Пример #1
0
 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
Пример #2
0
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()
Пример #3
0
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])
Пример #4
0
 def get_obj(self):
 	mc.SelectAllGeometry()
 	sl = mc.ls(sl=1)
 	return sl
Пример #5
0
def unlock_all():
    for obj in pm.selected():
        for a in pm.listAttr(obj):
            obj.attr(a).unlock()
    mc.SelectAllGeometry()
    mc.lockNode(lock=False)