def publish_fbx_anim_file(versionUp=True, origScene=None, *args): # THIS IS FOR ANIM EXPORTING # save current scene # check whether gameexport plug in is loaded mel.eval("gameFbxExporter;") # version up if versionUp: verUpFile = get_version_up_name(origScene) copy2(origScene, verUpFile) print "===== Versioned up {0} to {1}!".format(origScene, verUpFile) else: print "===== Not versioning up publish of {0}".format(origScene) if not origScene: cmds.warning( "assetPublish.publish_fbx_anim_file: You haven't passed in a scene path!" ) return (False) # assuming references refs = cmds.file(q=True, r=True) if not refs: cmds.warning("There are no references in this scene. . .") return (False) if len(refs) > 1: cmds.warning("There are too many references in this scene. . .") return (False) # below would all be under a for loop for each reference in the stages? pp = uf.PathParser(origScene) # assuming a namespace geoGrp = cmds.ls("*:GEO") jntGrp = cmds.ls("*:EXPORT_JNT_Grp") # check for geo grps if not geoGrp or len(geoGrp) > 1: cmds.warning( "AssetPublish.publish_fbx_anim_file:You either have no grp called 'GEO' -IN A NAMESPACE-, or too many objects called 'GEO'.\n fbx export aborted!" ) return (False) geos = child_match_check(geoGrp[0], "*_Geo_Grp") if not geos: return (False) # check for jnt grps if not jntGrp or len(jntGrp) > 1: cmds.warning( "AssetPublish.publish_fbx_anim_file:You either have no grp called 'EXPORT_JNT_Grp' -IN A NAMESPACE-, or too many objects called 'EXPORT_JNT_Grp'.\n fbx export aborted!" ) return (False) roots = child_match_check(jntGrp[0], "*_Root_Jnt") if not roots: return (False) # check correspondence of geo and root jnts correspond = check_correspondence(geos, roots) if not correspond: return (False) cmds.file(refs[0], ir=True) pubFbxPath = uf.fix_path(os.path.join(pp.phasePath, "Publish/FBX/")) tokens = pp.fileName.split("_") tokens[-2] = "Publish" pubFileName = "_".join(tokens)[:-3] + ".fbx" pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName)) start, end = uf.get_frame_range() # bake joints for r in roots: # get child roots if joints allD = cmds.listRelatives(r, allDescendents=True) jnts = [x for x in allD if cmds.objectType(x, isa="joint")] # function to bake selected on all jnts under this root bake_selected(jnts, start, end) namespace = cmds.file(refs[0], q=True, ns=True) uf.remove_namespaces() # delete constraints cmds.delete(cmds.ls(type="constraint")) cmds.select(cl=True) # move jnts and geo into world parent for root in roots: rootremove = "{0}:".format(namespace) basename = root.split(":")[1].split("_Root_Jnt")[0] geo = "{0}_Geo_Grp".format(basename) root = "{0}_Root_Jnt".format(basename) cmds.parent([geo, root], w=True) tokens[-2] = basename pubFileName = "_".join(tokens)[:-3] pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName)) rootremove = "{0}:".format(namespace) cmds.select([root, geo], r=True) # do this the cmds way nodes = mel.eval("gameExp_GetGameFbxExporterNodeList()") cmds.select(nodes, add=True) keep = [root, geo] for node in nodes: keep.append(node) # delete all other top level nodes delete_other_top_level_nodes(keep) # if this exists, should we overwrite? if os.path.isfile(pubFilePath): overwrite = cmds.confirmDialog( title="Overwrite Confirmation", message= "A publish FBX already exists for this file.\nShould we overwrite?", button=("Overwrite", "Cancel"), defaultButton="Overwrite", cancelButton="Cancel", dismissString="Cancel") if overwrite == "Cancel": print "Publish skipped for FBX file (.fbx) called {0}".format( pubFilePath) return (True) # get path for maya publish pubsplits = pubFilePath.split("/") pubsplits[-2] = "MB" mayapubpath = "/".join(pubsplits) # just export maya scene here. . . to publish (need to get mb path) # get the latest "gameExporterPreset*" for export (not sure if latest what we want?) if not nodes: cmds.warning( "You don't have any game export nodes in your scene. Just exporting a straight fbx clip!" ) mel.eval('FBXLoadExportPresetFile -f "{0}";'.format(anmPreset)) mel.eval('FBXExport -f "{0}" -s'.format(pubFilePath + ".fbx")) else: print "===== anim publish:\n- saving {0}".format(mayapubpath + ".mb") cmds.file(mayapubpath + ".mb", es=True, f=True, type="mayaBinary") print "- opening {0}".format(mayapubpath + ".mb") hold = cmds.file(mayapubpath + ".mb", o=True, f=True) print "-formatting and exporting" # check that we're doing all we can here. . . . # uf.set_gameExport_info(gnodes[-1], filepath, filename) ge.set_and_export(pubFilePath + ".fbx") return (True)
def publish_fbx_anim_file(versionUp=True, origScene=None, references=None, *args): """ Assumes we're in an anim assembly scene that contains referenced rigs (only one namespace) This will spit out maya scenes that are ready for fbx export. One maya scene per reference object in the current scene, each of which contains only the mesh and joint groups that need to be exported. These scenes contain all available 'rigs' from that asset. Args: versionup (bool): whether we should version up the current scene origscene (string): the full path to the original scene we're trying to publish references (list): list of the reference paths in the scene to deal with Returns: bool: whether we've run through all successfully """ cmds.file(s=True) # check whether game exporter plugin is loaded, load if not uf.plugin_load("gameFbxExporter") # check if there are any gmae export nodes, bail if not? or bail in the later stage - calling function # version up if versionUp: verUpFile = get_version_up_name(origScene) copy2(origScene, verUpFile) print "===== Versioned up {0} to {1}!".format(origScene, verUpFile) else: print "===== Not versioning up publish of {0}".format(origScene) if not origScene: cmds.warning("assetPublish.publish_fbx_anim_file: You haven't passed in a scene path!") publishState = False return() # assuming references refs = references if not refs: cmds.warning("There are no references in this scene. . .") publishState = False return() # cull out the bad references from our input list goodRefs = cull_bad_references(refs) # bake all jnts THEN do all the rest for ref in goodRefs: namespace = cmds.file(ref, q=True, ns=True) print "BAKING JOINTS FOR: {0}".format(namespace) geoGrp = cmds.ls("{0}:GEO".format(namespace)) jntGrp = cmds.ls("{0}:EXPORT_JNT_Grp".format(namespace)) geos = child_match_check(geoGrp[0], "*_Geo_Grp") roots = child_match_check(jntGrp[0], "*_Root_Jnt") start, end = uf.get_frame_range() # bake joints for r in roots: # get child roots if joints allD = cmds.listRelatives(r, allDescendents=True) jnts = [x for x in allD if cmds.objectType(x, isa="joint")] # function to bake selected on all jnts under this root bake_selected(jnts, start, end) for ref in goodRefs: pp = uf.PathParser(origScene) namespace = cmds.file(ref, q=True, ns=True) geoGrp = cmds.ls("{0}:GEO".format(namespace)) jntGrp = cmds.ls("{0}:EXPORT_JNT_Grp".format(namespace)) # imports the reference cmds.file(ref, ir=True) geos = child_match_check(geoGrp[0], "*_Geo_Grp") roots = child_match_check(jntGrp[0], "*_Root_Jnt") # here's where we'd do the folder (figure out path stuff) - add the variant name pubFbxPath = uf.fix_path(os.path.join(pp.phasePath, "Publish/MB/{0}_v{1}".format(pp.variant, pp.versionString))) print "------- trying to make directory: {0}".format(pubFbxPath) if not os.path.exists(pubFbxPath): os.makedirs(pubFbxPath) tokens = pp.fileName.split("_") tokens[-2] = namespace start, end = uf.get_frame_range() # delete constraints cmds.delete(cmds.ls("{0}:*".format(namespace), type="constraint")) cmds.select(cl=True) # get list of roots in this ref fullKeepList = [] for root in roots: basename = root.split(":")[1].split("_Root_Jnt")[0] geo = "{0}:{1}_Geo_Grp".format(namespace, basename) root = "{0}:{1}_Root_Jnt".format(namespace, basename) cmds.parent([geo, root], w=True) fullKeepList.append(geo) fullKeepList.append(root) cmds.select(fullKeepList, r=True) delete_other_top_level_nodes(cmds.ls(sl=True)) try: cmds.namespace(mv=[namespace, ":"], f=True) cmds.namespace(rm=namespace) except: cmds.warning("NAMESPACE PROBLEM!", namespace) # collect the roots to export for root in roots: exportList = [] basename = root.split(":")[1].split("_Root_Jnt")[0] geo = "{0}_Geo_Grp".format(basename) root = "{0}_Root_Jnt".format(basename) nodes = cmds.ls(type="gameFbxExporter") exportList.append(root) exportList.append(geo) for node in nodes: exportList.append(node) cmds.select(exportList, r=True) print "multiRefAnimExport.publish_fbx_anim_file: exporting -- \n {0}".format(exportList) # strip away namespace (if it's there) tokens[2] = basename pubFileName = "_".join(tokens) pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName)) # if this exists, should we overwrite? if os.path.isfile(pubFilePath): overwrite = cmds.confirmDialog(title="Overwrite Confirmation", message = "A publish FBX already exists for this file.\nShould we overwrite?", button = ("Overwrite", "Cancel"), defaultButton = "Overwrite", cancelButton = "Cancel", dismissString = "Cancel") if overwrite == "Cancel": print "multiRefAnimExport.publish_fbx_anim_file:Publish skipped for FBX file (.fbx) called {0}".format(pubFilePath) return() print "===== anim publish:\n- saving {0}".format(pubFilePath) cmds.file(pubFilePath + ".mb", es=True, f=True, type="mayaBinary") return(True)
def publish_fbx_anim_file(versionUp=True, origScene=None, *args): """ This is for asset anim exporting. File requires ONE AND ONLY ONE reference """ # save current scene # check whether gameexport plug in is loaded mel.eval("gameFbxExporter;") # version up if versionUp: verUpFile = get_version_up_name(origScene) copy2(origScene, verUpFile) print "===== Versioned up {0} to {1}!".format(origScene, verUpFile) else: print "===== Not versioning up publish of {0}".format(origScene) if not origScene: cmds.warning( "assetPublish.publish_fbx_anim_file: You haven't passed in a scene path!" ) return (False) refs = cmds.file(q=True, r=True) if not refs: cmds.warning("There are no references in this scene. . .") return (False) if len(refs) > 1: cmds.warning("There are too many references in this scene. . .") return (False) pp = uf.PathParser(origScene) # assuming a namespace geoGrp = cmds.ls("*:GEO") jntGrp = cmds.ls("*:EXPORT_JNT_Grp") # check for geo grps if not geoGrp or len(geoGrp) > 1: cmds.warning( "AssetPublish.publish_fbx_anim_file:You either have no grp called 'GEO' -IN A NAMESPACE-, or too many objects called 'GEO'.\n fbx export aborted!" ) return (False) geos = child_match_check(geoGrp[0], "*_Geo_Grp") if not geos: return (False) # check for jnt grps if not jntGrp or len(jntGrp) > 1: cmds.warning( "AssetPublish.publish_fbx_anim_file:You either have no grp called 'EXPORT_JNT_Grp' -IN A NAMESPACE-, or too many objects called 'EXPORT_JNT_Grp'.\n fbx export aborted!" ) return (False) roots = child_match_check(jntGrp[0], "*_Root_Jnt") if not roots: return (False) # check correspondence of geo and root jnts correspond = check_correspondence(geos, roots) if not correspond: return (False) cmds.file(refs[0], ir=True) pubFbxPath = uf.fix_path( os.path.join( pp.phasePath, "Publish/FBX/{0}_v{1}".format(pp.variant, pp.versionString))) print pubFbxPath if not os.path.isdir(pubFbxPath): os.makedirs(pubFbxPath) tokens = pp.fileName.split("_")[:3] pubFileName = "_".join(tokens) + ".fbx" pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName)) start, end = uf.get_frame_range() # bake joints for r in roots: # get child roots if joints allD = cmds.listRelatives(r, allDescendents=True) jnts = [x for x in allD if cmds.objectType(x, isa="joint")] # function to bake selected on all jnts under this root bake_selected(jnts, start, end) namespace = cmds.file(refs[0], q=True, ns=True) uf.remove_namespaces() # delete constraints cmds.delete(cmds.ls(type="constraint")) cmds.select(cl=True) # move jnts and geo into world parent for root in roots: rootremove = "{0}:".format(namespace) basename = root.split(":")[1].split("_Root_Jnt")[0] geo = "{0}_Geo_Grp".format(basename) root = "{0}_Root_Jnt".format(basename) cmds.parent([geo, root], w=True) tokens[-1] = basename pubFileName = "_".join(tokens) pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName)) rootremove = "{0}:".format(namespace) cmds.select([root, geo], r=True) nodes = cmds.ls(type="gameFbxExporter") if not nodes: cmds.warning( "AssetPublish.publish_fbx_anim_files: You don't have any game exporter nodes in your scene! Aborting!" ) return () cmds.select(nodes, add=True) keep = [root, geo] for node in nodes: keep.append(node) # delete all other top level nodes delete_other_top_level_nodes(keep) # if this exists, should we overwrite? if os.path.isfile(pubFilePath): overwrite = cmds.confirmDialog( title="Overwrite Confirmation", message= "A publish FBX already exists for this file.\nShould we overwrite?", button=("Overwrite", "Cancel"), defaultButton="Overwrite", cancelButton="Cancel", dismissString="Cancel") if overwrite == "Cancel": print "Publish skipped for FBX file (.fbx) called {0}".format( pubFilePath) return (True) # get path for maya publish pubsplits = pubFilePath.split("/") pubsplits[-3] = "MB" mayapubpath = "/".join(pubsplits) # if there's not a game export node, just export an fbx, otherwise do the game export all to one clip if not nodes: cmds.warning( "You don't have any game export nodes in your scene. Just exporting a straight fbx animation!" ) mel.eval('FBXLoadExportPresetFile -f "{0}";'.format(anmPreset)) mel.eval('FBXExport -f "{0}" -s'.format(pubFilePath + ".fbx")) else: print "===== anim publish:\n- saving {0}".format(mayapubpath + ".mb") cmds.file(mayapubpath + ".mb", es=True, f=True, type="mayaBinary") print "multiRefAnimExport.publish_fbx_anim_file: opening {0}".format( mayapubpath + ".mb") hold = cmds.file(mayapubpath + ".mb", o=True, f=True) # set the export parameters uf.set_gameExport_info(nodes[-1], pubFbxPath, pubFileName) print "========= multiRefAnimExport.publish_fbx_anim_file: trying to publish FBX {0}/{1}".format( pubFbxPath, pubFileName + ".fbx") #game export mel.eval("gameExp_DoExport;") return (True)
def publish_fbx_anim_file(versionUp=True, origScene=None, *args): # THIS IS FOR ANIM EXPORTING # save current scene # move this to end and use Zed's script to version up afterwards? ? maybe? # version up if versionUp: verUpFile = get_version_up_name(origScene) copy2(origScene, verUpFile) print "===== Versioned up {0} to {1}!".format(origScene, verUpFile) else: print "===== Not versioning up publish of {0}".format(origScene) if not origScene: cmds.warning( "assetPublish.publish_fbx_anim_file: You haven't passed in a scene path!" ) return (False) # assuming references refs = cmds.file(q=True, r=True) if not refs: cmds.warning("There are no references in this scene. . .") return (False) if len(refs) > 1: cmds.warning("There are too many references in this scene. . .") return (False) # below would all be under a for loop for each reference in the stages? pp = uf.PathParser(origScene) # assuming a namespace geoGrp = cmds.ls("*:GEO") jntGrp = cmds.ls("*:EXPORT_JNT_Grp") # check for geo grps if not geoGrp or len(geoGrp) > 1: cmds.warning( "AssetPublish.publish_fbx_anim_file:You either have no grp called 'GEO' -IN A NAMESPACE-, or too many objects called 'GEO'.\n fbx export aborted!" ) return (False) geos = child_match_check(geoGrp[0], "*_Geo_Grp") if not geos: return (False) # check for jnt grps if not jntGrp or len(jntGrp) > 1: cmds.warning( "AssetPublish.publish_fbx_anim_file:You either have no grp called 'EXPORT_JNT_Grp' -IN A NAMESPACE-, or too many objects called 'EXPORT_JNT_Grp'.\n fbx export aborted!" ) return (False) roots = child_match_check(jntGrp[0], "*_Root_Jnt") if not roots: return (False) cmds.file(refs[0], ir=True) # check correspondence of geo and root jnts correspond = check_correspondence(geos, roots) if not correspond: return (False) pubFbxPath = uf.fix_path(os.path.join(pp.phasePath, "Publish/FBX/")) tokens = pp.fileName.split("_") tokens[-2] = "Publish" pubFileName = "_".join(tokens)[:-3] + ".fbx" pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName)) start, end = uf.get_frame_range() # bake joints for r in roots: # get child roots if joints allD = cmds.listRelatives(r, allDescendents=True) jnts = [x for x in allD if cmds.objectType(x, isa="joint")] # function to bake selected on all jnts under this root bake_selected(jnts, start, end) namespace = cmds.file(refs[0], q=True, ns=True) uf.remove_namespaces() # delete constraints cmds.delete(cmds.ls(type="constraint")) cmds.select(cl=True) # move jnts and geo into world parent for root in roots: rootremove = "{0}:".format(namespace) basename = root.split(":")[1].split("_Root_Jnt")[0] geo = "{0}_Geo_Grp".format(basename) root = "{0}_Root_Jnt".format(basename) cmds.parent([geo, root], w=True) tokens[-2] = basename pubFileName = "_".join(tokens)[:-3] + ".fbx" pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName)) rootremove = "{0}:".format(namespace) cmds.select([root, geo], r=True) # if this exists, should we overwrite? if os.path.isfile(pubFilePath): overwrite = cmds.confirmDialog( title="Overwrite Confirmation", message= "A publish FBX already exists for this file.\nShould we overwrite?", button=("Overwrite", "Cancel"), defaultButton="Overwrite", cancelButton="Cancel", dismissString="Cancel") if overwrite == "Cancel": print "Publish skipped for FBX file (.fbx) called {0}".format( pubFilePath) return (True) mel.eval('FBXLoadExportPresetFile -f "{0}";'.format(anmPreset)) mel.eval('FBXExport -f "{0}" -s'.format(pubFilePath)) return (True)
def publish_fbx_anim_file(versionUp=True, origScene=None, *args): """ Assumes we're in an anim assembly scene that contains referenced rigs (only one namespace) This will spit out maya scenes that are ready for fbx export. One maya scene per reference object in the current scene, each of which contains only the mesh and joint groups that need to be exported. These scenes contain all available 'rigs' from that asset. Args: versionup (bool): whether we should version up the current scene origscene (string): the full path to the original scene we're trying to publish Returns: bool: whether we've run through all successfully """ cmds.file(s=True) # check whether game exporter plugin is loaded, load if not uf.plugin_load("gameFbxExporter") # version up if versionUp: verUpFile = get_version_up_name(origScene) copy2(origScene, verUpFile) print "===== Versioned up {0} to {1}!".format(origScene, verUpFile) else: print "===== Not versioning up publish of {0}".format(origScene) if not origScene: cmds.warning( "assetPublish.publish_fbx_anim_file: You haven't passed in a scene path!" ) return (False) # assuming references refs = cmds.file(q=True, r=True) if not refs: cmds.warning("There are no references in this scene. . .") return (False) for ref in refs: pp = uf.PathParser(origScene) namespace = cmds.file(ref, q=True, ns=True) # assuming a namespace geoGrp = cmds.ls("{0}:GEO".format(namespace)) jntGrp = cmds.ls("{0}:EXPORT_JNT_Grp".format(namespace)) # check for geo grps if not geoGrp: cmds.warning( "AssetPublish.publish_fbx_anim_file:You have no grp called 'GEO' -IN A NAMESPACE-.\n fbx export aborted!" ) return (False) geos = child_match_check(geoGrp[0], "*_Geo_Grp") if not geos: return (False) # check for jnt grps if not jntGrp: cmds.warning( "AssetPublish.publish_fbx_anim_file:You either have no grp called 'EXPORT_JNT_Grp' -IN A NAMESPACE-.\n fbx export aborted!" ) return (False) roots = child_match_check(jntGrp[0], "*_Root_Jnt") if not roots: return (False) # imports the reference cmds.file(ref, ir=True) # check correspondence of geo and root jnts correspond = check_correspondence(geos, roots) if not correspond: return (False) # here's where we'd do the folder (figure out path stuff) - add the variant name pubFbxPath = uf.fix_path( os.path.join( pp.phasePath, "Publish/MB/{0}_v{1}".format(pp.variant, pp.versionString))) print "------- trying to make dirctory: {0}".format(pubFbxPath) if not os.path.exists(pubFbxPath): os.mkdir(pubFbxPath) tokens = pp.fileName.split("_") tokens[-2] = namespace start, end = uf.get_frame_range() # bake joints for r in roots: # get child roots if joints allD = cmds.listRelatives(r, allDescendents=True) jnts = [x for x in allD if cmds.objectType(x, isa="joint")] # function to bake selected on all jnts under this root bake_selected(jnts, start, end) # delete constraints cmds.delete(cmds.ls("{0}:*".format(namespace), type="constraint")) cmds.select(cl=True) # list for what to keep in this reference keepList = [] # parent each root to world for root in roots: basename = root.split(":")[1].split("_Root_Jnt")[0] geo = "{0}:{1}_Geo_Grp".format(namespace, basename) root = "{0}:{1}_Root_Jnt".format(namespace, basename) cmds.parent([geo, root], w=True) # make this a more generic way to get the game nodes!! (search for type) nodes = cmds.ls(type="gameFbxExporter") keepList.append(root) keepList.append(geo) for node in nodes: keepList.append(node) cmds.select(keepList, r=True) # strip away namespace cmds.namespace(mv=[namespace, ":"], f=True) cmds.namespace(rm=namespace) # delete all other top level nodes delete_other_top_level_nodes(cmds.ls(sl=True)) pubFileName = "_".join(tokens) pubFilePath = uf.fix_path(os.path.join(pubFbxPath, pubFileName)) # if this exists, should we overwrite? if os.path.isfile(pubFilePath): overwrite = cmds.confirmDialog( title="Overwrite Confirmation", message= "A publish FBX already exists for this file.\nShould we overwrite?", button=("Overwrite", "Cancel"), defaultButton="Overwrite", cancelButton="Cancel", dismissString="Cancel") if overwrite == "Cancel": print "Publish skipped for FBX file (.fbx) called {0}".format( pubFilePath) return (True) # else: print "===== anim publish:\n- saving {0}".format(pubFilePath + ".mb") cmds.file(pubFilePath + ".mb", es=True, f=True, type="mayaBinary") return (True)