def __new__(cls, transform, **kwargs): if not isinstance(transform, Transform): transform = transform.getParent() select(transform, replace=True) nClothCreate() shape = selected()[0] nc_xform = shape.getParent() rename(nc_xform, transform.namespace() + 'snCloth' + \ _util.capitalize(transform.name().split(':')[-1])) shape.__class__ = cls return shape
def assign_new_names(self): new_name = str(self.newName.text()) if not new_name: return error('New name is empty.') # Solve naming conflicts by first naming everything foo#. for n in self._nodes: rename(n, 'foo#') if not new_name.count('%'): new_name += '%d' for i, n in enumerate(self._nodes): self.rename(n, new_name % (i + 1))
def generate(self): """ Generate the maya scene file :return: None """ # Clear the scene for the level pmcs.newFile(force=True) # Pivot for rotation pivot = (self.block_dimensions[X] / 2.0, 0, self.block_dimensions[Z] / 2.0) # Go through each level item and place block for i in range(self.lvl.size[X]): for j in range(self.lvl.size[Y]): for k in range(self.lvl.size[Z]): blk = self.lvl.get_block((i, j, k)) # Don't worry about Empty or RampDummy blocks if blk.block_type != blocks.BlockType.EMPTY and blk.block_type != blocks.BlockType.RAMP_DUMMY: # Load the scene file pmcs.importFile(pmcs.Path(blk.pth)) # Give block a unique name new_name = "{}_{}_{}_{}".format( self.group_name, i, j, k) pmcg.rename(self.group_name, new_name) # Rotate it based on the orientation pmcg.rotate(new_name, [0, 90 * int(blk.orientation), 0], pivot=pivot) # Move it to the correct spot new_spot = [ i * self.block_dimensions[X], j * self.block_dimensions[Y], k * self.block_dimensions[Z] ] pmcg.move(new_name, new_spot)
def rename(self, obj, new_name): rename(obj, new_name) self._renamed += 1