def __init__(self, scene, shot, project=None, shotgun_fields={}): self.project = Project._construct(project) self.scene = Scene._construct(scene=scene, project=self.project) self.name = projectAwareness.format_shotgun_shot_name( shot_name=shot, project_name=self.project.name, scene_name=self.scene.name) self._shotgun_fields = shotgun_fields self._cache_latest_tank_audio = None
def __init__(self, scene, shot, project=None, shotgun_fields={}): self.project = Project._construct( project ) self.scene = Scene._construct( scene = scene, project = self.project ) self.name = projectAwareness.format_shotgun_shot_name( shot_name = shot, project_name = self.project.name, scene_name = self.scene.name ) self._shotgun_fields = shotgun_fields self._cache_latest_tank_audio = None
def get_shot(self, shot_name, no_exception=False): shots = self.list_shots() shot_name = projectAwareness.format_shotgun_shot_name( shot_name=shot_name, scene_name=self.name, project_name=self.project.name) shot_search = [shot for shot in shots if shot.name == shot_name] if not shot_search: msg = "Scene %s does not have shot %s, available shots are {%s}" % ( self.name, shot_name, ",".join([shot.name for shot in shots])) if no_exception: print "Warning:", msg else: raise KeyError, msg return None return shot_search[0]
def get_shot(self, shot_name, no_exception=False): shots = self.list_shots() shot_name = projectAwareness.format_shotgun_shot_name(shot_name = shot_name, scene_name = self.name, project_name = self.project.name) shot_search = [ shot for shot in shots if shot.name == shot_name ] if not shot_search: msg = "Scene %s does not have shot %s, available shots are {%s}" % ( self.name, shot_name, ",".join( [shot.name for shot in shots]) ) if no_exception: print "Warning:", msg else: raise KeyError, msg return None return shot_search[0]