u'], self.uvs[e]['v'], uv_name)
                    m.assignUVs(uv_counts, uvs_ids[e], uv_name)
            # set Normal for Mesh
            if self.normals:
                _faceIds = []  # polygon/face id list
                _normals = []  # polygon/face each vertex normal
                for faceId in range(m.numPolygons):
                    for fvid in range(3):
                        _faceIds.append(faceId)
                        vid = faceId * 3 + fvid
                        norm = self.normals[normal_connects[vid]]  # get normal
                        _normals.append(norm)
                m.setFaceVertexNormals(_normals, _faceIds, polygon_connects)
コード例 #45
0
	def _createSets(self):
		"""
		Function used to put the alembic caches into the right sets for use witht ehlayout tool deved in house at LSky
		The lists were built from the base ENV scenes pre the cleanup. If new buildings are added to the sets they should be added to the lists
		below
		"""

		## Now check for the sets

		## Sets for MIDDLE HARBOUR
		if self.envPulldown.currentText() == 'ENV_MIDDLEHARBOUR_STATIC':
			animBuildList = ['BBB_CanoeBoatHouse_BLD', 'AI_Jetty_Dock_BLD_hrc', 'BBB_BowserBoatHouse_Dock_BLD_hrc','BBB_DockyardPier_Dock_BLD_hrc','BBB_Jetty_Dock_BLD_hrc','BBB_MainStorage_Dock_BLD_hrc','BBB_Office_Dock_BLD_hrc','BBB_TheMarina_Dock_BLD_hrc','BBB_DryDockInterior_BLD_hrc','BBB_Int_TerrysStorageshed_BLD_hrc','BBB_ZipBoatHouse_BLD_hrc', 'BBB_ZipBoathouseInterior_BLD_hrc','BBB_SydneyBoatHouse_BLD_hrc', 'BBB_SydneyBoathouseInterior_BLD_hrc']
			setList = {
					   "BBBEastPointLND"    : ["BBB_Silo_BLD_hrc", "BBB_StorageShed02_BLD_hrc", "BBB_TerrysBoatHouse_BLD_hrc", "BBB_TerrysStorageShed_BLD_hrc", "BBB_DockyardPier_BLD_hrc", "BBB_EastPoint_LND_hrc"],
					   "BBBMidPointLND"     : ["BBB_Storage001_BLD_hrc", "BBB_Storage002_BLD_hrc", "BBB_StorageShed_BLD_hrc", "BBB_TheMarina_BLD_hrc", "BBB_Gen011_BLD_hrc", "BBB_Jetty_BLD_hrc", "BBB_MainStorage_BLD_hrc", "BBB_Office_BLD_hrc", "BBB_PirateShip_BLD_hrc", "BBB_MidPoint_LND_hrc", "BBB_DryDockMainBuilding_BLD_hrc", "BBB_DryDockInterior_BLD_hrc"],
					   "BBBWestPointLND"    : ["BBB_BowserBoatHouse_BLD_hrc", "BBB_Gen002_BLD_hrc", "BBB_Gen008_BLD_hrc", "BBB_Gen009_BLD_hrc", "BBB_Gen010_BLD_hrc", "BBB_Gen007_BLD_hrc", "BBB_Gen003_BLD_hrc", "BBB_Gen004_BLD_hrc", "BBB_Gen001_BLD_hrc", "BBB_Gen005_BLD_hrc", "BBB_Gen006_BLD_hrc", "BBB_WestPoint_LND_hrc", "BBB_ZipBoatHouse_BLD_hrc", "BBB_SydneyBoatHouse_BLD_hrc"],
					   "TWRLND"             : ["TWR_LND_hrc"],
					   }
		## Sets for MIDDLE HARBOUR EAST
		if self.envPulldown.currentText() == 'ENV_MIDDLEHARBOUR_EAST_STATIC':
			animBuildList = []
			setList = {
					   "AILND"              : ["AI_LightHouse_BLD_hrc", "AI_LND_hrc", "AI_Jetty_BLD_hrc"],
					   "FWBSandbarLND"      : ["FWB_Rock001_LND_hrc", "FWB_Rock002_LND_hrc", "FWB_Rock003_LND_hrc", "FWB_Rock004_LND_hrc", "FWB_Rock005_LND_hrc", "FWB_Rock006_LND_hrc", "FWB_Rock007_LND_hrc", "FWB_Rock008_LND_hrc", "FWB_BeachHouse_LND_hrc", "FWB_Sandbar_LND_hrc", "FWB_Fingers_LND_hrc", ],
					   "HCEastLND"          : ["HC_ExtraBlockingRock_LND_hrc", "HC_East_LND_hrc", "HC_Island010_E_LND_hrc", "HC_Island010_F_LND_hrc", "HC_Waterfall001_LND_hrc", "HC_Bridge001_A_LND_hrc", "HC_Bridge001_B_LND_hrc", "HC_Bridge001_C_LND_hrc", "HC_Cave001_LND_hrc", "HC_Island006_A_LND_hrc", "HC_Island006_B_LND_hrc", "HC_Island007_LND_hrc", "HC_Island010_A_LND_hrc", "HC_Island010_B_LND_hrc", "HC_Island010_C_LND_hrc", "HC_Island010_D_LND_hrc"],
					   "HCNorthLND"         : ["HC_North_LND_hrc", "HC_Entrance002_LND_hrc", "HC_Island001_A_LND_hrc", "HC_Island001_B_LND_hrc", "HC_Island001_C_LND_hrc", "HC_Island001_D_LND_hrc", "HC_Island001_E_LND_hrc", "HC_Island001_F_LND_hrc", "HC_Island001_G_LND_hrc", "HC_Island001_H_LND_hrc", "HC_Island001_I_LND_hrc", "HC_Island001_J_LND_hrc", "HC_Island002_A_LND_hrc", "HC_Island002_B_LND_hrc", "HC_Island003_A_LND_hrc", "HC_Island003_B_LND_hrc", "HC_Island004_LND_hrc"],
					   "HCSouthLND"         : ["HC_South_LND_hrc"],
					   "HCWestLND"          : ["HC_Entrance001_LND_hrc", "HC_West_LND_hrc", "HC_ShipWreck_BLD_hrc", "HC_Island008_LND_hrc", "HC_Island009_LND_hrc"],
					   }

		## Sets for WEST HARBOUR
		elif self.envPulldown.currentText() == 'ENV_WESTHARBOUR_STATIC':
			animBuildList = ['BB_PP_JettyDock_01_BLD', 'BB_PP_JettyDock_02_BLD', 'DingleIsland_JettyDock_BLD', 'LittleTown_Dock001_BLD', 'LittleTown_Dock002_BLD', 'MulliganTown_JettyDock_01_BLD', 'MulliganTown_JettyDock_02_BLD', 'BB_OF_Lease_BLD']
			setList = {
					   'AdmiralBridgeLND'       : ["AdmiralBridge_LND_hrc"],
					   'BBOysterFarmLND'        : ["BB_OysterFarm_LND_hrc", "BB_OF_Hut005_BLD_hrc", "BB_OF_Lease_BLD_hrc", "BB_OF_Hut004_BLD_hrc", "BB_OF_Hut003_BLD_hrc", "BB_OF_Hut002_BLD_hrc", "BB_OF_Hut001_BLD_hrc"],
					   'BBPointPeriwinkleLND'   : ["BB_PointPeriwinkle_LND_hrc", "BB_PP_Jetty_BLD_hrc", "BB_PP_Huts_BLD_hrc", "BB_PP_JettyDock_01_BLD_hrc", "BB_PP_JettyDock_02_BLD_hrc"],
					   'DingleIslandLND'        : ["DingleIsland_JettyDock_BLD_hrc", "DingleIsland_LND_hrc"],
					   'LittleTownLND'          : ["LittleTown_EastBuilding_BLD_hrc", "LittleTown_MidBuilding_BLD_hrc", "LittleTown_MidGenBuilding_BLD_hrc", "LittleTown_WestBuilding_BLD_hrc", "LittleTown_East_LND_hrc", "LittleTown_Mid_LND_hrc", "LittleTown_West_LND_hrc"],
					   'MuliganTownLND'         : ["MulliganTown_JettyBuilding_BLD_hrc", "MulliganTown_EastBuilding_BLD_hrc", "MulliganTown_WestBuilding_BLD_hrc", "MulliganTown_EastGenBuilding_BLD_hrc", "MulliganTown_WestGenBuilding_BLD_hrc", "MulliganTown_SateliteHouse_BLD_hrc", "MulliganTown_JettyDock_01_BLD_hrc", "MulliganTown_JettyDock_02_BLD_hrc", "MulliganTown_East_LND_hrc", "MulliganTown_West_LND_hrc"]
					   }

		## Sets for BIG TOWN
		elif self.envPulldown.currentText() == 'ENV_BIGTOWN_STATIC':
			animBuildList = ['BigPort_Shipyard_Dock_BLD']
			setList = {
					   'BigNorthPortLND'        : ["BigNorthPort_LND_hrc", "BigNorthPort_Building_BLD_hrc"],
					   'BigPortLND'             : ["BigPort_LND_hrc", "BigPort_Shipyard_BLD_hrc"],
					   'BigTown01LND'           : ["BigTown_01_LND_hrc", "BigTown_01_Building_BLD_hrc"],
					   'BigTown02LND'           : ["BigTown_02_LND_hrc", "BigTown_02_Building_BLD_hrc"],
					   'BigTownLND'             : ["BigTown_LND_hrc", "BigTown_Building_BLD_hrc"],
					   }

		## Sets for THEHEADS
		elif self.envPulldown.currentText() == 'ENV_THEHEADS_STATIC':
			animBuildList = []
			setList = {
					   'THIrisleLND'        : ['TH_IrisIsle_LND_hrc'],
					   'THMangoShore01LND'  : ["TH_MangoShore01_LND_hrc", "TH_MangoShore02_LND_hrc"],
					   'THRainbowShoreLND'  : ["TH_RainbowCliffs_LND_hrc", "TH_RainbowShore01_LND_hrc", "TH_RainbowShore02_LND_hrc"]
					   }
		cmds.select(clear = True)
		for setName, itemList in setList.items():
			if not cmds.objExists(setName):
				cmds.sets(n = setName)

			for eachHRC in itemList:
				if eachHRC not in animBuildList:
					try:
						cmds.sets(eachHRC, e = True, forceElement = setName)
						print 'Successfully added %s to %s' % (eachHRC, setName)
					except ValueError:
						print 'Failed to add %s' % eachHRC
コード例 #46
0
def transferMocap(scale=1):

    src, tgt = mc.ls(sl=True)[:2]
    if ":" in src: ns_src = src.split(":")[0] + ":"
    else: ns_src = ""
    if ":" in tgt: ns_tgt = tgt.split(":")[0] + ":"
    else: ns_tgt = ""

    grp = mc.createNode("transform")
    src = mc.parent(src, grp)[0]
    mc.setAttr(grp + ".s", scale, scale, scale)

    for n in mc.listRelatives(ns_src + "Reference", pa=True, ad=True):
        mc.setAttr(n + ".r", 0, 0, 0)
    mc.setAttr(ns_src + "Reference.tx", 0)
    mc.setAttr(ns_src + "Reference.tz", 0)

    grp2 = mc.createNode("transform")
    mc.delete(mc.pointConstraint(ns_src + "LeftFoot", grp2))
    mc.parent(grp, grp2)
    mc.setAttr(
        grp2 + ".ty",
        mc.xform(ns_tgt + "ankle_lf_ik_control", q=True, ws=True, rp=True)[1])

    l = []
    l.append(
        mc.parentConstraint(ns_src + "Hips", ns_tgt + "cog_control",
                            mo=True)[0])
    l.append(
        mc.orientConstraint(ns_src + "Spine",
                            ns_tgt + "waist_control",
                            mo=False)[0])
    l.append(
        mc.orientConstraint(ns_src + "Spine1",
                            ns_tgt + "chest_control",
                            mo=False)[0])
    l.append(
        mc.orientConstraint(ns_src + "Neck", ns_tgt + "neck_control",
                            mo=False)[0])
    l.append(
        mc.orientConstraint(ns_src + "Head", ns_tgt + "head_control",
                            mo=False)[0])

    mc.setAttr(ns_tgt + "arm_rt_pv_control.space", 0)
    mc.setAttr(ns_tgt + "arm_lf_pv_control.space", 0)
    l.append(
        mc.parentConstraint(ns_src + "RightLeg",
                            ns_tgt + "leg_rt_pv_control_grp",
                            mo=True)[0])
    l.append(
        mc.pointConstraint(ns_src + "RightFoot",
                           ns_tgt + "ankle_rt_ik_control")[0])
    l.append(
        mc.orientConstraint(ns_src + "RightFoot",
                            ns_tgt + "ankle_rt_ik_control",
                            mo=True)[0])

    l.append(
        mc.orientConstraint(ns_src + "RightShoulder",
                            ns_tgt + "shoulder_rt_ik_control",
                            mo=True)[0])
    l.append(
        mc.pointConstraint(ns_src + "RightForeArm",
                           ns_tgt + "arm_rt_pv_control")[0])
    mc.delete(
        mc.pointConstraint(ns_src + "RightHand",
                           ns_tgt + "wrist_rt_ik_control"))
    mc.setAttr(ns_tgt + "wrist_rt_ik_control.ty", 0)
    mc.setAttr(ns_tgt + "wrist_rt_ik_control.tz", 0)
    l.append(
        mc.parentConstraint(ns_src + "RightHand",
                            ns_tgt + "wrist_rt_ik_control",
                            mo=True)[0])

    l.append(
        mc.parentConstraint(ns_src + "LeftLeg",
                            ns_tgt + "leg_lf_pv_control_grp",
                            mo=True)[0])
    l.append(
        mc.pointConstraint(ns_src + "LeftFoot",
                           ns_tgt + "ankle_lf_ik_control")[0])
    l.append(
        mc.orientConstraint(ns_src + "LeftFoot",
                            ns_tgt + "ankle_lf_ik_control",
                            mo=True)[0])

    l.append(
        mc.orientConstraint(ns_src + "LeftShoulder",
                            ns_tgt + "shoulder_lf_ik_control",
                            mo=True)[0])
    l.append(
        mc.pointConstraint(ns_src + "LeftForeArm",
                           ns_tgt + "arm_lf_pv_control")[0])
    mc.delete(
        mc.pointConstraint(ns_src + "LeftHand",
                           ns_tgt + "wrist_lf_ik_control"))
    mc.setAttr(ns_tgt + "wrist_lf_ik_control.ty", 0)
    mc.setAttr(ns_tgt + "wrist_lf_ik_control.tz", 0)
    l.append(
        mc.parentConstraint(ns_src + "LeftHand",
                            ns_tgt + "wrist_lf_ik_control",
                            mo=True)[0])

    sf = mc.playbackOptions(q=True, min=True)
    ef = mc.playbackOptions(q=True, max=True)
    mc.bakeResults(mc.sets(ns_tgt + "ik_controls_set", q=True),
                   t=(sf, ef),
                   sm=True)
    mc.delete(grp2)
コード例 #47
0
import maya.cmds as cmds
コード例 #48
0
def Colour_The_Balls():
# Create Shaders
	aColourList = [
    	[0 ,[ 0.39 , 0.86 , 1.0 ]],
    	[1 ,[ 0.26 , 1.0 , 0.64 ]],
    	[2 ,[ 1.0 , 0.69 , 0.69 ]],
    	[3 ,[ 0.19 , 0.63 , 0.63 ]],
    	[4 ,[ 0.89 , 0.67 , 0.47 ]],
    	[5 ,[ 0.41 , 0.63 , 0.19 ]],
    	[6 ,[ 0 , 0.6 , 0.33 ]],
    	[7 ,[ 1.0 , 0 , 0 ]],
    	[8 ,[ 0 , 1.0 , 0 ]],
    	[9 ,[ 0 , 0 , 0 ]],   ]


	for colour in aColourList:
    	oMaterial = 'PivotColour_%s' % colour[0]

    	oShader = oMaterial+'_SDR'
    	if not cmds.objExists(oMaterial):
        	cmds.shadingNode('lambert', n = oMaterial, asShader = 1, )
        	cmds.sets(oMaterial, renderable = True, noSurfaceShader = True, empty = True, name = oShader)
        	cmds.connectAttr(oMaterial+'.outColor', oShader+'.surfaceShader', f = True)

        	cmds.setAttr( "%s.color"%oMaterial, type = 'double3', *colour[1])
        	cmds.setAttr( "%s.incandescence"%oMaterial, type = 'double3', *colour[1])
        	cmds.setAttr( "%s.ambientColor"%oMaterial, type = 'double3', *colour[1])


	# Change the color of the Spheres.

	for i in range(0,len(GetExistingPivots())):
    	sBall = 'PivotSphere_%s_Pivot' % i # Object Name
    	print sBall
    	cmds.sets( sBall, fe = 'PivotColour_%s_SDR' % i,  e = True)


### Copy files in Python
from shutil import copyfile

copyfile(src, dst)

### Bake Animation ###
import maya.mel as mel
def SpeedUpBake_1_Store(sName):
	# store a temporary panel configuration.
	layout = cmds.panelConfiguration(l=sName, sc=0)
	evalStr = 'updatePanelLayoutFromCurrent "'+name+'"'
	mel.eval(evalStr)

	# switch to fast "hidden" layout
	evalStr = 'setNamedPanelLayout "Single Perspective View"'
	mel.eval(evalStr)
	perspPane = cmds.getPanel(vis=1)
	cmds.scriptedPanel('graphEditor1',e=1,rp=perspPane[0])
	return sName

def SpeedUpBake_2_Restore(sName):
	# restore the layout returned from makeHiddenLayout.
	evalStr = 'setNamedPanelLayout "'+sName+'"'
	mel.eval(evalStr)
	# now delete the old layout.
	killMe = cmds.getPanel(cwl=sName)
	cmds.deleteUI(killMe,pc=1)

SpeedUpBake_1_Store('tempLayout')

try:
	print 'do something'

	cmds.bakeResults(aFirst, t = (aRange[0],aRange[1]), simulation = True )
finally:
	SpeedUpBake_2_Restore('tempLayout')

#ScriptJob example (ScriptJob : script must fishish executing completely in order for maya to respond.)
def CB(callback):
	trans = set(cmds.ls(sl = True, type = 'transform'))
	if trans:
		cb = cmds.channelBox('mainChannelBox', q = True, sma = True) or []
		if cb:
			callback([a+'.' +b for a in trans for b in cb])
		else:
			objs = set(cmds.ls(sl = True)) - trans
			if objs:
				cmds.select(list(objs))
				def temp():
					res = [a+'.'+b for a in objs for b in cmds.channelBox('mainChannelBox', q = True, sma = True)or[]]
					cmds.select(list(trans))
					callback(res)
				cmds.scriptJob(e = ('idle', temp), ro = True)

def main():
	def p(val):
		print val
	CB(p)
	print 'test'
コード例 #49
0
    def process(self, containers):
        from maya import cmds
        from reveries.maya import lib, pipeline
        from avalon.tools import sceneinventory

        cached_document = dict()

        def get_document(id):
            if id in cached_document:
                doc = cached_document[id]
            else:
                doc = io.find_one({"_id": io.ObjectId(id)})
                cached_document[id] = doc
            return doc

        for container in containers:
            namespace = container["namespace"]
            filter = {"id": "pyblish.avalon.container", "namespace": namespace}
            if len(lib.lsAttrs(filter)) == 1:
                # Namespace is unique
                continue

            # Create new namespace
            asset = get_document(container["assetId"])
            asset_name = asset["name"]

            subset = get_document(container["subsetId"])
            if subset["schema"] == "avalon-core:subset-3.0":
                family = subset["data"]["families"][0]
            else:
                version = get_document(container["versionId"])
                family = version["data"]["families"][0]
            family_name = family.split(".")[-1]

            new_namespace = pipeline.unique_root_namespace(
                asset_name=asset_name,
                family_name=family_name,
            )

            CON = container["objectName"]
            members = cmds.ls(cmds.sets(CON, query=True, nodesOnly=True),
                              long=True)
            reference_node = lib.get_highest_reference_node(members)

            if reference_node:
                filename = cmds.referenceQuery(reference_node, filename=True)
                cmds.file(filename, edit=True, namespace=new_namespace)
            else:
                cmds.namespace(add=new_namespace)

            for node in members:
                if not cmds.objExists(node):
                    continue
                if cmds.referenceQuery(node, isNodeReferenced=True):
                    continue
                if cmds.lockNode(node, query=True)[0]:
                    continue

                new = "|".join(
                    p.replace(namespace[1:], new_namespace[1:], 1)
                    for p in node.split("|"))
                if node != new:
                    cmds.rename(node, new)

            cmds.setAttr(CON + ".namespace", new_namespace, type="string")
            container["namespace"] = new_namespace

        sceneinventory.app.window.refresh()
コード例 #50
0
def get_scene_materials():
    for shading_engine in cmds.ls(type='shadingEngine'):
        if cmds.sets(shading_engine, q=True):
            for material in cmds.ls(cmds.listConnections(shading_engine),
                                    materials=True):
                yield material, shading_engine
コード例 #51
0
#scripts from dragon rig makin' at Buck

#create quick select set for selected controls

import maya.cmds as cmds

sel = cmds.ls(sl=True)

cmds.sets(text="gCharacterSet", name="headControls")

for obj in sel:
    cmds.sets("headControls", e=True, add=obj)


#apply a series of blend shapes to a series of objects

import maya.cmds as cmds

sel = cmds.ls(sl=True)

for x in range(0, len(sel)):
    num = (x%10)+1
    thisTarget = "lf_stripWaveDriver%02d_geo"%num

    BS = cmds.blendShape(thisTarget, sel[x], origin="local")
    cmds.blendShape(BS, e=True, w=[(0,1)])


#to create bend deformers on each of the driving cards and orient them correctly

import maya.cmds as cmds
コード例 #52
0
    def rebuild(self):
        """
        Rebuild the set from the stored setData.
        """
        # ==========
        # - Checks -
        # ==========

        # Set Name
        if not self._data['name']:
            raise Exception('SetData has not been initialized!')

        # Member Items
        memberList = self._data['membership'] or []
        for obj in memberList:
            if not cmds.objExists(obj):
                print('Set member item "' + obj +
                      '" does not exist! Unable to add to set...')
                memberList.remove(obj)

        # Flatten Membership List
        memberList = cmds.ls(memberList, fl=True) or []

        # Mode
        if not mode in self.mode:
            raise Exception('Invalid set membership mode "' + mode +
                            '"! Use "add" or "replace"!')

        # ===============
        # - Rebuild Set -
        # ===============

        # Start timer
        timer = cmds.timerX()

        # Create Set
        setName = self._data['name']

        # Delete Set (REPLACE only)
        if cmds.objExists(setName) and mode == 'replace': cmds.delete(setName)

        # Create Set
        if not cmds.objExists(setName): setName = cmds.sets(n=setName)

        # Add Members
        if memberList:
            if forceMembership:
                for obj in memberList:
                    try:
                        cmds.sets(obj, e=True, fe=setName)
                    except Exception, e:
                        print('Error adding item "' + obj + '" to set "' +
                              setName + '"! Skipping')
                        print(str(e))
            else:
                for obj in memberList:
                    try:
                        cmds.sets(obj, e=True, add=setName)
                    except Exception, e:
                        print('Error adding item "' + obj + '" to set "' +
                              setName + '"! Skipping')
                        print(str(e))
コード例 #53
0
ファイル: setdress.py プロジェクト: simonebarbieri/pype
def update_scene(set_container, containers, current_data, new_data, new_file):
    """Updates the hierarchy, assets and their matrix

    Updates the following withing the scene:
        * Setdress hierarchy alembic
        * Matrix
        * Parenting
        * Representations

    It removes any assets which are not present in the new build data

    Args:
        set_container (dict): the setdress container of the scene
        containers (list): the list of containers under the setdress container
        current_data (dict): the current build data of the setdress
        new_data (dict): the new build data of the setdres

    Returns:
        processed_containers (list): all new and updated containers

    """

    from pype.hosts.maya.lib import DEFAULT_MATRIX, get_container_transforms

    set_namespace = set_container['namespace']

    # Update the setdress hierarchy alembic
    set_root = get_container_transforms(set_container, root=True)
    set_hierarchy_root = cmds.listRelatives(set_root, fullPath=True)[0]
    set_hierarchy_reference = cmds.referenceQuery(set_hierarchy_root,
                                                  referenceNode=True)
    new_alembic = new_file.replace(".json", ".abc")
    assert os.path.exists(new_alembic), "%s does not exist." % new_alembic
    with unlocked(cmds.listRelatives(set_root, ad=True, fullPath=True)):
        cmds.file(new_alembic,
                  loadReference=set_hierarchy_reference,
                  type="Alembic")

    identity = DEFAULT_MATRIX[:]

    processed_namespaces = set()
    processed_containers = list()

    new_lookup = _instances_by_namespace(new_data)
    old_lookup = _instances_by_namespace(current_data)
    for container in containers:
        container_ns = container['namespace']

        # Consider it processed here, even it it fails we want to store that
        # the namespace was already available.
        processed_namespaces.add(container_ns)
        processed_containers.append(container['objectName'])

        if container_ns in new_lookup:
            root = get_container_transforms(container, root=True)
            if not root:
                log.error("Can't find root for %s", container['objectName'])
                continue

            old_instance = old_lookup.get(container_ns, {})
            new_instance = new_lookup[container_ns]

            # Update the matrix
            # check matrix against old_data matrix to find local overrides
            current_matrix = cmds.xform(root,
                                        query=True,
                                        matrix=True,
                                        objectSpace=True)

            original_matrix = old_instance.get("matrix", identity)
            has_matrix_override = not matrix_equals(current_matrix,
                                                    original_matrix)

            if has_matrix_override:
                log.warning("Matrix override preserved on %s", container_ns)
            else:
                new_matrix = new_instance.get("matrix", identity)
                cmds.xform(root, matrix=new_matrix, objectSpace=True)

            # Update the parenting
            if old_instance.get("parent", None) != new_instance["parent"]:

                parent = to_namespace(new_instance['parent'], set_namespace)
                if not cmds.objExists(parent):
                    log.error("Can't find parent %s", parent)
                    continue

                # Set the new parent
                cmds.lockNode(root, lock=False)
                root = cmds.parent(root, parent, relative=True)
                cmds.lockNode(root, lock=True)

            # Update the representation
            representation_current = container['representation']
            representation_old = old_instance['representation']
            representation_new = new_instance['representation']
            has_representation_override = (representation_current !=
                                           representation_old)

            if representation_new != representation_current:

                if has_representation_override:
                    log.warning("Your scene had local representation "
                                "overrides within the set. New "
                                "representations not loaded for %s.",
                                container_ns)
                    continue

                # We check it against the current 'loader' in the scene instead
                # of the original data of the package that was loaded because
                # an Artist might have made scene local overrides
                if new_instance['loader'] != container['loader']:
                    log.warning("Loader is switched - local edits will be "
                                "lost. Removing: %s",
                                container_ns)

                    # Remove this from the "has been processed" list so it's
                    # considered as new element and added afterwards.
                    processed_containers.pop()
                    processed_namespaces.remove(container_ns)
                    api.remove(container)
                    continue

                # Check whether the conversion can be done by the Loader.
                # They *must* use the same asset, subset and Loader for
                # `api.update` to make sense.
                old = io.find_one({
                    "_id": io.ObjectId(representation_current)
                })
                new = io.find_one({
                    "_id": io.ObjectId(representation_new)
                })
                is_valid = compare_representations(old=old, new=new)
                if not is_valid:
                    log.error("Skipping: %s. See log for details.",
                              container_ns)
                    continue

                new_version = new["context"]["version"]
                api.update(container, version=new_version)

        else:
            # Remove this container because it's not in the new data
            log.warning("Removing content: %s", container_ns)
            api.remove(container)

    # Add new assets
    all_loaders = api.discover(api.Loader)
    for representation_id, instances in new_data.items():

        # Find the compatible loaders
        loaders = api.loaders_from_representation(all_loaders,
                                                  representation_id)
        for instance in instances:

            # Already processed in update functionality
            if instance['namespace'] in processed_namespaces:
                continue

            container = _add(instance=instance,
                             representation_id=representation_id,
                             loaders=loaders,
                             namespace=set_container['namespace'],
                             root=set_root)

            # Add to the setdress container
            cmds.sets(container,
                      addElement=set_container['objectName'])

            processed_containers.append(container)

    return processed_containers
コード例 #54
0
    def update(self, container, representation):

        namespace = container["namespace"]
        container_node = container["objectName"]
        path = api.get_representation_path(representation)

        # Get all node data
        fname, ext = os.path.splitext(path)
        settings_fname = "{}.fursettings".format(fname)
        with open(settings_fname, "r") as fp:
            settings = json.load(fp)

        # Collect scene information of asset
        set_members = cmds.sets(container["objectName"], query=True)
        container_root = lib.get_container_transforms(container,
                                                      members=set_members,
                                                      root=True)
        scene_nodes = cmds.ls(set_members, type="pgYetiMaya", long=True)

        # Build lookup with cbId as keys
        scene_lookup = defaultdict(list)
        for node in scene_nodes:
            cb_id = lib.get_id(node)
            scene_lookup[cb_id].append(node)

        # Re-assemble metadata with cbId as keys
        meta_data_lookup = {n["cbId"]: n for n in settings["nodes"]}

        # Compare look ups and get the nodes which ar not relevant any more
        to_delete_lookup = {
            cb_id
            for cb_id in scene_lookup.keys() if cb_id not in meta_data_lookup
        }
        if to_delete_lookup:

            # Get nodes and remove entry from lookup
            to_remove = []
            for _id in to_delete_lookup:
                # Get all related nodes
                shapes = scene_lookup[_id]
                # Get the parents of all shapes under the ID
                transforms = cmds.listRelatives(
                    shapes, parent=True, fullPath=True) or []
                to_remove.extend(shapes + transforms)

                # Remove id from look uop
                scene_lookup.pop(_id, None)

            cmds.delete(to_remove)

        for cb_id, data in meta_data_lookup.items():

            # Update cache file name
            file_name = data["name"].replace(":", "_")
            cache_file_path = "{}.%04d.fur".format(file_name)
            data["attrs"]["cacheFileName"] = os.path.join(
                path, cache_file_path)

            if cb_id not in scene_lookup:

                self.log.info("Creating new nodes ..")

                new_nodes = self.create_nodes(namespace, [data])
                cmds.sets(new_nodes, addElement=container_node)
                cmds.parent(new_nodes, container_root)

            else:
                # Update the matching nodes
                scene_nodes = scene_lookup[cb_id]
                lookup_result = meta_data_lookup[cb_id]["name"]

                # Remove namespace if any (e.g.: "character_01_:head_YNShape")
                node_name = lookup_result.rsplit(":", 1)[-1]

                for scene_node in scene_nodes:

                    # Get transform node, this makes renaming easier
                    transforms = cmds.listRelatives(
                        scene_node, parent=True, fullPath=True) or []
                    assert len(transforms) == 1, "This is a bug!"

                    # Get scene node's namespace and rename the transform node
                    lead = scene_node.rsplit(":", 1)[0]
                    namespace = ":{}".format(lead.rsplit("|")[-1])

                    new_shape_name = "{}:{}".format(namespace, node_name)
                    new_trans_name = new_shape_name.rsplit("Shape", 1)[0]

                    transform_node = transforms[0]
                    cmds.rename(transform_node,
                                new_trans_name,
                                ignoreShape=False)

                    # Get the newly named shape node
                    yeti_nodes = cmds.listRelatives(new_trans_name,
                                                    children=True)
                    yeti_node = yeti_nodes[0]

                    for attr, value in data["attrs"].items():
                        lib.set_attribute(attr, value, yeti_node)

        cmds.setAttr("{}.representation".format(container_node),
                     str(representation["_id"]),
                     typ="string")
コード例 #55
0
    def skirt_connect(self):
        cmds.disconnectAttr('L_skirt_total_CTL.translateX',
                            'L_leg_CTL.translateX')
        cmds.disconnectAttr('L_skirt_total_CTL.translateZ',
                            'L_leg_CTL.translateZ')

        top_loc_list = cmds.listRelatives('top_loc_GRP', c=1)
        mid_loc_list = cmds.listRelatives('mid_loc_GRP', c=1)

        top_loc_y = cmds.xform('top_01_loc', q=1, rp=1,
                               ws=1)[1]  # top loc의 Y축값만 쿼리
        top_loc_y = normalize_float(top_loc_y)  # 소수점정리

        mid_loc_y = cmds.xform('mid_01_loc', q=1, rp=1,
                               ws=1)[1]  # mid loc의 Y축값만 쿼리
        mid_loc_y = normalize_float(mid_loc_y)

        low_loc_y = cmds.xform('low_01_loc', q=1, rp=1,
                               ws=1)[1]  # low loc의 Y축값만 쿼리
        low_loc_y = normalize_float(low_loc_y)

        # use_num = change_number() #사용자 지정 컨트롤러 갯수
        # num = (use_num-3) / 2 #허벅지 ~ 무릎, 무릎 ~ 발목 파트를 2개로 나눈다 (지정한 컨트롤러갯수 - 고정된컨트롤러(top,mid,low) / 2(윗다리,아랫다리)
        # top_con_num = (top_loc_y - mid_loc_y) / (num + 1)# 허벅지에서 무릎
        # # top Y축과 mid Y축 사이 (허벅지~무릎)에 컨트롤러갯수(num)+1 을 해주어야 등분갯수가 나온다(컨트롤러를 일정한간격으로 배치하기위함)
        # low_con_num = (mid_loc_y - low_loc_y) / (num + 1)# 무릎에서 발목

        up_use_num = change_number('up_segments')
        top_con_num = (top_loc_y - mid_loc_y) / (up_use_num + 1)  # 허벅지에서 무릎

        down_use_num = change_number('down_segments')
        low_con_num = (mid_loc_y - low_loc_y) / (down_use_num + 1)  # 무릎에서 발목

        top_leg_y_list = []
        for count in range(up_use_num):
            con_count = count + 1
            top_leg_y = con_count * top_con_num
            top_con_po = top_loc_y - top_leg_y

            top_leg_y_list.append(top_con_po)
        #print top_leg_y_list

        low_leg_y_list = []
        for count in range(down_use_num +
                           1):  # 무릎 ~ 발목 은 맨아래컨트롤러가 하나 더 생성되어야 하기때문에 +1 해준다
            con_count = count + 1
            low_leg_y = con_count * low_con_num
            low_con_po = mid_loc_y - low_leg_y

            low_leg_y_list.append(low_con_po)
        #print low_leg_y_list

    # ------------------------------- top_loc_GRP 에서 트랜스 X,Z를 쿼리 (허벅지 - 무릎)
        top_loc_x_list = []
        top_loc_z_list = []

        for top_loc_po in top_loc_list:

            po = cmds.xform(top_loc_po, q=1, rp=1, ws=1)

            top_loc_x_list.append(po[0])  #x축의 값
            top_loc_z_list.append(po[2])  #z축의 값

        top_loc_x_list = [normalize_float(num)
                          for num in top_loc_x_list]  #소수점 자리 정리
        top_loc_z_list = [normalize_float(num) for num in top_loc_z_list]

        # ------------------------------- mid_loc_GRP 에서 트랜스 X,Z를 쿼리 (무릎 - 발목)
        mid_loc_x_list = []
        mid_loc_z_list = []

        for mid_loc_po in mid_loc_list:

            po = cmds.xform(mid_loc_po, q=1, rp=1, ws=1)

            mid_loc_x_list.append(po[0])  #x축의 값
            mid_loc_z_list.append(po[2])  #z축의 값

        mid_loc_x_list = [normalize_float(num)
                          for num in mid_loc_x_list]  #소수점 자리 정리
        mid_loc_z_list = [normalize_float(num) for num in mid_loc_z_list]

        con_name_list = [
            u'skirt_F_M', u'skirt_L_A', u'skirt_L_B', u'skirt_L_D',
            u'skirt_L_F', u'skirt_L_G', u'skirt_B_M', u'skirt_R_G',
            u'skirt_R_F', u'skirt_R_D', u'skirt_R_B', u'skirt_R_A'
        ]
        # 컨트롤러 프리픽스네임 리스트
        top_FK_last_list = []
        top_IK_last_JNT_list = []

        # 허벅지 - 무릎 / FK컨트롤러 생성
        for loc_x, loc_z, con_name in zip(top_loc_x_list, top_loc_z_list,
                                          con_name_list):  # x축과 z축은 한줄씩 고정값임

            for i, top_loc_y in enumerate(top_leg_y_list):  # y축은 치마 길이에따라 변화됨
                top_FK_con = cmds.duplicate('FK_con',
                                            n=con_name + '_FK_%02d_CTL' %
                                            (i + 2))
                cmds.move(loc_x, top_loc_y, loc_z, top_FK_con)

                fix_rotate = rotate_xform(
                    con_name +
                    '_FK_01_CTL')  # 만들어질 컨트롤러의 기준 로테이션은 FK_01 컨트롤러에서 추출
                cmds.xform(top_FK_con, ws=1, ro=fix_rotate)

                offGRP_command_CTL(top_FK_con)
                cmds.parent(con_name + '_FK_%02d_CTL_offGRP' % (i + 2),
                            con_name + '_FK_%02d_CTL' %
                            (i + 1))  # FK컨트롤러 하이라키 정리
            top_FK_last_list.append(top_FK_con[0])
            # top fk컨트롤러의 마지막 컨트롤러를 리스트화시킨다(쿼리해서 point_loc가 그 밑에 하이라키로 들어갈수있게하기 위함)

        # 허벅지 - 무릎 / IK컨트롤러 생성
        for loc_x, loc_z, con_name in zip(top_loc_x_list, top_loc_z_list,
                                          con_name_list):  # x축과 z축은 한줄씩 고정값임

            for i, top_loc_y in enumerate(top_leg_y_list):  # y축은 치마 길이에따라 변화됨
                top_IK_con = cmds.duplicate('IK_con',
                                            n=con_name + '_IK_%02d_CTL' %
                                            (i + 2))
                cmds.move(loc_x, top_loc_y, loc_z, top_IK_con)

                fix_rotate = rotate_xform(
                    con_name +
                    '_FK_01_CTL')  # 만들어질 컨트롤러의 기준 로테이션은 FK_01 컨트롤러에서 추출
                cmds.xform(top_IK_con, ws=1, ro=fix_rotate)

                offGRP_command(top_IK_con)
                cmds.parent(con_name + '_IK_%02d_CTL_offGRP' % (i + 2),
                            con_name + '_FK_%02d_CTL' %
                            (i + 2))  # IK컨트롤러 하이라키 정리
                cmds.parent(con_name + '_IK_%02d_skinJNT' % (i + 2), con_name +
                            '_IK_%02d_skinJNT' % (i + 1))  # IK스킨조인트 하이라키 정리

                cmds.connectAttr(
                    'down_skirt_RIG_setup_CTL.ikVis',
                    con_name + '_IK_%02d_CTL_offGRP' % (i + 2) + '.visibility')
                # IK_vis 연결

            top_IK_last_JNT = con_name + '_IK_%02d_skinJNT' % (
                i + 2)  # 허벅지 - 무릎의 마지막조인트, down_IK조인트와 하이라키로 이어주기위해 쿼리
            top_IK_last_JNT_list.append(top_IK_last_JNT)

        point_loc_list = []
        for loc_x, loc_z, con_name in zip(mid_loc_x_list, mid_loc_z_list,
                                          con_name_list):

            # 무릎 - 발목 / FK컨트롤러 생성
            for i, low_loc_y in enumerate(low_leg_y_list):
                low_FK_con = cmds.duplicate('FK_con',
                                            n='down_' + con_name +
                                            '_FK_%02d_CTL' % (i + 2))
                cmds.move(loc_x, low_loc_y, loc_z, low_FK_con)

                fix_rotate = rotate_xform(
                    'down_' + con_name +
                    '_FK_01_CTL')  # 만들어질 컨트롤러의 기준 로테이션은 FK_01 컨트롤러에서 추출
                cmds.xform(low_FK_con, ws=1, ro=fix_rotate)

                offGRP_command_CTL(low_FK_con)
                cmds.parent('down_' + con_name + '_FK_%02d_CTL_offGRP' %
                            (i + 2), 'down_' + con_name + '_FK_%02d_CTL' %
                            (i + 1))  # down FK컨트롤러 하이라키 정리

            # 무릎 - 발목 / IK컨트롤러 생성
            for i, low_loc_y in enumerate(low_leg_y_list):
                low_IK_con = cmds.duplicate('IK_con',
                                            n='down_' + con_name +
                                            '_IK_%02d_CTL' % (i + 2))
                cmds.move(loc_x, low_loc_y, loc_z, low_IK_con)

                fix_rotate = rotate_xform(
                    'down_' + con_name +
                    '_FK_01_CTL')  # 만들어질 컨트롤러의 기준 로테이션은 FK_01 컨트롤러에서 추출
                cmds.xform(low_IK_con, ws=1, ro=fix_rotate)

                offGRP_command(low_IK_con)
                cmds.parent('down_' + con_name + '_IK_%02d_CTL_offGRP' %
                            (i + 2), 'down_' + con_name + '_FK_%02d_CTL' %
                            (i + 2))  # down IK컨트롤러 하이라키 정리
                cmds.parent('down_' + con_name + '_IK_%02d_skinJNT' % (i + 2),
                            'down_' + con_name + '_IK_%02d_skinJNT' %
                            (i + 1))  # down IK스킨조인트 하이라키 정리

                cmds.connectAttr(
                    'down_skirt_RIG_setup_CTL.ikVis', 'down_' + con_name +
                    '_IK_%02d_CTL_offGRP' % (i + 2) + '.visibility')
                # IK_vis 연결

        # 허벅지 - 무릎의 마지막 조인트와, 무릎 - 발목의 첫 조인트를 하이라키로 연결
        for top_IK_last_JNT, con_name in zip(top_IK_last_JNT_list,
                                             con_name_list):

            cmds.parent('down_' + con_name + '_IK_01_skinJNT', top_IK_last_JNT)
            point_loc = cmds.spaceLocator(n=(con_name + '_point_loc'))
            cmds.setAttr(point_loc[0] + '.visibility', 0)  # point_loc 하이드
            # point로케이터를 생성(loc -> down fk의 첫번째 컨트롤러에 포인트 컨스트레인을 하기위함)

            down_FK_firt = ('down_' + con_name + '_FK_01_CTL_offGRP'
                            )  # down FK 의 첫번째 컨트롤러
            move(point_loc, down_FK_firt)  # down FK 의 첫번째 컨트롤러와 위치를 똑같이 맞춰준다
            point_loc_list.append(
                point_loc)  # point_loc 리스트화(하이라키 구조로 전부 넣기 위함)

        down_FK_firt_list = []
        for top_FK_last, point_loc, con_name in zip(top_FK_last_list,
                                                    point_loc_list,
                                                    con_name_list):

            cmds.parent(
                point_loc,
                top_FK_last)  #point_loc는 up_FK컨트롤러의 하이라키 최하위에 있어야됨(FK마지막)
            down_FK_firt = ('down_' + con_name + '_FK_01_CTL_offGRP')
            down_FK_firt_sub = ('down_' + con_name + '_FK_01_CTL_key_GRP'
                                )  # 무릎 FK1번 key그룹
            cmds.pointConstraint(point_loc, down_FK_firt, mo=1,
                                 w=1)  # point_loc가 무릎FK 1번을 point로 물고있는다
            cmds.orientConstraint(
                point_loc, down_FK_firt_sub, mo=1,
                w=1)  # point_loc가 무릎 FK 1번 key그룹에 오리엔트(knee_FK_rotate 스위치를 위함)
            cmds.connectAttr(
                'down_skirt_RIG_setup_CTL.kneeFkRotate', down_FK_firt_sub +
                '_orientConstraint1.' + con_name + '_point_locW0')
            # knee_FK_rotate on/off 스위치 연결

            down_FK_firt_list.append(down_FK_firt)

        lower_joint = cmds.listRelatives('skirt_IK_skinJNT_GRP',
                                         ad=1,
                                         pa=1,
                                         typ='joint')
        sel_lower_joint = cmds.select(lower_joint)
        cmds.sets(n='skirt_skinJNT_set')  # skirt_skinJNT_set 생성
        hip_JNT = cmds.textField('hip_tex_box', q=1, text=1)  # root조인트
        for con_name in con_name_list:
            cmds.parent(con_name + '_IK_01_skinJNT',
                        hip_JNT)  # root조인트 밑으로 치마조인트가 들어가게 하이라키 정리
        cmds.delete('skirt_RIG_skinJNT_GRP')  # 비어있는 스킨조인트 그룹은 삭제

        cmds.delete('con_shape')  # 컨트롤러 복사가 끝난뒤 con_shape 그룹은 삭제

        # legFollow 옵션에 따라 point컨스트레인 on/off
        cmds.createNode('reverse', n='down_point_reverse')
        cmds.connectAttr('down_skirt_RIG_setup_CTL.legFollow',
                         'down_point_reverse.inputX')
        for down_FK_firt, con_name in zip(down_FK_firt_list, con_name_list):
            cmds.connectAttr(
                'down_point_reverse.outputX', down_FK_firt +
                '_pointConstraint1.' + con_name + '_point_locW0')

        # 빌드후 리깅 셋팅 관련 어트리뷰트는 하이드
        cmds.setAttr("down_skirt_RIG_setup_CTL.skirtLength",
                     lock=True,
                     keyable=False,
                     channelBox=False)  # 빌드후 skirtLength lock
        cmds.setAttr("down_skirt_RIG_setup_CTL.____Rig____",
                     lock=True,
                     keyable=False,
                     channelBox=False)
        cmds.setAttr("down_skirt_RIG_setup_CTL.legSkirtStrength",
                     lock=True,
                     keyable=False,
                     channelBox=False)
        cmds.setAttr("down_skirt_RIG_setup_CTL.middleSkirtStrength",
                     lock=True,
                     keyable=False,
                     channelBox=False)

        # cmds.setAttr('skirt_sub_RIG_FK_CTL_GRP.visibility',1)
        # cmds.setAttr('skirt_RIG_skinJNT_GRP.visibility',1)
        # cmds.setAttr('skirt_sub_total_CTL.visibility',1)
        # cmds.setAttr('skirt_RIG_setup_CTL_offGRP.visibility',1)

        total_ui = cmds.textField('total_tex_box', q=1, text=1)
        hip_ui = cmds.textField('hip_tex_box', q=1, text=1)
        spn_ui = cmds.textField('spn_01_tex_box', q=1, text=1)
        L_up_leg_ui = cmds.textField('L_leg_tex_box', q=1, text=1)
        L_low_leg_ui = cmds.textField('L_knee_tex_box', q=1, text=1)
        L_ankle_ui = cmds.textField('L_ankle_tex_box', q=1, text=1)

        R_up_leg_ui = cmds.textField('R_leg_tex_box', q=1, text=1)
        R_low_leg_ui = cmds.textField('R_knee_tex_box', q=1, text=1)
        R_ankle_ui = cmds.textField('R_ankle_tex_box', q=1, text=1)

        sels = cmds.sets('delete_set', int='delete_set')
        cmds.delete(sels)
        cmds.parentConstraint('skirt_sub_total_CTL',
                              'skirt_sub_front_M_FK_01_rot_pin',
                              mo=1,
                              w=1)
        cmds.parentConstraint('skirt_sub_total_CTL',
                              'skirt_sub_back_M_FK_01_rot_pin',
                              mo=1,
                              w=1)
        cmds.parentConstraint(total_ui, 'skirt_total_CTL_offGRP', mo=1, w=1)
        cmds.scaleConstraint(total_ui, 'skirt_total_CTL_offGRP', mo=1, w=1)
        cmds.pointConstraint(hip_ui, 'skirt_total_CTL_GRP', mo=1, w=1)

        cmds.parentConstraint(spn_ui, 'waist_total_CTL', mo=1, w=1)
        cmds.pointConstraint(L_up_leg_ui, 'L_skirt_total_CTL', mo=1, w=1)
        cmds.pointConstraint(R_up_leg_ui, 'R_skirt_total_CTL', mo=1, w=1)

        cmds.parentConstraint(L_low_leg_ui, 'L_leg_CTL', mo=1,
                              w=1)  # skirt_auto on/off 시 전환
        cmds.parentConstraint('L_skirt_total_CTL', 'L_leg_CTL', mo=1,
                              w=1)  # skirt_auto on/off 시 전환
        cmds.parentConstraint(R_low_leg_ui, 'R_leg_CTL', mo=1, w=1)
        cmds.parentConstraint('R_skirt_total_CTL', 'R_leg_CTL', mo=1, w=1)

        cmds.parentConstraint(L_ankle_ui, 'down_L_leg_CTL', mo=1,
                              w=1)  # skirt_auto on/off 시 전환
        cmds.parentConstraint('down_L_skirt_total_CTL',
                              'down_L_leg_CTL',
                              mo=1,
                              w=1)  # skirt_auto on/off 시 전환
        cmds.parentConstraint(R_ankle_ui, 'down_R_leg_CTL', mo=1, w=1)
        cmds.parentConstraint('down_R_skirt_total_CTL',
                              'down_R_leg_CTL',
                              mo=1,
                              w=1)

        move_point('L_ankle_loc', L_ankle_ui)
        move_point('R_ankle_loc', R_ankle_ui)
        cmds.parentConstraint(L_ankle_ui, 'L_ankle_loc', mo=1, w=1)
        cmds.parentConstraint(R_ankle_ui, 'R_ankle_loc', mo=1, w=1)

        # leg_follow
        cmds.parentConstraint('L_skirt_total_CTL',
                              'down_L_skirt_total_CTL_offGRP',
                              mo=1,
                              w=1)
        cmds.parentConstraint('R_skirt_total_CTL',
                              'down_R_skirt_total_CTL_offGRP',
                              mo=1,
                              w=1)
        cmds.connectAttr(
            'down_skirt_RIG_setup_CTL.legFollow',
            'down_L_skirt_total_CTL_offGRP_parentConstraint1.L_leg_CTLW0')
        cmds.connectAttr(
            'down_skirt_RIG_setup_CTL.legFollow',
            'down_R_skirt_total_CTL_offGRP_parentConstraint1.R_leg_CTLW0')
        cmds.connectAttr(
            'leg_follow_reverse.outputX',
            'down_L_skirt_total_CTL_offGRP_parentConstraint1.L_skirt_total_CTLW1'
        )
        cmds.connectAttr(
            'leg_follow_reverse.outputX',
            'down_R_skirt_total_CTL_offGRP_parentConstraint1.R_skirt_total_CTLW1'
        )

        cmds.pointConstraint('down_L_front_skirt_trans_sub_CTL',
                             'down_skirt_sub_side_L_01_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)
        cmds.pointConstraint('down_L_side_L_01_skirt_trans_sub_CTL',
                             'down_skirt_sub_side_L_02_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)
        cmds.pointConstraint('down_L_side_L_03_skirt_trans_sub_CTL',
                             'down_skirt_sub_side_L_04_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)
        cmds.pointConstraint('down_L_side_L_05_skirt_trans_sub_CTL',
                             'down_skirt_sub_side_L_06_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)
        cmds.pointConstraint('down_L_side_back_skirt_trans_sub_CTL',
                             'down_skirt_sub_side_L_07_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)

        cmds.pointConstraint('down_M_front_skirt_trans_sub_CTL',
                             'down_skirt_sub_front_M_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)
        cmds.pointConstraint('down_M_side_back_skirt_trans_sub_CTL',
                             'down_skirt_sub_back_M_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)

        cmds.pointConstraint('down_R_front_skirt_trans_sub_CTL',
                             'down_skirt_sub_side_R_01_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)
        cmds.pointConstraint('down_R_side_R_01_skirt_trans_sub_CTL',
                             'down_skirt_sub_side_R_02_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)
        cmds.pointConstraint('down_R_side_R_03_skirt_trans_sub_CTL',
                             'down_skirt_sub_side_R_04_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)
        cmds.pointConstraint('down_R_side_R_05_skirt_trans_sub_CTL',
                             'down_skirt_sub_side_R_06_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)
        cmds.pointConstraint('down_R_side_back_skirt_trans_sub_CTL',
                             'down_skirt_sub_side_R_07_FK_01_CTL_offGRP',
                             mo=1,
                             w=1)

        i = 1
        for b in range(7):
            cmds.parentConstraint('skirt_sub_total_CTL',
                                  'skirt_sub_side_L_%02d_FK_01_rot_pin' % i,
                                  mo=1,
                                  w=1)
            cmds.parentConstraint('skirt_sub_total_CTL',
                                  'skirt_sub_side_R_%02d_FK_01_rot_pin' % i,
                                  mo=1,
                                  w=1)

            i = i + 1

        pin_GRP_list = cmds.listRelatives('skirt_sub_FK_01_rot_pin_GRP',
                                          children=1)
        pin_loc_list = cmds.listRelatives(pin_GRP_list, children=1)
        #for pin_loc in pin_loc_list:
        #cmds.connectAttr('skirt_RIG_setup_CTL.waist_pin', pin_loc + '_parentConstraint1.skirt_sub_total_CTLW0')

        cmds.setAttr("down_skirt_RIG_setup_CTL.legFollow", 0)
        cmds.setAttr("down_skirt_RIG_setup_CTL.legFollow",
                     lock=True,
                     keyable=False,
                     channelBox=False)  # 빌드후 leg follow lock

        #skirt_auto 스위치
        cmds.createNode('reverse', n='skirt_auto_reverse')

        #skirt_auto on
        cmds.connectAttr('down_skirt_RIG_setup_CTL.skirtAuto',
                         'L_leg_CTL_parentConstraint1.knee_L_skinJNTW0')
        cmds.connectAttr('down_skirt_RIG_setup_CTL.skirtAuto',
                         'R_leg_CTL_parentConstraint1.knee_R_skinJNTW0')
        cmds.connectAttr('down_skirt_RIG_setup_CTL.skirtAuto',
                         'down_L_leg_CTL_parentConstraint1.ankle_L_skinJNTW0')
        cmds.connectAttr('down_skirt_RIG_setup_CTL.skirtAuto',
                         'down_R_leg_CTL_parentConstraint1.ankle_R_skinJNTW0')

        #skirt_auto off
        cmds.connectAttr('down_skirt_RIG_setup_CTL.skirtAuto',
                         'skirt_auto_reverse.inputX')
        cmds.connectAttr('skirt_auto_reverse.outputX',
                         'L_leg_CTL_parentConstraint1.L_skirt_total_CTLW1')
        cmds.connectAttr('skirt_auto_reverse.outputX',
                         'R_leg_CTL_parentConstraint1.R_skirt_total_CTLW1')
        cmds.connectAttr(
            'skirt_auto_reverse.outputX',
            'down_L_leg_CTL_parentConstraint1.down_L_skirt_total_CTLW1')
        cmds.connectAttr(
            'skirt_auto_reverse.outputX',
            'down_R_leg_CTL_parentConstraint1.down_R_skirt_total_CTLW1')

        # 빌드 후 옵션
        cmds.disconnectAttr('L_leg_CTL_parentConstraint1.constraintRotateX',
                            'L_leg_CTL.rotateX')  # 로테이트 브레이크커넥션
        cmds.disconnectAttr('L_leg_CTL_parentConstraint1.constraintRotateY',
                            'L_leg_CTL.rotateY')
        cmds.disconnectAttr('L_leg_CTL_parentConstraint1.constraintRotateZ',
                            'L_leg_CTL.rotateZ')
        cmds.disconnectAttr('R_leg_CTL_parentConstraint1.constraintRotateX',
                            'R_leg_CTL.rotateX')
        cmds.disconnectAttr('R_leg_CTL_parentConstraint1.constraintRotateY',
                            'R_leg_CTL.rotateY')
        cmds.disconnectAttr('R_leg_CTL_parentConstraint1.constraintRotateZ',
                            'R_leg_CTL.rotateZ')

        cmds.disconnectAttr(
            'down_L_leg_CTL_parentConstraint1.constraintRotateX',
            'down_L_leg_CTL.rotateX')  # 로테이트 브레이크커넥션
        cmds.disconnectAttr(
            'down_L_leg_CTL_parentConstraint1.constraintRotateY',
            'down_L_leg_CTL.rotateY')
        cmds.disconnectAttr(
            'down_L_leg_CTL_parentConstraint1.constraintRotateZ',
            'down_L_leg_CTL.rotateZ')
        cmds.disconnectAttr(
            'down_R_leg_CTL_parentConstraint1.constraintRotateX',
            'down_R_leg_CTL.rotateX')
        cmds.disconnectAttr(
            'down_R_leg_CTL_parentConstraint1.constraintRotateY',
            'down_R_leg_CTL.rotateY')
        cmds.disconnectAttr(
            'down_R_leg_CTL_parentConstraint1.constraintRotateZ',
            'down_R_leg_CTL.rotateZ')

        cmds.connectAttr('root_M_skinJNT.rotateY',
                         'skirt_total_CTL_GRP.rotateY')
        cmds.createNode('plusMinusAverage', n='main_world_plus')
        cmds.createNode('multiplyDivide', n='main_world_plus_reverse')
        cmds.setAttr("main_world_plus_reverse.input2X", -1)

        cmds.connectAttr('main_M_CTL.rotateY', 'main_world_plus.input1D[0]')
        cmds.connectAttr('world_M_CTL.rotateY', 'main_world_plus.input1D[1]')
        cmds.connectAttr('main_world_plus.output1D',
                         'main_world_plus_reverse.input1X')
        cmds.connectAttr('main_world_plus_reverse.outputX',
                         'skirt_total_CTL_GRP_reverse.rotateY')

        cmds.setAttr('down_skirt_RIG_setup_CTL.skirtAuto', 1)

        cmds.setAttr('skirt_total_CTLShape.visibility', 0)
        cmds.setAttr('waist_total_CTL.visibility', 0)
        cmds.setAttr('L_skirt_total_CTL.visibility', 0)
        cmds.setAttr('R_skirt_total_CTL.visibility', 0)
        cmds.setAttr('M_skirt_total_CTL.visibility', 0)
        cmds.setAttr('L_leg_CTL.visibility', 0)
        cmds.setAttr('R_leg_CTL.visibility', 0)
        cmds.setAttr('down_L_skirt_total_CTL.visibility', 0)
        cmds.setAttr('down_R_skirt_total_CTL.visibility', 0)
        cmds.setAttr('down_M_skirt_total_CTL.visibility', 0)
        cmds.setAttr('down_L_leg_CTL.visibility', 0)
        cmds.setAttr('down_R_leg_CTL.visibility', 0)
        cmds.setAttr('ankle_M_skirt_total_CTL_offGRP.visibility', 0)
コード例 #56
0
ファイル: ant_behavior2.py プロジェクト: econkli/sample
pathOfFiles = "/Users/Emily/Desktop/"
fileType = "obj"

files = cmds.getFileList(folder=pathOfFiles, filespec='*.%s' % fileType)
if len(files) == 0:
    cmds.warning("No files found")
else:

    #initializes global numPheromones
    global totalNumPheromones
    totalNumPheromones = 0

    #"home" pyramid is the origin (0,0,0) (it glows gold)
    cmds.polyPyramid()
    cmds.move(0, 0.3, 0)
    cmds.sets(e=True, forceElement='blinn2SG')

    #food piles at corners (each has 10 food)
    cmds.polyPyramid()
    cmds.scale(.50, .50, .50)
    cmds.move(9, .25, 9)
    cmds.sets(e=True, forceElement='blinn3SG')
    food1 = Food("pPyramid2")

    cmds.polyPyramid()
    cmds.scale(.50, .50, .50)
    cmds.move(-9, .25, 9)
    cmds.sets(e=True, forceElement='blinn3SG')
    food2 = Food("pPyramid3")

    cmds.polyPyramid()
コード例 #57
0
def sort_set():
    new_dict = sort_model()
    for key in new_dict:
        cmds.sets(new_dict[key], n='mao_faceNum_' + str(key))
コード例 #58
0
def returnObjectSets():
    """ 
    Return a semi intelligent dictionary of sets in a mays scene file.

    Return dict keys:
    all(list) -- all sets found
    maya(list) -- maya made and controlled sets (tweakSet, etc)
    render(list) -- sets returned by mc.listSets(type=1)
    deformer(list) -- sets returned by mc.listSets(type=2)
    referenced(dict) -- ['From Scene'] are local sets, all other sets are indexed to their reference prefix
    qss(list) -- quick select sets
    types(dict) -- Sets indexed to their type as understood by cgm tools. 'typeModifier' tag in this case

    """
    returnSetsDict = {
        'maya': [],
        'qss': [],
        'referenced': {},
        'cgmTypes': {},
        'objectSetGroups': []
    }

    returnSetsDict['all'] = mc.ls(type='objectSet') or []
    returnSetsDict['render'] = mc.listSets(type=1) or []
    returnSetsDict['deformer'] = mc.listSets(type=2) or []

    refBuffer = {'From Scene': []}
    returnSetsDict['referenced'] = refBuffer

    typeBuffer = {'NONE': []}
    returnSetsDict['cgmTypes'] = typeBuffer

    for s in returnSetsDict['all']:
        #Get our qss sets
        if mc.sets(s, q=True, text=True) == 'gCharacterSet':
            returnSetsDict['qss'].append(s)

        #Get our maya sets
        for check in [
                'defaultCreaseDataSet', 'defaultObjectSet', 'defaultLightSet',
                'initialParticleSE', 'initialShadingGroup', 'Vray', 'SG',
            ['cluster', 'Set'], ['skinCluster', 'Set'], 'tweakSet'
        ]:
            if type(check) is list:
                buffer = []
                for c in check:
                    if c in s:
                        buffer.append(1)
                    else:
                        buffer.append(0)
                if len(buffer) == sum(buffer):
                    returnSetsDict['maya'].append(s)
                    break

            elif check in s:
                returnSetsDict['maya'].append(s)
                break

        # Get our reference prefixes and sets sorted out
        if mc.referenceQuery(s, isNodeReferenced=True):
            refPrefix = returnReferencePrefix(s)

            if refPrefix in refBuffer.keys():
                refBuffer[refPrefix].append(s)
            else:
                refBuffer[refPrefix] = [s]
        else:
            refBuffer['From Scene'].append(s)

        #Type sort
        buffer = returnTagInfo(s, 'cgmType')
        for tag in dictionary.setTypes.keys():
            if dictionary.setTypes[tag] == buffer:
                if tag in typeBuffer.keys():
                    typeBuffer[tag].append(s)
                else:
                    typeBuffer[tag] = [s]
        else:
            typeBuffer['NONE'].append(s)

        #Set group check
        if returnTagInfo(s, 'cgmType') == 'objectSetGroup':
            returnSetsDict['objectSetGroups'].append(s)

    return returnSetsDict
コード例 #59
0
def cleanShotScene(fType, BG=True, importRefs=True):
    """
    does stuff to clean the current open scene. . .
    BG 1 = clean for background import(import the refs, BG 0 = don't do the import reffed stuff)
    """
    #make sure to stick info about the relevant workshop into the file for the "promotePastVersion" function later (promote them both)
    # make saving a note mandatory, BUT make sure this DOESN"T require user input when in headless mode (maybe just an arg to pass)
    #bring up window
    #this is where we do the stuff in the mastering process depeneding on which fType we have

    # clean up the delete set
    if importRefs == True:
        if cmds.objExists("deleteSet"):
            delStuff = cmds.sets("deleteSet", q=True)
            cmds.delete(delStuff)
            try:
                cmds.delete("deleteSet")
            except:
                print "-Problem deleting the deleteSet"
#---------------- shoudl this be an "if" thing? ie. if deleteImage: and if deleteDisplay. . .
#delete image planes
        ip = cmds.ls(type="imagePlane")
        print "deleting image planes: {0}".format(ip)
        if ip:
            cmds.delete(ip)

        #get rid of display layers, render layers, anm layers
        dl = cmds.ls(type="displayLayer")
        if dl:
            dl.remove("defaultLayer")
            print "deleting display layers: {0}".format(dl)
            cmds.delete(dl)

    # lgt
    if fType == "lgt":
        # - set frame to 000
        cmds.currentTime(0)
        # - do it in the bg ??
        # - delete "delete set"

        # if we're importing the refs (in all BG masters or regular masters (not ref master process))
        if importRefs:
            refs = cmds.file(q=True, r=True)
            # =========== DON"T REMOVE NAMESPACES from refs!!!!
            for ref in refs:
                refNode = cmds.referenceQuery(ref, rfn=True)
                cmds.file(rfn=refNode, importReference=True)

    # anm
    if fType == "anm":
        # - set frame to 000
        cmds.currentTime(0)

        # - get all lights and delete
        lights = cFuncs.getLightList()
        print "deleting lights: {0}".format(lights)
        if lights:
            cmds.delete(lights)

        refs = cmds.file(q=True, r=True)
        # =========== DON"T REMOVE NAMESPACES from refs!!!!
        for ref in refs:
            refNode = cmds.referenceQuery(ref, rfn=True)
            cmds.file(rfn=refNode, importReference=True)
コード例 #60
0
    def surfaceShader_Occ(self):
        for Mater in self.allMaterial:
            transp = ""
            try:
                transp = mc.listConnections("%s.transparency" % Mater,
                                            s=True,
                                            d=False,
                                            plugs=True)[0]
            except:
                pass
            try:
                transp = mc.listConnections("%s.opacity" % Mater,
                                            s=True,
                                            d=False,
                                            plugs=True)[0]
            except:
                pass
            if transp:
                try:
                    mc.disconnectAttr(transp, "%s.transparency" % Mater)
                except:
                    pass
                try:
                    mc.disconnectAttr(transp, "%s.opacity" % Mater)
                except:
                    pass
                surfaceNode = mc.shadingNode("surfaceShader", asShader=True)
                surfaceNodeSG = mc.sets(renderable=True,
                                        noSurfaceShader=True,
                                        empty=True,
                                        name=(surfaceNode + "SG"))
                mc.connectAttr("%s.outColor" % surfaceNode,
                               "%s.surfaceShader" % surfaceNodeSG,
                               f=True)

                mib_fg_occlNode = mc.shadingNode("mib_fg_occlusion",
                                                 asShader=True)
                mc.connectAttr("%s.outValue" % mib_fg_occlNode,
                               "%s.outColor" % surfaceNode,
                               f=True)

                mib_transpNode = mc.shadingNode("mib_transparency",
                                                asShader=True)
                mc.connectAttr("%s.outValue" % mib_transpNode,
                               "%s.miMaterialShader" % surfaceNodeSG)

                mc.connectAttr("%s.outValueA" % mib_fg_occlNode,
                               "%s.inputA" % mib_transpNode)
                mc.connectAttr("%s.outValue" % mib_fg_occlNode,
                               "%s.input" % mib_transpNode)

                tran = transp.split(".")[0]
                mc.connectAttr("%s.outColor" % tran,
                               "%s.transp" % mib_transpNode)
                mc.connectAttr("%s.outAlpha" % tran,
                               "%s.transpA" % mib_transpNode)

                mc.setAttr("%s.invert" % tran, 1)

                mc.hyperShade(objects=Mater)
                mc.hyperShade(assign=surfaceNode)
            else:
                surfaceNode = mc.shadingNode("surfaceShader", asShader=True)
                surfaceNodeSG = mc.sets(renderable=True,
                                        noSurfaceShader=True,
                                        empty=True,
                                        name=(surfaceNode + "SG"))
                mc.connectAttr("%s.outColor" % surfaceNode,
                               "%s.surfaceShader" % surfaceNodeSG,
                               f=True)

                mib_fg_occlNode = mc.shadingNode("mib_fg_occlusion",
                                                 asShader=True)
                mc.connectAttr("%s.outValue" % mib_fg_occlNode,
                               "%s.outColor" % surfaceNode,
                               f=True)

                try:
                    mc.hyperShade(objects=Mater)
                    mc.hyperShade(assign=surfaceNode)

                except:
                    pass