Пример #1
0
def bgMasterShot(fType, variant, variantFolder, newWSFile, destination,
                 currentMaster):
    """
    will use standalone maya to master the ws passed in 
    Args:
        fType = "anm", "lgt", or "fx"
        variant = name of the variant
        variantFolder = full path the variant folder [...shots/SHOT/TYPE/VARIANT]
        newWSFile = from masterShot func, the full path to latest WS file
        destination = full path to the proposed incremented past version of the master
        currentMaster = full path to the name of the master file
    """

    print "MASTERING SHOT IN BACKGROUND"
    root = os.getenv("MAYA_ROOT")
    backgroundMaster = cFuncs.fixPath(
        "{0}/scripts/chrlx_pipe/backgroundMaster.py".format(root))
    if os.name == "nt":
        mayapy = cFuncs.fixPath(
            os.path.join(os.getenv("MAYA_LOCATION"), "bin", "mayapy.exe"))

    if os.name != "nt":
        mayapy = cFuncs.fixPath(
            os.path.join(os.getenv("MAYA_LOCATION"), "bin", "mayapy"))

    try:
        subprocess.Popen([
            mayapy, backgroundMaster, fType, variant, variantFolder, newWSFile,
            destination, currentMaster
        ])
        print "Mastering in BG: {0}".format(variant)
    except:
        print "COULD NOT MASTER IN BACKGROUND: {0}\n Please check the 'master log' in the variant folder".format(
            variant)
Пример #2
0
def readWinDupe(*args):
    """gets the info from the win and passes it to dupe execute"""
    oldAss = cmds.textFieldButtonGrp(widgets["oldTFBG"], q=True, tx=True)
    newAssBase = cmds.textFieldButtonGrp(widgets["newTFBG"], q=True, tx=True)

    if cmds.window("dupeWin", exists=True):
        newType = cmds.radioButtonGrp(widgets["assTypeRBG"], q=True, sl=True)
        if newType == 1:
            newType = "characters"
        if newType == 2:
            newType = "props"
        if newType == 3:
            newType = "sets"
    name = cmds.textFieldGrp(widgets["nameTFG"], q=True, tx=True)

    #---------------- get the start job, end job and the asset name
    # ---------------- check here for info that Paul's dupe needs
    newAss = cFuncs.fixPath(
        os.path.join(newAssBase, "3D_assets", newType, name))

    if oldAss and newAssBase and name:
        print "duplicate.readWinDupe: passing\noldAss: {0}\nnewAss: {1}\nnewType: {2}".format(
            oldAss, newAss, newType)
        # ---------------- pass Pauls script the correct info here
        duplicateExecute(cFuncs.fixPath(oldAss), newAss, newType)
    else:
        cmds.warning("You have to fill in all of the fields!")
Пример #3
0
def increment(*args):
    #get current scene
    curr = cFuncs.fixPath(cmds.file(q=True, sn=True))
    print curr
    pm = ""
    #check that we're in schema 2
    if curr:
        try:
            pm = paths.PathManager(curr)
        except:
            warning("Can't get file name or find the project path")

        if pm:  #check that we're in a ws file in correct proj type
            if isinstance(pm, paths.AssetPath):  # if asset
                asset = pm.name
                assetFolder = cFuncs.fixPath(
                    os.path.join(pm.assetPath, pm.typ, asset))
                fType = pm.stage
                incrementFile = cFuncs.incrementWS(asset, assetFolder, fType)
                wsNum = "{0:0>3}".format(pm.version + 1)
                cmds.file(rename=incrementFile + ".ma")
                cFuncs.putFileInfo(fType, wsNum, "quick increment")
                cmds.file(save=True, type="mayaAscii")

            elif isinstance(pm, paths.ShotPath):  # if shot
                variant = pm.variant
                fType = pm.shotType
                varFolder = cFuncs.fixPath(
                    os.path.join(pm.shotPath, fType, variant))
                print "quick increment:\nvariant: {0}\nvarFolder: {1}\nfType: {2}".format(
                    variant, varFolder, fType)
                incrementFile = cFuncs.incrementWS(variant, varFolder, fType)
                wsNum = "{0:0>3}".format(pm.version + 1)
                cmds.file(rename=incrementFile + ".ma")
                cFuncs.putFileInfo(fType, wsNum, "quick increment")
                cmds.file(save=True, type="mayaAscii")

            else:
                cmds.warning(
                    "quickIncrement.increment: I'm not able to recognize the shot you've passed me"
                )

            if cmds.window("assetWin", exists=True):
                import chrlx_pipe.assetWin as assWin
                assWin.populateWindow()

            if cmds.window("shotWin", exists=True):
                import chrlx_pipe.shotWin as shotWin
                shotWin.populateWindow()

        else:
            cmds.warning(
                "You're not in a file I can increment (either wrong project schema or not in a workshop)"
            )
    else:
        cmds.warning(
            "You seem to be in an unsaved scene! No workshop to increment!")
Пример #4
0
def fileAction(action="", *args):
    """
	exports the info in the window as fbx
	"""
    if action == "fbxexp":
        pathFld = "pathTFBG"
        nameFld = "nameTFG"
        suffix = "fbx"
    elif action == "mayaexp" or "openMaya":
        pathFld = "mayaTFBG"
        nameFld = "animNameTFG"
        suffix = "ma"
    elif action == "animFbx":
        pathFld = "mayaTFBG"
        nameFld = "animNameTFG"
        suffix = "fbx"

    folder = cmds.textFieldButtonGrp(widgets[pathFld], q=True, tx=True)
    expName = cmds.textFieldGrp(widgets[nameFld], q=True, tx=True)
    fileName = "{0}.{1}".format(expName, suffix)

    if folder and expName:
        path = cFuncs.fixPath(os.path.join(folder, fileName))
        if action == "fbxexp":
            expFbx(path)
        elif action == "mayaexp":
            cmds.file(path, force=True, type="mayaAscii", exportSelected=True)
        elif action == "animFbx":
            expFbx(path)
        elif action == "openMaya":
            cmds.file(path, open=True, force=True)
    else:
        cmds.warning("You need to have a location AND a file name")
Пример #5
0
def initializeRigWS(asset, assetFolder, *args):
    """will use standalone maya to create the initial rig ws file"""

    print "INITIALIZING RIG WORKSHOP"
    root = os.getenv("MAYA_ROOT")
    initRigFile = cFuncs.fixPath(
        "{0}/scripts/chrlx_pipe/buildInitialRigFiles.py".format(root))
    if os.name == "nt":
        mayapy = cFuncs.fixPath(
            os.path.join(os.getenv("MAYA_LOCATION"), "bin", "mayapy.exe"))
    elif os.name != "nt":
        mayapy = cFuncs.fixPath(
            os.path.join(os.getenv("MAYA_LOCATION"), "bin", "mayapy"))

    try:
        subprocess.call([mayapy, initRigFile, asset, assetFolder])
        print "FINISHED WITH RIG WS CREATION"
    except Exception, e:
        print "masterFuncs.InitializeRigWS - error:\n", e
        print "masterFuncs.InitializeRigWS: DID NOT CREATE RIG WS"
Пример #6
0
def getPath(pathField, *args):
    """gets the path that will fill the field group"""
    path = cmds.fileDialog2(fm=2, dir=currentProj)
    cmds.textFieldButtonGrp(widgets[pathField], e=True, fi=path[0])
    val = cmds.textFieldButtonGrp(widgets["oldTFBG"], q=True, tx=True)

    if (pathField == "oldTFBG") and (not cmds.textFieldButtonGrp(
            widgets["newTFBG"], q=True, tx=True)):
        if val:
            sel = cmds.radioButtonGrp(widgets["assTypeRBG"], q=True, sl=True)
            oldPath = PathManager(path[0])
            if sel == 1:
                newDest = cFuncs.fixPath(os.path.join(oldPath.charPath))
            if sel == 2:
                newDest = cFuncs.fixPath(os.path.join(oldPath.propPath))
            if sel == 3:
                newDest = cFuncs.fixPath(
                    os.path.join(os.path.join(oldPath.assetPath, "sets")))

            cmds.textFieldButtonGrp(widgets["newTFBG"], e=True, fi=newDest)
Пример #7
0
def getProjectFolder(*args):
    cmds.textScrollList(widgets["charTSL"], e=True, ra=True)
    cmds.textScrollList(widgets["propTSL"], e=True, ra=True)
    cmds.textScrollList(widgets["setTSL"], e=True, ra=True)
    folder = cmds.fileDialog2(fileMode=3, dialogStyle=1)
    if folder:
        path = utils.PathManager(folder[0])
        if path.spotSchema == 2 and (cFuncs.fixPath(path.jobPath)
                                     == folder[0]):
            cmds.textFieldButtonGrp(widgets["asstTFBG"], e=True, tx=folder[0])
            pushToImportExportPopulate()
        else:
            cmds.warning("That folder is not a job in the new project schema!")
Пример #8
0
def createWinShotDirs(shotFolder, *args):
    """
    from the window, will create a shot folder structure 
    Args:
        shotFolder (string): the generic "shots" folder under the job [...SPOT/3d/shots]
    Return:
        None
    """

    num = cmds.textFieldGrp(swidgets["num"], q=True, tx=True)
    myChars = [int(s) for s in num
               if s.isdigit()]  # get list of int digits in num

    if len(myChars) != 3:  # if we don't have 3 digits. . .
        cmds.warning("You need to enter a 3 digit number for the shot!!")
        return ()

    shotType = cmds.radioButtonGrp(swidgets["version"], q=True, sl=True)
    if shotType == 1:
        sname = "shot"
    if shotType == 2:
        sname = "previs"

    name = "{0}{1}".format(sname, num)

    #here we compare that list of assets with our proposed name
    shots = cFuncs.getSpotShotList(shotFolder)
    if name in shots:
        cmds.confirmDialog(
            t="Name Exists!",
            m="There is already a shot of this name\nin this project! Please enter another."
        )
        return ()

    shotFolderObj = utils.PathManager(shotFolder)
    #---------------- restore this!!
    # jobDirectoryCreator.createShot(shotFolderObj.jobDirname, shotFolderObj.spotDirname, name)

    varName = cmds.textFieldGrp(swidgets["variant"], q=True, tx=True)

    thisShotFolder = cFuncs.fixPath(os.path.join(shotFolder, name))
    createVariantDirs(thisShotFolder, "anm", varName, *args)

    if cmds.window("createShotWin", exists=True):
        cmds.deleteUI("createShotWin")

    # refresh the shot win
    if cmds.window("shotWin", exists=True):
        #pth = utils.PathManager(shotFolder)
        import chrlx_pipe.shotWin as shotWin
        shotWin.populateWindow()
Пример #9
0
def pushToImportExportExecute(type, *args):
    if type == "import":
        jobFolder = cmds.textFieldButtonGrp(widgets["asstTFBG"],
                                            q=True,
                                            tx=True)
        assetFolder = os.path.join(jobFolder, "3D_assets")

        char = cmds.textScrollList(widgets["charTSL"], q=True, si=True)
        prop = cmds.textScrollList(widgets["propTSL"], q=True, si=True)
        set = cmds.textScrollList(widgets["setTSL"], q=True, si=True)

        name = cmds.textFieldGrp(widgets["nameTFG"], q=True, tx=True)
        impSavePath = ""
        if char:
            impSavePath = cFuncs.fixPath(
                os.path.join(assetFolder, "characters", char[0], "geo",
                             "import_export", name + ".ma"))
        if prop:
            impSavePath = cFuncs.fixPath(
                os.path.join(assetFolder, "props", prop[0], "geo",
                             "import_export", name + ".ma"))
        if set:
            impSavePath = cFuncs.fixPath(
                os.path.join(assetFolder, "sets", set[0], "geo",
                             "import_export", name + ".ma"))

        if impSavePath:
            cmds.file(rename=impSavePath)
            cmds.file(save=True, force=True)
            cmds.warning("You're now in: ", impSavePath)
        else:
            cmds.warning("You need to select the asset to send the file to!")

    if type == "wip":
        print "send to wip"

    cmds.deleteUI(widgets["win"])
Пример #10
0
def createVariantDirs(shotFolder, varType, name, *args):
    """creates variant directories from args
        -asset folder is path to asset folder under 3D
        -assType is either "characters", "props", or "sets"
        -name is string name of the new character
    """
    #do this again (like above) just to make sure we don't repeat a name if we're calling externally
    cFuncs.createVariantDirectories(shotFolder, varType, name)
    cmds.warning("Created variant: {0} in {1}".format(
        name, cFuncs.fixPath(os.path.join(shotFolder, varType))))
    if cmds.window("createVarWin", exists=True):
        cmds.deleteUI("createVarWin")

    #refresh the shot win
    if cmds.window("shotWin", exists=True):
        #pth = utils.PathManager(shotFolder)
        import chrlx_pipe.shotWin as shotWin
        shotWin.populateWindow()
Пример #11
0
    def setProject(self, *args):
        #set project to proper folder!!! project is 3D folder!!!
        self.job = cmds.textScrollList(self.widgets["jobTSL"], q=True, si=True)[0]
        self.spot = cmds.textScrollList(self.widgets["spotTSL"], q=True, si=True)[0]

        if self.job and self.spot:

            path = os.path.join(self.jobsFolder, self.job, self.spot, "3d")
            self.cleanPath = funcs.fixPath(path)

            # - FINAL OUTPUT ATTRIBUTE
            self.projectPath = self.cleanPath

            #sets project if arg is True
            if os.path.isdir(self.cleanPath) and self.set:
                funcs.setProject(self.cleanPath)
                cmds.deleteUI("psWin")

            elif os.path.isdir(self.cleanPath) and not self.set:
                cmds.warning("The project you've selected is:\n", self.projectPath)
                cmds.deleteUI("psWin")

            else:
                cmds.warning("I can't find the directory you've listed")

            #reset fileWin or do output thingy based on passed in info

            if cmds.window("assetWin", exists=True):
                import chrlx_pipe.assetWin as fileWin
                fileWin.populateWindow()

            if cmds.window("shotWin", exists=True):
                import chrlx_pipe.shotWin as fileWin
                fileWin.populateWindow()

        else:
            cmds.warning("You need to select a job and a spot first!")
Пример #12
0
def createWinVarDirs(shotFolder, varType, *args):
    """folder is the shot folder (shot folder). Proj is project folder"""

    name = cmds.textFieldGrp(vwidgets["name"], q=True, tx=True)

    varFold = cFuncs.fixPath(os.path.join(shotFolder, varType))
    variants = cFuncs.getShotVariantList(varFold)

    if variants and (name in variants):
        cmds.confirmDialog(
            t="Name Exists!",
            m="There is already a shot of this name\nin this spot! Please enter another."
        )
        return ()

    createVariantDirs(shotFolder, varType, name)
    if cmds.window("createVarWin", exists=True):
        cmds.delete("createVarWin")

    # refresh the shot win
    if cmds.window("shotWin", exists=True):
        #pth = utils.PathManager(shotFolder)
        import chrlx_pipe.shotWin as shotWin
        shotWin.populateWindow()
Пример #13
0
def masterShot(var,
               varFolder,
               fType,
               batch=False,
               BG=False,
               importRefs=True,
               *args):
    """
    gets latest version of past_versions
    Args: 
        varName (string): variantName (ie. "defaultVariant")
        varFolder (string): the folder for the variant (i.e. rig folder, lgt var folder, etc)
        fType (string): the type of shot abbreviation ('lgt', 'anm', 'fx'), 
        batch (bool): for batch mode (no UI)
        BG (bool): render in background?
        importRefs (bool): should we import the references when mastering?

    Return:
        string: returns message for the confirm dialog in shot win
    """

    note = "mastering shot!"

    #clash check
    clash = cClash.clash(0)
    if clash:
        fix = cmds.confirmDialog(
            title="Clash Fix?",
            message=
            "Name clashes have been detected!\nSee script editor for details\nHow should we fix?",
            button=("Fix Automatically", "Fix Manually"),
            defaultButton="Fix Automatically",
            dismissString="Fix Manually",
            cancelButton="Fix Automatically")
        if fix == "Fix Manually":
            cClash.clash(0)
            return ("clash")
        else:
            cClash.clash(1)

    # below UI has "dict" attr that will grab a dictionary from masterWin ("note":str, "cam":bool, "shd":bool, "rig":bool). use these vals to turn on funcs
    if not batch:
        options = mstWin.masterShotUI()
        shotOptions["note"] = options.dict["note"]
        shotOptions["shd"] = options.dict["shd"]
        # - -------  add frame range, resolution, FPS?

        note = shotOptions['note']
        if note == "__CANCEL__":
            return "__CANCEL__"

    pm = utils.PathManager(varFolder)
    shotmst = pm.getMaster()
    masterFile = os.path.basename(shotmst)[:-3]

    latestMasterVersion = cFuncs.getLatestVarMaster(
        var, varFolder, fType)  #check if there's a master
    #---------------- HERE: GET two WS FILES. THE SECOND WILL BE THE ONE WE SAVE, THEN EXTERNALLY COPY AND MASTER THE FIRST
    latestWorkshop = cFuncs.getLatestVarWS(
        varFolder)  #check the lastest workshop

    # get the number on the end of te
    if latestMasterVersion and (latestMasterVersion != "Abort"):
        num = int(
            os.path.basename(latestMasterVersion).rstrip(".ma").rpartition(
                "_v")[2])
        incrNum = "{:0>3d}".format(num + 1)

    elif latestMasterVersion == "Abort":
        cmds.warning(
            "masterFuncs.masterShot: There was some kind of issue with the paths to get the latest master for backup"
        )
        return

    elif latestMasterVersion == None:
        incrNum = "001"

    #create file name and full path
    # newPastVersion = "{0}/past_versions/{1}_v{2}.ma".format(varFolder, masterFile, incrNum)
    newPastVersion = cFuncs.fixPath(pm.getNextVersion())

    # does this line up with the ws file structure?
    check = cFuncs.checkCurrentMasterMatch(masterFile, fType)

    if not check:
        #here we bail out if current scene isn't workshop of the scene you're trying to master (from window)
        cmds.confirmDialog(
            t="SCENE MISMATCH",
            m="Your current scene doesn't line up\nwith the asset you've selected\nin the asset window. . . \n\nMake sure you're in a workshop file\nfor the asset you want to master!"
        )
        return "FILE MISMATCH - NO MASTER CREATED!"

    #copy current master to past masters and rename to new num
    currentMaster = "{0}/{1}.ma".format(varFolder, masterFile)
    destination = "{0}".format(newPastVersion)
    currentWS = cmds.file(q=True, sceneName=True)

    #increment ws file from current
    newWSFile = "{0}.ma".format(cFuncs.incrementWS(var, varFolder, fType))
    correctWSnum = "{:0>3d}".format(int(latestWorkshop[-6:-3]))

    # -------------- add more data to the shot master fileInfo
    cFuncs.putFileInfo(fType, correctWSnum, note)

    # increment ws
    cmds.file(rename=newWSFile)
    cmds.file(save=True, type="mayaAscii")

    #do the mastering stuff to the current file, if we bail at any stage, reopen the ws and don't save master
    # depending on type of master we want to do, finish up the mastering process. . . .
    if BG == False and importRefs == True:  # regular master

        print "\n-------------------\nDOING IMPORT MASTER SHOT STUFF HERE!\n-------------------"
        clean = cleanShotScene(fType, BG, importRefs)
        if clean == "Abort":
            print "trying to return you to latest workshop file: {0}".format(
                newWSFile)
            cmds.file(newWSFile, open=True, force=True)
            return (
                "Failed mastering at cleanup phase. Try again after fixing problems"
            )

        cmds.file(rename=currentMaster)
        if os.path.isfile(
                currentMaster
        ):  #check if there is a master file currently. If so, move it to the past versions
            os.rename(currentMaster, destination)
            print "masterFuncs.masterShot:\n------ moving: {0} \n------ to: {1}".format(
                currentMaster, destination)
        cmds.file(save=True, type="mayaAscii")  # save as master
        cmds.file(newFile=True, force=True)

    if BG == False and importRefs == False:  # referenced master
        print "\n-------------------\nDOING REFERENCE MASTER SHOT STUFF HERE!\n-------------------"
        clean = cleanShotScene(fType, BG, importRefs)
        if clean == "Abort":
            print "trying to return you to latest ws file: {0}".format(
                newWSFile)
            cmds.file(newWSFile, open=True, force=True)
            return (
                "Failed mastering at cleanup phase. Try again after fixing problems"
            )

        cmds.file(rename=currentMaster)
        if os.path.isfile(
                currentMaster
        ):  #check if there is a master file currently. If so, move it to the past versions
            os.rename(currentMaster, destination)
            print "masterFuncs.masterShot:\n------ moving: {0} \n------ to: {1}".format(
                currentMaster, destination)
        cmds.file(save=True, type="mayaAscii")  # save as master

        #rename to increment ws
        secondWSFile = "{0}".format(cFuncs.incrementWS(var, varFolder, fType))
        cmds.file(rename=secondWSFile)

        cmds.file(save=True, type="mayaAscii")

    if BG == True and importRefs == True:  # BG master
        # call to function to master shot on current ws
        print "---------- kicking out to BG Master function ------------"
        bgMasterShot(fType, var, varFolder, newWSFile, destination,
                     currentMaster)
        # increment again and open variant ws
        #---------------- maybe DON'T re-increment this here? Just open old ws?
        reincr = "{0}".format(cFuncs.incrementWS(var, varFolder, fType))
        cmds.file(rename=reincr)
        cmds.file(save=True, type="mayaAscii")

    #refresh the info in the shot win
    if cmds.window("shotWin", exists=True):
        import chrlx_pipe.shotWin as shotWin
        shotWin.populateWindow()

    if BG == True:
        return "Mastering in background process: {0}".format(currentMaster)
    if BG == False:
        return "Master created successfully: {0}".format(currentMaster)
Пример #14
0
def duplicateExecute(oldAss=None, newAss=None, newType=None, *args):
    """given an old asset name (full path, [. . ./3d/assets/TYPE/NAME]) and a new asset name (...3d/assets/TYPE/NAME), newType is either [characters, props or sets]"""

    #create objs that we can get info from the utils function
    oldAss = cFuncs.fixPath(oldAss)
    newAssRaw = cFuncs.fixPath(newAss)
    #replace type with newType
    newAss = cFuncs.fixPath(
        os.path.join(
            os.path.join(os.path.dirname(os.path.dirname(newAssRaw)), newType),
            os.path.basename(newAss)))
    oldAssNew = cFuncs.fixPath(
        os.path.join(
            os.path.join(os.path.dirname(os.path.dirname(oldAss)), newType),
            os.path.basename(oldAss)))
    print "oldAssNew:", oldAssNew

    oldPath = PathManager(oldAss)
    newPath = PathManager(newAss)

    oldAssName = os.path.basename(oldAss)
    newAssName = os.path.basename(newAss)

    # print "oldassname:", oldAssName
    # print "newAssName:", newAssName
    #create an asset structure for the new name
    createAssDirs(newPath.assetPath, newType, newAssName)

    #geo latest ws - rename, replace references
    oldGeoWS = cFuncs.getLatestAssetWS(oldAssName, oldAss, "geo")
    newGeoWS = ""
    if oldGeoWS:
        newGeoWS = "{0}/geo/workshops/{1}".format(
            newAss,
            os.path.basename(oldGeoWS).replace(
                oldAssName.partition("_")[0], newAssName))
        print newGeoWS
        copyfile(oldGeoWS, newGeoWS)

    #geo master if exists - rename
    oldGeoMst = cFuncs.getAssetMaster(oldAssName, oldAss, "geo")
    newGeoMst = ""
    if oldGeoMst:
        newGeoMst = "{0}/geo/{1}".format(
            newAss,
            os.path.basename(oldGeoMst).replace(
                oldAssName.partition("_")[0], newAssName))
        copyfile(oldGeoMst, newGeoMst)

    #rig latest ws if exists - rename, replace references
    oldRigWS = cFuncs.getLatestAssetWS(oldAssName, oldAss, "rig")
    newRigWS = ""
    if oldRigWS:
        newRigWS = "{0}/rig/workshops/{1}".format(
            newAss,
            os.path.basename(oldRigWS).replace(
                oldAssName.partition("_")[0], newAssName))
        copyfile(oldRigWS, newRigWS)

    #get rig master and copy
    oldRigMst = cFuncs.getAssetMaster(oldAssName, oldAss, "rig")
    newRigMst = ""
    if oldRigMst:
        newRigMst = "{0}/rig/{1}".format(
            newAss,
            os.path.basename(oldRigMst).replace(
                oldAssName.partition("_")[0], newAssName))
        copyfile(oldRigMst, newRigMst)

######## copy mtl and shader files. . . .

    replaceFiles = []
    # copy contents of source images
    for fl in cFuncs.getFilesInPath(os.path.join(oldAss, "sourceImages")):
        if fl:
            copyfile(
                fl, "{0}/sourceImages/{1}".format(
                    newAss,
                    os.path.basename(fl).replace(oldAssName, newAssName)))
            #replaceFiles.append(fl)

    ############ - now we have to find the refs to the geoWS folder and replace it with the new one, same with source images in all files
    # files to search for: oldGeoMst, sourceImage list
    #replaceFiles.append(oldGeoMst)


########## -- add mtl file to this . . .
    filesToSearch = [newRigWS]

    for doc in filesToSearch:
        cFuncs.replaceTextInFile(doc, oldGeoMst, newGeoMst)

    if cmds.window("dupeWin", exists=True):
        cmds.deleteUI("dupeWin")
Пример #15
0
def buttonsToLayout(layout="",
                    dictionary={},
                    width=50,
                    height=20,
                    color=(.5, .5, .5),
                    *args):
    """
    takes info from the given dictionary and creates buttons in the given layout to execute and display scripts

    Args:
        dict (dictionary): dictionary of button attrs (list) in the form --> key(which is used as label): [type ("py" or "mel"), command, annotation]
        width (int): the width of each button created
        height (int): the height of each button created
        color (float array3): a 3-array of 0-1 floats
        layout (string): the layout widget that is the parent widget of the buttons we will create

        example dictionary: example = {"buttonLabel_1":["py", "from myFolder import myModule; reload myModule; myModule.myFunc()", "this function does something"]
                                        "buttonLabel_2":["mel", "myMelScript.mel", "this function does something else"]}

        note: this assumes the call will correctly place the button in the layout
    Return:
        None
    """
    iconPath = cFuncs.fixPath(
        os.path.join(os.getenv("MAYA_ROOT"), "scripts", "chrlx_icons"))

    font = "tinyBoldLabelFont"

    melIconDefault = "commandButton.png"
    pyIconDefault = "pythonFamily.png"

    if layout and dictionary:
        rKeys = dictionary.keys()
        sKeys = []
        for sk in rKeys:
            strKey = str(sk)
            sKeys.append(strKey)
        keys = sorted(sKeys, key=lambda s: s.lower())

        for key in keys:
            if dictionary[key][0] == "py":
                c = dictionary[key][1]
                icon = pyIconDefault
            if dictionary[key][0] == "mel":
                c = "mel.eval('{0}')".format(dictionary[key][1])
                icon = melIconDefault

            a = dictionary[key][2]

            if len(dictionary[key]) > 3:
                icon = cFuncs.fixPath(
                    os.path.join(iconPath, dictionary[key][3]))

            # change style to iconAndTextVertical, if you want
            thisButton = cmds.iconTextButton(label=key,
                                             parent=layout,
                                             w=width,
                                             h=height,
                                             backgroundColor=color,
                                             command=c,
                                             annotation=a,
                                             image=icon,
                                             style="iconAndTextHorizontal",
                                             font=font)
Пример #16
0
def getLoc(field, *args):
    """
	get location, put it in the tfbg
	"""
    path = cFuncs.fixPath(cmds.fileDialog2(fileMode=2, ds=1)[0])
    cmds.textFieldButtonGrp(widgets[field], e=True, tx=path)