コード例 #1
0
 def create(self, assign, selected, fake=False):
     rw = readWrite.ReadWrite(t='shader_net')
     rw.file_path = self.path
     if fake:
         data = rw.get_info()
         return data
     data = rw.get_data()
     self.undoChunk('open')
     result = {True: None}
     maya_objects = []
     if assign:  # disconnect remove exists shading_engine
         for index, shader_data in data.items():
             for objects in shader_data['geometries'].values():
                 exists_objects = [
                     each for each in objects if core.objExists(each)]
                 maya_objects.extend(exists_objects)
     if selected:
         selected_objects = core.ls(sl=True)
         for object in selected_objects:
             try:
                 shape_nodes = [
                     each.name() for each in object.getShapes()]
             except:
                 shape_nodes = []
             maya_objects.extend(shape_nodes)
     if maya_objects:  # disconnect remove exists shading_engine
         self.disconnect_shader(maya_objects)
     for index, shader_data in data.items():
         try:
             self.create_shader_net(shader_data, maya_objects)
         except Exception as error:
             result = {False: error}
     self.undoChunk('close')
     OpenMaya.MGlobal.executeCommand('undoInfo -closeChunk;')
     return result
コード例 #2
0
ファイル: main.py プロジェクト: xileflig/subins_tutorials
    def __init__(self, parent=platforms.get_qwidget()):
        super(MainWindow, self).__init__(parent)
        self.image_object = None
        self.width, self.height = [500, 500]
        self.publish_format = 'render'
        self.image_format = 'png'
        self.tool_mode = 'publish'
        self.currnet_publish = None

        self.preference = preferences.Preference(parent=None)
        self.folder = studioFolder.Folder()
        self.studio_maya = studioMaya.Maya()
        self.catalogue = catalogue.Catalogue(parent=None)
        self.model = model.Model(parent=None)
        self.tool_kit_object, self.tool_kit_name, self.version = platforms.get_tool_kit()
        self.tool_kit_titile = '{} {}'.format(self.tool_kit_name, self.version)
        # to check the preferencees
        resource_path = resources.getResourceTypes()['preference'].encode()
        self.rw = readWrite.ReadWrite(
            t='preference',
            path=resource_path,
            format='json',
            name='library_preferences',
            tag='render_library')
        self.library_paths = self.rw.get_library_paths()
        if cmds.dockControl(self.tool_kit_object, q=1, ex=1):
            cmds.deleteUI(self.tool_kit_object, ctl=1)

        self.setup_ui()
        self.set_icons()
        self.load_library_folders(self.treewidget)
        self.parent_maya_layout()
コード例 #3
0
    def apply(self):
        directorys = self.get_source_paths(self.gridlayout)
        comment = '{} {} - preference container'.format(
            self.lable, self.version)
        created_date = datetime.now().strftime('%B/%d/%Y - %I:%M:%S:%p')
        description = 'This data contain information about shader library preference'
        type = 'preference'
        valid = True
        data = directorys
        tag = 'shader_library'
        resource_path = resources.getResourceTypes()[type]

        rw = readWrite.ReadWrite(c=comment,
                                 cd=created_date,
                                 d=description,
                                 t=type,
                                 v=valid,
                                 data=data,
                                 tag=tag,
                                 path=resource_path,
                                 name='library_preferences',
                                 format='json')
        rw.create()
        print '\n#result preferences updated ', rw.file_path
        self.close()
コード例 #4
0
 def save(self, file_path, name, image, user_comment=None):
     mobject_arrary = self.getObjectShadingEngine(self.geometry_dag_path)
     net_data = {}
     for index in range(mobject_arrary.length()):
         valid = self.hasValidShadingEngine(
             mobject_arrary[index], object=self.geometry_dag_path)
         if not valid:
             continue
         shader_data = self.get_shader_net(mobject_arrary[index])
         net_data.setdefault(index, shader_data)
     comment = '%s %s - shader networks' % (
         self.tool_kit_name, self.version)
     if user_comment:
         comment = '%s %s - shader networks\n%s' % (
             self.tool_kit_name, self.version, user_comment)
     created_date = datetime.now().strftime('%Y/%d/%B - %I:%M:%S:%p')
     description = 'This data contain information about maya shader networks'
     type = 'shader_net'
     valid = True
     data = net_data
     tag = self.tool_kit_object
     rw = readWrite.ReadWrite(
         c=comment,
         cd=created_date,
         d=description,
         t=type,
         v=valid,
         data=data,
         tag=tag,
         path=file_path,
         name=name,
         format='shader')
     result, shader_path = rw.create()
     if False in result:
         return result
     studio_image = studioImage.ImageCalibration(
         path=file_path, name=name, format='png')
     image_path = studio_image.writeImage(image)
     print '\nresult', shader_path, image_path
     return result
コード例 #5
0
 def create_preference(self):
     comment = '{} {} - preference container'.format(
         self.lable, self.version)
     created_date = datetime.now().strftime('%B/%d/%Y - %I:%M:%S:%p')
     description = 'This data contain information about shader library preference'
     type = 'preference'
     valid = True
     data = {}
     tag = 'shader_library'
     resource_path = resources.getResourceTypes()[type].encode()
     rw = readWrite.ReadWrite(c=comment,
                              cd=created_date,
                              d=description,
                              t=type,
                              v=valid,
                              data=data,
                              tag=tag,
                              path=resource_path,
                              name='library_preferences',
                              format='json')
     self.bundles = rw.get_data()
     if not self.bundles:
         rw.create()
         print '\n#result new preferences created ', rw.file_path
コード例 #6
0
 def had_valid(self, publish_file):
     rw = readWrite.ReadWrite(t='render')
     rw.file_path = publish_file
     result = rw.has_valid()
     return result
コード例 #7
0
 def had_file(self, dirname, name):
     rw = readWrite.ReadWrite(
         path=dirname, name=name, format='shader', t='shader_net')
     return rw.has_file()