コード例 #1
0
def analizeShotSC():  # Get SHOT DATA from <<  SCENE  >>
    fileNameFull = pm.sceneName()
    fileName = fileNameFull.split('/')[-1]
    codePart = fileNameFull.split('/')[
        -4]  # get PART NAME from file path (REEL_01, etc)
    codeSequence = fileNameFull.split('/')[
        -3]  # get SEQUENCE NUMBER from scene name
    codeShot = fileNameFull.split('/')[-2].split('SHOT_')[
        1]  # get SHOT NUMBER from scene name
    codeVersion = fileNameFull.split('/')[-1].split('.')[0].split('_')[
        -1]  # get FILE VERSION from scene name
    prefix = fileNameFull.split('/')[-1].split('_')[
        0]  # get brunch (RIG or GEO) from scene Name
    if prefix == 'ANM':
        brunch = 'RIG'
    elif prefix == 'RND':
        brunch = 'GEO'
    else:
        brunch = 'GEO'
    dataShotSC = {}
    dataShotSC['scn_END'] = pm.env.getAnimEndTime()
    dataShotSC['fileName'] = fileName
    dataShotSC['prefix'] = prefix
    dataShotSC['brunch'] = brunch
    dataShotSC['codePart'] = codePart
    dataShotSC['codeSequence'] = codeSequence
    dataShotSC['codeShot'] = codeShot
    dataShotSC['codeVersion'] = codeVersion
    dataShotSC['scn_AST'] = pm.getReferences().keys()
    # Build asset dic by category
    listAssets = pm.getReferences().values()  # Get list of assets FULL PATH
    print 'listAssets: {}'.format(listAssets)
    dataShotSC['scn_CHR'] = []
    dataShotSC['scn_PRP'] = []
    dataShotSC['scn_ENV'] = []
    dataShotSC['scn_EDA'] = []
    for i in listAssets:
        dataFileName = fileActs(i)  # Get DATA from file PATH
        assetName = dataFileName['assetName']
        assetType = dataFileName['assetType']
        if assetType == 'characters':
            dataShotSC['scn_CHR'].append(assetName)
        elif assetType == 'props':
            dataShotSC['scn_PRP'].append(assetName)
        elif assetType == 'environments':
            dataShotSC['scn_ENV'].append(assetName)
        elif assetType == 'eda':
            dataShotSC['scn_EDA'].append(assetName)
    print 'dnaCore.analizeShotSC [ dataShotSC ]: {}'.format(dataShotSC)
    return dataShotSC
コード例 #2
0
    def setCamera(self):
        pm.mel.eval(
            'setNamedPanelLayout "Single Perspective View"; updateToolbox();')
        sceneReferences = pm.getReferences()
        print sceneReferences
        camera = ''
        for item in sceneReferences:
            if sceneReferences[item].isLoaded():
                if referenceCam.lower() in sceneReferences[item].path.lower():
                    print 'cam loaded already'
                    camera = pm.ls(item + ':*', type='camera')[0]
                    break

        print referenceCam
        stageCam = pm.ls(referenceCam + '*', type='camera')[0]
        print stageCam

        if stageCam:
            camera = stageCam
        if camera == '':
            if os.path.isfile(referenceCam):
                pm.createReference(referenceCam, namespace="CAM")
                camera = pm.ls('CAM:*', type='camera')[0]
            else:
                print 'No cam file, creating a default one'
                cameraList = pm.camera(n='playblastCam')
                camera = cameraList[1]
                cameraList[0].setTranslation([0, 10, 60])
コード例 #3
0
def get_dependencies(parent):
    # TODO: note that a double reference is not currently re-exported, so the nested
    #       reference will not be updated to point at the published file
    refs = pm.getReferences(parentReference=parent.reference if hasattr(parent, "reference") else None,
                            recursive=False)
    # only support references with namespaces
    return [Data(ref=ref) for ref in refs.values() if ref.isUsingNamespaces() and ref.refNode in parent.child_nodes]
コード例 #4
0
ファイル: animToolUI.py プロジェクト: Mortaciunea/bdScripts
	def setCamera(self):
		pm.mel.eval('setNamedPanelLayout "Single Perspective View"; updateToolbox();')
		sceneReferences = pm.getReferences()
		print sceneReferences
		camera = ''
		for item in sceneReferences :
			if sceneReferences[item].isLoaded():
				if referenceCam.lower() in sceneReferences[item].path.lower():
					print 'cam loaded already'
					camera = pm.ls(item + ':*',type='camera')[0]
					break
		
		print referenceCam
		stageCam = pm.ls(referenceCam + '*',type='camera')[0]
		print stageCam
		
		if stageCam:
			camera = stageCam
		if camera == '':
			if os.path.isfile(referenceCam):
				pm.createReference(referenceCam,namespace="CAM")
				camera = pm.ls('CAM:*',type='camera')[0]
			else:
				print 'No cam file, creating a default one'
				cameraList = pm.camera(n='playblastCam')
				camera = cameraList[1]
				cameraList[0].setTranslation([0,10,60])
コード例 #5
0
ファイル: scenebuild.py プロジェクト: loftysky/mmmaya
def assert_reference(namespace, path):

    model_group = assert_group_chain('animated', '{}_group'.format(namespace), 'model')

    existing = pm.getReferences()
    if namespace in existing:
        ref_node = existing[namespace]
        ref_path = ref_node.unresolvedPath()
        if ref_path != path:
            raise ValueError("Existing {!r} reference {!r} should be {!r}".format(
                namespace, ref_path, path,
            ))
        all_nodes = set(ref_node.nodes())
        nodes = []
        for node in all_nodes:
            if pm.nodeType(node) != 'transform':
                continue
            parents = pm.listRelatives(node, allParents=True)
            if not parents or all(p not in all_nodes for p in parents):
                nodes.append(node)

    else:
        before = set(pm.ls(assemblies=True))
        ref_node = pm.createReference(path,
            namespace=namespace,
        )
        if ref_node.namespace != namespace:
            raise ValueError("Could not create namespace {!r}; got {!r}.".format(namespace, ref_node.namespace))
        nodes = list(set(pm.ls(assemblies=True)) - before)

    for node in nodes:
        if model_group not in pm.listRelatives(node, allParents=True):
            pm.parent(node, model_group)

    return nodes
コード例 #6
0
def analizeVersions():
    brunch = analizeShotSC()['brunch']
    # Check ASSETS VERSIONS
    wrongVersions = []
    listRefAssets = pm.getReferences().keys(
    )  # Get CODES of referenced FILES in current scene
    print 'dnaCore.analizeVersions [ listRefAssets ]: {}'.format(listRefAssets)
    for i in listRefAssets:  # For ecah REFERENCE: Check existing VER, check VER in FTRACK. IF missmatch : ADD to << wrongVersions variable>>
        pathRef = pm.FileReference(namespace=i)
        dataFileName = fileActs(pathRef)  # Get DATA from file PATH
        verLoad = dataFileName['fileVresion']  # Version in SCENE
        assetType = dataFileName['assetType']
        assetNameFull = i
        if assetNameFull:  # Check if assetNameFull is NOT empty
            if not buildAssetDic(
                    i) == None:  # Check if ASSET exists in DATABASE
                if assetType == 'environments':  # Fix KEY for environments
                    brunch = 'GEO'
                pathRefFT = buildAssetDic(i)[brunch]
                print 'dnaCore.analizeVersions [ pathRefFT ]: {}'.format(
                    pathRefFT)
                verFT = pathRefFT.split('_')[-1].split('.')[0]
                if not verLoad == verFT:
                    wrongVersions.append(i)
    return wrongVersions
コード例 #7
0
ファイル: texPublish.py プロジェクト: leocadavalHome/lcPipe
def importReferences(*args):
    try:
        refs = pm.getReferences()
        for ref in refs.itervalues():
            ref.importContents(removeNamespace=True)
        return False
    except IndexError:
        pass
コード例 #8
0
ファイル: dnaCore.py プロジェクト: kiryha/AnimationDNA
def analizeShotSC(): # Get SHOT DATA from <<  SCENE  >>
    fileNameFull = pm.sceneName()
    fileName =  fileNameFull.split('/')[-1]
    codePart = fileNameFull.split('/')[-4] # get PART NAME from file path (REEL_01, etc)
    codeSequence = fileNameFull.split('/')[-3] # get SEQUENCE NUMBER from scene name
    codeShot = fileNameFull.split('/')[-2].split('SHOT_')[1] # get SHOT NUMBER from scene name
    codeVersion = fileNameFull.split('/')[-1].split('.')[0].split('_')[-1] # get FILE VERSION from scene name 
    prefix = fileNameFull.split('/')[-1].split('_')[0] # get brunch (RIG or GEO) from scene Name
    if prefix == 'ANM':
        brunch = 'RIG'
    elif prefix == 'RND':
        brunch = 'GEO'
    else:
        brunch =  'GEO'         
    dataShotSC = {}
    dataShotSC['scn_END'] = pm.env.getAnimEndTime()
    dataShotSC['fileName'] = fileName
    dataShotSC['prefix'] = prefix
    dataShotSC['brunch'] = brunch
    dataShotSC['codePart'] = codePart
    dataShotSC['codeSequence'] = codeSequence
    dataShotSC['codeShot'] = codeShot
    dataShotSC['codeVersion'] = codeVersion
    dataShotSC['scn_AST'] = pm.getReferences().keys()
    # Build asset dic by category
    listAssets = pm.getReferences().values() # Get list of assets FULL PATH
    print 'listAssets: {}'.format(listAssets)
    dataShotSC['scn_CHR'] = []
    dataShotSC['scn_PRP'] = []
    dataShotSC['scn_ENV'] = []
    dataShotSC['scn_EDA'] = []
    for i in listAssets:
        dataFileName = fileActs( i ) # Get DATA from file PATH
        assetName = dataFileName['assetName']
        assetType = dataFileName['assetType']
        if assetType == 'characters':
           dataShotSC['scn_CHR'].append(assetName)
        elif assetType == 'props':
           dataShotSC['scn_PRP'].append(assetName)  
        elif assetType == 'environments':
           dataShotSC['scn_ENV'].append(assetName)
        elif assetType == 'eda':
           dataShotSC['scn_EDA'].append(assetName)                      
    print 'dnaCore.analizeShotSC [ dataShotSC ]: {}' .format(dataShotSC)
    return dataShotSC
コード例 #9
0
def bs_getReference():
    """
    @ get all references from the scene and check if it came from valid directory.
    @ and filter it with asset type like (char, prop, set, vehicle.)
    Returns:
            dict.
            # return dictionary format.
            mainDict = {
            'char':{refNode: {'node':'', 'path':'', 'name':''}, refNode1: {'node':'', 'path':'', 'name':''}},
            'prop':{refNode: {'node':'', 'path':'', 'name':''}, refNode1: {'node':'', 'path':'', 'name':''}},
            'set':{refNode: {'node':'', 'path':'', 'name':''}, refNode1: {'node':'', 'path':'', 'name':''}},
            'vehicle':{refNode: {'node':'', 'path':'', 'name':''}, refNode1: {'node':'', 'path':'', 'name':''}},
                        }
    """
    allRef = pm.getReferences()
    # Declare dictionary.
    mainDict = dict()
    charDict = dict()
    propDict = dict()
    setDict = dict()
    vehicleDict = dict()
    for each in allRef.keys():
        eachRef = pm.getReferences()[each]
        projectFolder = bs_pathGenerator.bs_getEnvDetails()['projectFolder']
        basePath = '$BSW_PROD_SERVER/' + projectFolder + '/01_pre/'
        if str(eachRef.unresolvedPath()).startswith(basePath):
            astDict = dict()
            astDict['node'] = eachRef.refNode.name()
            astDict['path'] = str(eachRef.path)
            astDict['name'] = str(eachRef.path.name)
            if str(eachRef.path.name).split('_')[1] == 'ch':
                charDict[eachRef.refNode.name()] = astDict
            elif str(eachRef.path.name).split('_')[1] == 'pr':
                propDict[eachRef.refNode.name()] = astDict
            elif str(eachRef.path.name).split('_')[1] == 'bg':
                setDict[eachRef.refNode.name()] = astDict
            elif str(eachRef.path.name).split('_')[1] == 'vh':
                vehicleDict[eachRef.refNode.name()] = astDict
    mainDict['char'] = charDict
    mainDict['prop'] = propDict
    mainDict['set'] = setDict
    mainDict['vehicle'] = vehicleDict
    return mainDict
コード例 #10
0
    def bdSetCamera(self, referenceCam):
        pm.mel.eval(
            'setNamedPanelLayout "Single Perspective View"; updateToolbox();')
        sceneReferences = pm.getReferences()
        print sceneReferences
        camera = ''
        for item in sceneReferences:
            if sceneReferences[item].isLoaded():
                if referenceCam.lower() in sceneReferences[item].path.lower():
                    print 'cam loaded already'
                    camera = pm.ls(item + ':*', type='camera')[0]
                    break

        print referenceCam
        stageCam = pm.ls(referenceCam + '*', type='camera')[0]
        print stageCam

        if stageCam:
            camera = stageCam
        if camera == '':
            if os.path.isfile(referenceCam):
                pm.createReference(referenceCam, namespace="CAM")
                camera = pm.ls('CAM:*', type='camera')[0]
            else:
                print 'No cam file, creating a default one'
                cameraList = pm.camera(n='playblastCam')
                camera = cameraList[1]
                cameraList[0].setTranslation([0, 10, 60])
        '''
        perspModel = "".join(pm.getPanel(withLabel = 'Persp View'))
        if perspModel == '':
            perspModel = "".join(pm.getPanel(withLabel = 'Side View'))
        print camera, perspModel

        pm.setFocus(perspModel)
        '''

        perspView = pm.getPanel(wf=1)

        pm.modelEditor(perspView, e=1, alo=0, activeView=True)
        pm.modelEditor(perspView, e=1, polymeshes=1, wos=0, grid=0)
        pm.modelEditor(perspView,
                       e=1,
                       displayAppearance='smoothShaded',
                       displayTextures=1)

        try:
            pm.lookThru(perspView, camera)
        except:
            print 'Failed to look through playblast camera'
コード例 #11
0
ファイル: bdMultiBlast.py プロジェクト: Mortaciunea/bdScripts
	def bdSetCamera(self,referenceCam):
		pm.mel.eval('setNamedPanelLayout "Single Perspective View"; updateToolbox();')
		sceneReferences = pm.getReferences()
		print sceneReferences
		camera = ''
		for item in sceneReferences :
			if sceneReferences[item].isLoaded():
				if referenceCam.lower() in sceneReferences[item].path.lower():
					print 'cam loaded already'
					camera = pm.ls(item + ':*',type='camera')[0]
					break
		
		print referenceCam
		stageCam = pm.ls(referenceCam + '*',type='camera')[0]
		print stageCam
		
		if stageCam:
			camera = stageCam
		if camera == '':
			if os.path.isfile(referenceCam):
				pm.createReference(referenceCam,namespace="CAM")
				camera = pm.ls('CAM:*',type='camera')[0]
			else:
				print 'No cam file, creating a default one'
				cameraList = pm.camera(n='playblastCam')
				camera = cameraList[1]
				cameraList[0].setTranslation([0,10,60])

		'''
		perspModel = "".join(pm.getPanel(withLabel = 'Persp View'))
		if perspModel == '':
			perspModel = "".join(pm.getPanel(withLabel = 'Side View'))
		print camera, perspModel

		pm.setFocus(perspModel)
		'''

		perspView = pm.getPanel(wf=1)

		pm.modelEditor(perspView,e=1,alo=0,activeView = True)
		pm.modelEditor(perspView,e=1,polymeshes=1,wos=0,grid=0)
		pm.modelEditor(perspView,e=1,displayAppearance='smoothShaded',displayTextures=1)	


		try:
			pm.lookThru(perspView,camera)
		except:
			print 'Failed to look through playblast camera'
コード例 #12
0
    def getSceneReferences(self):
        sceneReferences = pm.getReferences()
        loadedReferences = []
        #print '___________SCENE REFERENCES _____________ %s'%sceneReferences
        for item in sceneReferences:
            #print '___________REFERENCE _____________ %s'%sceneReferences[item]
            #print '___________REFERENCE LOADED _____________ %s'%sceneReferences[item].isLoaded()
            #print '___________REFERENCE path _____________ %s'%sceneReferences[item].path
            if sceneReferences[item].isLoaded() and self.toExport(
                    sceneReferences[item]):
                loadedReferences.append([
                    sceneReferences[item].isLoaded(), item,
                    os.path.abspath(sceneReferences[item].path)
                ])

        #print '___________LOADED REFERENCES _____________ %s'%loadedReferences
        return loadedReferences
コード例 #13
0
    def bdPopulateReferences(self):
        self.sceneReferences = pm.getReferences()
        self.loadedReferences = []

        for item in self.sceneReferences:
            if self.sceneReferences[item].isLoaded():
                self.loadedReferences.append([
                    self.sceneReferences[item].isLoaded(), item,
                    self.sceneReferences[item].path
                ])

        self.referencesTableWidget.setColumnCount(3)
        self.referencesTableWidget.setRowCount(len(self.loadedReferences))

        for i in range(len(self.loadedReferences)):
            for j in range(3):
                print self.loadedReferences[i][j]
                item = QtGui.QTableWidgetItem(str(self.loadedReferences[i][j]))
                item.setFlags(~QtCore.Qt.ItemIsEditable)
                self.referencesTableWidget.setItem(i, j, item)
コード例 #14
0
ファイル: dnaCore.py プロジェクト: kiryha/AnimationDNA
def analizeVersions():
    brunch = analizeShotSC()['brunch']
    # Check ASSETS VERSIONS
    wrongVersions = []
    listRefAssets = pm.getReferences().keys() # Get CODES of referenced FILES in current scene
    print 'dnaCore.analizeVersions [ listRefAssets ]: {}'.format(listRefAssets)
    for i in listRefAssets: # For ecah REFERENCE: Check existing VER, check VER in FTRACK. IF missmatch : ADD to << wrongVersions variable>>  
        pathRef = pm.FileReference(namespace = i)
        dataFileName = fileActs(pathRef) # Get DATA from file PATH
        verLoad = dataFileName['fileVresion'] # Version in SCENE
        assetType = dataFileName['assetType']
        assetNameFull = i
        if assetNameFull: # Check if assetNameFull is NOT empty
            if not buildAssetDic(i) == None: # Check if ASSET exists in DATABASE
                if assetType == 'environments': # Fix KEY for environments
                    brunch = 'GEO'    
                pathRefFT = buildAssetDic(i)[brunch]
                print 'dnaCore.analizeVersions [ pathRefFT ]: {}'.format(pathRefFT)
                verFT = pathRefFT.split('_')[-1].split('.')[0]
                if not verLoad == verFT:
                        wrongVersions.append(i)
    return wrongVersions    
コード例 #15
0
def get_references():
    
    # Determine references currently in scene
    references = pm.getReferences()
    print "Referenced files include: %s" % (references)
コード例 #16
0
def get_references():

    # Determine references currently in scene
    references = pm.getReferences()
    print "Referenced files include: %s" % (references)
コード例 #17
0
ファイル: check.py プロジェクト: leocadaval/lcPipe
def sceneRefCheck(silent=False):
    """

    Compare the current scene references versions with metadata and update as needed

    :param silent: boolean
    :return:
    """
    uptodate = True
    print 'init sceneChecking...'
    currentProject = database.getCurrentProject()
    projName = pm.fileInfo.get('projectName')

    if currentProject != projName:
        print 'ERROR sceneRefCheck: This file is from a project different from the current project'
        return

    item = Item(fromScene=True)  # get current scene metadata

    # compare references and metadata and create lists of references to add, delete, update and replace
    refOnSceneList = pm.getReferences()
    toDelete = [x for x in refOnSceneList if x not in item.components]
    toAdd = [x for x in item.components if x not in refOnSceneList and x != 'cam']
    toReplace = [x for x in item.components if item.components[x]['task'] != item.components[x]['proxyMode']]
    refToCheckUpdate = [x for x in refOnSceneList if x not in toDelete and x not in toReplace]
    toUpdate = {}

    # create the list of references to update depending on the assemble mode
    for ns in refToCheckUpdate:
        if item.components[ns]['assembleMode'] == 'camera':
            continue

        if item.components[ns]['assembleMode'] == 'reference':
            component = ReferenceComponent(ns, item.components[ns], parent=item)
            toUpdate[ns] = component.updateVersion(refOnSceneList[ns])

        if item.components[ns]['assembleMode'] == 'xlo':
            component = XloComponent(ns, item.components[ns], parent=item)
            toUpdate[ns] = component.updateVersion(refOnSceneList[ns])

        if item.components[ns]['assembleMode'] == 'cache':
            cache = CacheComponent(ns, item.components[ns], parent=item)
            toUpdate[ns] = cache.updateVersion(refOnSceneList[ns])

    # If not in silent mode, show dialogs to the user choose which references should be processed
    if not silent:
        if toDelete:
            uptodate = False
            toDelete = pm.layoutDialog(ui=lambda: refCheckPrompt(toDelete, 'delete')).split(',')

        if toAdd:
            uptodate = False
            toAdd = pm.layoutDialog(ui=lambda: refCheckPrompt(toAdd, 'add')).split(',')

        if toReplace:
            uptodate = False
            toReplace = pm.layoutDialog(ui=lambda: refCheckPrompt(toReplace, 'replace')).split(',')

        upDateList = [x for x, y in toUpdate.iteritems() if y ]
        if upDateList:
            uptodate = False
            upDateList = pm.layoutDialog(ui=lambda: refCheckPrompt(upDateList, 'update')).split(',')
            toUpdate = {x: y for x, y in toUpdate.iteritems() if x in upDateList}
        else:
            toUpdate = {}

        if uptodate:
            pm.confirmDialog(title='Scene Check', ma='center',
                             message='Versions ok!',
                             button=['OK'], defaultButton='OK', dismissString='OK')



    # Do the processing
    # delete
    print 'toDelete:%s' % toDelete
    for ns in toDelete:
        refOnSceneList[ns].remove()

    # add
    print 'toAdd:%s' % toAdd
    for ns in toAdd:
        if item.components[ns]['assembleMode'] == 'camera':
            continue

        print ns
        if item.components[ns]['assembleMode'] == 'reference':
            component = ReferenceComponent(ns, item.components[ns], parent=item)
            component.addToScene()

        elif item.components[ns]['assembleMode'] == 'xlo':
            component = XloComponent(ns, item.components[ns], parent=item)
            component.addToScene()

            cache = CacheComponent(ns, item.components[ns], parent=item)
            cache.importCache()

        elif item.components[ns]['assembleMode'] == 'cache':
            cache = CacheComponent(ns, item.components[ns], parent=item)
            cache.addToScene()

    #update versions
    for ns, versions in toUpdate.iteritems():
        if item.components[ns]['assembleMode'] == 'camera':
            continue

        if item.components[ns]['assembleMode'] == 'reference':
            component = ReferenceComponent(ns, item.components[ns], parent=item)
            componentPath = component.getPublishPath()
            refOnSceneList[ns].replaceWith(componentPath)

        if item.components[ns]['assembleMode'] == 'xlo':
            if 'ver' in versions:
                component = XloComponent(ns, item.components[ns], parent=item)
                componentPath = component.getPublishPath()
                refOnSceneList[ns].replaceWith(componentPath)

            if 'cacheVer' in versions:
                #todo check if need to delete old cache node
                cache = CacheComponent(ns, item.components[ns], parent=item)
                cache.importCache()

        if item.components[ns]['assembleMode'] == 'cache':
            component = CacheComponent(ns, item.components[ns], parent=item)
            componentPath = component.getPublishPath()
            refOnSceneList[ns].replaceWith(componentPath)

    # Replace
    for ns in toReplace:
        if item.components[ns]['assembleMode'] == 'reference':
            print item.components[ns]['task'], item.components[ns]['proxyMode']
            item.components[ns]['task'] = item.components[ns]['proxyMode']
            print item.components[ns]['task'], item.components[ns]['proxyMode']
            component = ReferenceComponent(ns, item.components[ns], parent=item)
            print component.getPublishPath()
            # todo check if existe uma versao
            refOnSceneList[ns].replaceWith(component.getPublishPath())
    item.putDataToDB()

    print 'done sceneChecking!'
コード例 #18
0
    def populateReferences(self, inScene):
        if inScene:
            self.sceneReferences = pm.getReferences()
            self.loadedReferences = []

            for item in self.sceneReferences:
                if self.sceneReferences[item].isLoaded():
                    self.loadedReferences.append([
                        self.sceneReferences[item].isLoaded(), item,
                        self.sceneReferences[item].path
                    ])

            self.referencesTable.setRowCount(len(self.loadedReferences))
            for i in range(len(self.loadedReferences)):
                for j in range(3):
                    #print self.loadedReferences[i][j]
                    item = QtGui.QTableWidgetItem(
                        str(self.loadedReferences[i][j]))
                    item.setFlags(~QtCore.Qt.ItemIsEditable)
                    self.referencesTable.setItem(i, j, item)
        else:
            rigSuffix = pm.optionVar.get('rigString', '')
            cacheSuffix = pm.optionVar.get('cacheString', '')
            rigsFolderString = pm.optionVar.get('rigsFolderString', '')
            shadeFolderString = pm.optionVar.get('shadeFolderString', '')

            if os.path.isdir(rigsFolderString):
                rigsPath = os.path.abspath(rigsFolderString)
                for root, dirnames, filenames in os.walk(rigsPath):
                    for filename in fnmatch.filter(filenames,
                                                   '*' + rigSuffix + '*.*'):
                        if filename.endswith('.ma') or filename.endswith(
                                '.mb'):
                            shadeFile = self.getShadeFile(filename)
                            rigFile = os.path.join(root, filename)
                            if shadeFile is not 'None':
                                self.rigShadePairs[rigFile] = shadeFile

        pairsLen = len(self.rigShadePairs)
        if pairsLen:
            self.referencesTable.setRowCount(pairsLen)
            i = 0
            for rig, shade in self.rigShadePairs.iteritems():
                if shade is not 'None':
                    item = QtGui.QTableWidgetItem(rig)
                    item.setFlags(~QtCore.Qt.ItemIsEditable)
                    self.referencesTable.setItem(i, 0, item)

                    item = QtGui.QTableWidgetItem(shade)
                    item.setFlags(~QtCore.Qt.ItemIsEditable)
                    self.referencesTable.setItem(i, 1, item)

                    item = QtGui.QTableWidgetItem('No')

                    item.setFlags(~QtCore.Qt.ItemIsEditable)
                    item.setBackground(QtGui.QColor(180, 0, 0))
                    self.referencesTable.setItem(i, 2, item)
                    item.setTextAlignment(QtCore.Qt.AlignCenter)

                    self.referencesTable.setItem(i, 2, item)
                    i += 1

            self.addUserPair()
            self.referencesTable.resizeColumnsToContents()
            self.referencesTable.setSortingEnabled(1)