Пример #1
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def _setAttribute(attribute,v,t):
 	attrTypes = ["numeric","bool","long","short","byte","char","enum","float","double","doubleAngle","doubleLinear","compound","message","time","matrix","fltMatrix","reflectanceRGB","reflectance","spectrumRGB","spectrum","float2","float3","double2","double3","long2","long3","short2","short3","doubleArray","floatArray","Int32Array","vectorArray","nurveCurve","mesh","lattice","pointArray"]   
	try:
		general.setAttr(attribute,v)  
	except:
		print "complex attribute... trying with type"
	if v!=None and t!=None:
		try:
			general.setAttr(attribute,v,type=t)  
		except:
			print "could not set! :("                                                 
	else:
		print "type unknown, guessing:"
		for a in attrTypes:
			try:
				general.setAttr(attribute,v,type=a)                                  
				print "success!"
				break;
			except Exception, e:
				pass   
Пример #2
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 def setAttr(self, *args, **kwargs):
     from pymel.core.general import setAttr
     return setAttr(self, *args, **kwargs)
Пример #3
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 def setAttr(self, *args, **kwargs):
     from pymel.core.general import setAttr
     return setAttr(self, *args, **kwargs)
Пример #4
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def _sign_the_scene(author):
    if not objExists('defaultLayer.Author'):
        addAttr('defaultLayer', longName='Author', dataType='string')
        setAttr('defaultLayer.Author', author, type='string', lock=True)
Пример #5
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    def mapVal(cls, mapNodeName, inputAttr, inputRange, outputRange, mappingKeys, interpType = 1):
        mapNode = gen.shadingNode('remapValue', asUtility = True, name = mapNodeName + '_UTL')

        # the shoulder rotate is inversing from the arm?
        #TODO: i might want to unify the rotation of shoulder and arm later
        gen.setAttr(mapNode.inputMin, inputRange[0])
        gen.setAttr(mapNode.outputMin, outputRange[0])
        gen.setAttr(mapNode.inputMax, inputRange[1])
        gen.setAttr(mapNode.outputMax, outputRange[1])

        for i in range(0, len(mappingKeys)):
            keyPos = mappingKeys[i][0]
            keyVal = mappingKeys[i][1]

            gen.setAttr(mapNode.value[i].value_Position, keyPos)
            gen.setAttr(mapNode.value[i].value_FloatValue, keyVal)
            gen.setAttr(mapNode.value[i].value_Interp, interpType)

        inputAttr.connect(mapNode.inputValue)

        return mapNode
Пример #6
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def _sign_the_scene(author):
	if not objExists('defaultLayer.Author'):
		addAttr('defaultLayer', longName='Author', dataType='string')
		setAttr('defaultLayer.Author', author, type='string', lock=True)