def get_obj(self): mc.SelectAllGeometry() sl = mc.ls(sl=1) check = mc.ls(sl=1) for i in range(len(sl)): shd = mc.listRelatives(sl[i], shapes=True,pa=True) w = mc.listConnections(shd,type = 'shadingEngine') if w == None: check.remove(sl[i]) return check
def cleanup_scene_P(): mc.select(all=True, hi=True) #unlock for obj in pm.selected(): for a in pm.listAttr(obj): obj.attr(a).unlock() mc.SelectAllGeometry() mc.lockNode(lock=False) #remove preconstruction history mel.eval("DeleteAllHistory") mel.eval("BakeAllNonDefHistory") mel.eval( 'hyperShadePanelMenuCommand("hyperShadePanel1","deleteUnusedNodes")') remove_pymelnode()
def UUIDCheck(): #geometry = cmd.ls(geometry=True) #transforms = cmd.listRelatives(geometry, p=True, path=True) #cmd.select(transforms, r=True) # If empty selection, select all geometry, otherwise use the current selection selection = cmd.ls(sl=True) if not selection: cmd.SelectAllGeometry() names = cmd.ls(sl=True, long=True) uuids = cmd.ls(sl=True, uuid=True) #if len(names) != len(uuids): # print("Something is wrong...") # exit(-1) for i in range(len(names)): print(names[i], uuids[i])
def get_obj(self): mc.SelectAllGeometry() sl = mc.ls(sl=1) return sl
def unlock_all(): for obj in pm.selected(): for a in pm.listAttr(obj): obj.attr(a).unlock() mc.SelectAllGeometry() mc.lockNode(lock=False)