def listAll(self): self.anim_asset_tm.clear() current_assets = pcasset.listAssets() for a in current_assets: self.anim_asset_tm.addAsset(a) self.anim_asset_tm.reset() return True
def getPublishAssets(self): pub_assets = [] if self.puball.isChecked(): pub_assets = pcasset.listAssets() else: pub_assets = self.selectedAssets() return pub_assets
def listAssets(self): self.asset_list.clear() assets = [] current_assects = pcasset.listAssets() for a in current_assects: aname = a.asset_name() if not aname in assets: assets.append(aname) self.asset_list.addItem(aname)
def listAll(self): self.filter_character.setChecked(True) self.filter_property.setChecked(True) self.anim_asset_tm.clear() current_assets = pcasset.listAssets() for a in current_assets: self.anim_asset_tm.addAsset(a) self.anim_asset_tm.reset() return True
def listAll(self): self.filter_character.setChecked(True) self.filter_property.setChecked(True) self.filter_environment.setChecked(True) self.current_asset_table_model.clear() current_assets = pcasset.listAssets() for a in current_assets: self.current_asset_table_model.addAsset(a) self.current_asset_table_model.reset() return True
def list(self): self.anim_asset_tm.clear() current_assets = pcasset.listAssets() for a in current_assets: if self.filter_character.isChecked(): if a.asset_type() == "Character": self.anim_asset_tm.addAsset(a) if self.filter_property.isChecked(): if a.asset_type() == "Property": self.anim_asset_tm.addAsset(a) self.anim_asset_tm.reset() return True
def list(self): self.current_asset_table_model.clear() current_assets = pcasset.listAssets() for a in current_assets: if self.filter_character.isChecked(): if a.asset_type() == 'Character': self.current_asset_table_model.addAsset(a) if self.filter_property.isChecked(): if a.asset_type() == 'Property': self.current_asset_table_model.addAsset(a) if self.filter_environment.isChecked(): if a.asset_type() == 'Evnironment': self.current_asset_table_model.addAsset(a) self.current_asset_table_model.reset() return True