Пример #1
0
def mirror_hierarchy_joints():
    """
    Mirror hierarchy joints
    """

    out_dict = {'success': False, 'result': dict()}

    all_joints = list()

    valid_joints = get_valid_joints()
    if not valid_joints:
        out_dict['msg'] = 'No joints to mirror found.'
        return out_dict

    for joint in valid_joints:
        all_joints.append(joint)
        children = dcc.list_children(joint,
                                     full_path=False,
                                     children_type='transform')
        found = list()
        if children:
            for child in children:
                if dcc.node_type(child).find('Constraint') > -1:
                    continue
                found.append(child)
        all_joints.extend(found)

    all_joints = list(set(all_joints))

    dcc.mirror_transform(transforms=all_joints, create_if_missing=True)

    out_dict['success'] = True

    return out_dict
    def _get_twist_axis(self):
        if self._twist_joint:
            twist_joint = self._twist_joint
        else:
            twist_joint = self._twist_driver
            driver_children = dcc.list_children(twist_joint)
            if not driver_children:
                twist_joint = self._twist_driven

        return xform_utils.get_axis_aimed_at_child(twist_joint)
    def _get_twist_axis(self, as_letter=False):
        if self._twist_joint:
            twist_joint = self._twist_joint
        else:
            twist_joint = self._twist_driver
            driver_children = dcc.list_children(twist_joint)
            if not driver_children:
                twist_joint = self._twist_driven

        if as_letter:
            return xform_utils.get_axis_letter_aimed_at_child(twist_joint)
        else:
            return xform_utils.get_axis_aimed_at_child(twist_joint)
    def manual_orient_joints(self, data, reply):

        orient_type = data.get('orient_type', 'add')
        x_axis = data.get('x_axis', 0.0)
        y_axis = data.get('y_axis', 0.0)
        z_axis = data.get('z_axis', 0.0)
        affect_children = data.get('affect_children', False)

        if orient_type == 'add':
            tweak = 1.0
        else:
            tweak = -1.0

        tweak_rot = [x_axis * tweak, y_axis * tweak, z_axis * tweak]

        joints = dcc.selected_nodes_of_type(node_type='joint')
        if not joints:
            return

        for jnt in joints:
            dcc.set_node_rotation_axis_in_object_space(jnt, tweak_rot[0],
                                                       tweak_rot[1],
                                                       tweak_rot[2])
            dcc.zero_scale_joint(jnt)
            dcc.freeze_transforms(jnt, preserve_pivot_transforms=True)

            if affect_children:
                childs = dcc.list_children(
                    jnt,
                    children_type=['transform', 'joint'],
                    full_path=False,
                    all_hierarchy=True) or list()
                for child in childs:
                    parent = dcc.node_parent(child)
                    dcc.set_parent_to_world(child)
                    dcc.set_node_rotation_axis_in_object_space(
                        child, tweak_rot[0], tweak_rot[1], tweak_rot[2])
                    dcc.zero_scale_joint(child)
                    dcc.freeze_transforms(child,
                                          preserve_pivot_transforms=True)
                    dcc.set_parent(child, parent)

        dcc.select_node(joints, replace_selection=True)

        reply['success'] = True
    def reset_joints_orient_to_world(self, data, reply):
        apply_to_hierarchy = data.get('apply_to_hierarchy', False)

        if apply_to_hierarchy:
            dcc.select_hierarchy()

        joints = dcc.selected_nodes_of_type(node_type='joint', full_path=False)
        if not joints:
            reply['msg'] = 'No joints selected'
            reply['success'] = False
            return

        for jnt in reversed(joints):
            childs = dcc.list_children(jnt,
                                       all_hierarchy=False,
                                       children_type=['transform', 'joint'])

            # If the joints has direct childs, unparent that childs and store names
            if childs:
                if len(childs) > 0:
                    childs = dcc.set_parent_to_world(childs)

            # Get parent of this joints for later use
            parent = dcc.node_parent(jnt, full_path=False) or ''

            if parent:
                dcc.set_parent_to_world(jnt)

            # Clear joint axis
            dcc.zero_scale_joint(jnt)
            dcc.freeze_transforms(jnt, preserve_pivot_transforms=True)
            dcc.zero_orient_joint(jnt)

            # Reparent
            if parent:
                dcc.set_parent(jnt, parent)

            # Reparent child
            if childs:
                if len(childs) > 0:
                    dcc.set_parent(childs, jnt)

        dcc.select_node(joints, replace_selection=True)

        reply['success'] = True
    def set_rotation_axis(self, data, reply):
        rotation_axis = data.get('rotation_axis', '')
        affect_children = data.get('affect_children', False)

        sel = dcc.selected_nodes_of_type(
            node_type=['joint', 'transform']) or list()
        for obj in sel:
            dcc.set_rotation_axis(obj, rotation_axis)
            if affect_children:
                childs = dcc.list_children(
                    obj,
                    children_type=['transform', 'joint'],
                    full_path=True,
                    all_hierarchy=True) or list()
                for child in childs:
                    dcc.set_rotation_axis(child, rotation_axis)

        reply['success'] = True
Пример #7
0
def get_objects_to_rename(hierarchy_check, selection_type, uuid=False):
    search_hierarchy = hierarchy_check
    search_selection = True if selection_type == 0 else False

    if not search_selection:
        objs_to_rename = dcc.all_scene_nodes(full_path=True)
    else:
        objs_to_rename = dcc.selected_nodes(full_path=True)

    if not objs_to_rename:
        LOGGER.warning('No objects to rename!')
        return

    if search_hierarchy:
        children_list = list()
        for obj in objs_to_rename:
            children = dcc.list_children(obj,
                                         all_hierarchy=True,
                                         full_path=True)
            if children:
                children_list.extend(children)
        children_list = list(set(children_list))
        objs_to_rename.extend(children_list)

    if uuid and dcc.is_maya():
        import tpDcc.dccs.maya as maya

        handles_list = list()
        # objs_to_rename = [obj for obj in objs_to_rename if dcc.node_type(obj) == 'transform']
        for obj in objs_to_rename:
            mobj = maya.OpenMaya.MObject()
            sel = maya.OpenMaya.MSelectionList()
            sel.add(obj)
            sel.getDependNode(0, mobj)
            handle = maya.OpenMaya.MObjectHandle(mobj)
            handles_list.append(handle)
        return handles_list
    else:
        # We reverse the list so we update first children and later parents, otherwise we will have
        # problems during renaming if we use full paths
        objs_to_rename.reverse()

    return objs_to_rename
    def set_manual_orient_joints(self, data, reply):
        x_axis = data.get('x_axis', 0.0)
        y_axis = data.get('y_axis', 0.0)
        z_axis = data.get('z_axis', 0.0)
        affect_children = data.get('affect_children', False)

        childs = list()

        tweak_rot = [x_axis, y_axis, z_axis]

        joints = dcc.selected_nodes_of_type(node_type='joint', full_path=False)
        if not joints:
            return

        for jnt in joints:
            if not affect_children:
                childs = dcc.list_children(
                    jnt,
                    children_type=['transform', 'joint'],
                    full_path=False,
                    all_hierarchy=False) or list()
                for child in childs:
                    dcc.set_parent_to_world(child)

            # Set the rotation axis
            for i, axis in enumerate(['x', 'y', 'z']):
                dcc.set_attribute_value(jnt,
                                        'jointOrient{}'.format(axis.upper()),
                                        tweak_rot[i])

            # Clear joint axis
            dcc.zero_scale_joint(jnt)
            dcc.freeze_transforms(jnt, preserve_pivot_transforms=True)

            if childs:
                for child in childs:
                    dcc.set_parent(child, jnt)

        dcc.select_node(joints, replace_selection=True)

        reply['success'] = True
Пример #9
0
    def refresh(self, selected_objects=False, hierarchy=False):
        self._names_list.clear()
        self._names_list.setSortingEnabled(True)

        try:
            objs_names = list()
            if not selected_objects:
                objs_names.extend(dcc.all_scene_nodes(full_path=True))
            else:
                objs_names.extend(dcc.selected_nodes(full_path=True))
                if objs_names and hierarchy:
                    children_list = list()
                    for obj in objs_names:
                        children = dcc.list_children(obj,
                                                     all_hierarchy=True,
                                                     full_path=True)
                        if children:
                            children_list.extend(children)
                    children_list = list(set(children_list))
                    objs_names.extend(children_list)
            self._update_names_list(objs_names)
            self._on_filter_names_changed(self._names_filter.get_text())
        finally:
            self._names_list.setSortingEnabled(False)
Пример #10
0
    def auto_rename(self, tokens_dict, unique_id=True, last_joint_end=True):

        import maya.cmds

        active_rule = self._model.active_rule
        if not active_rule:
            LOGGER.warning('Impossible to auto rename because no active rule defined.')
            return False

        rule_name = active_rule.name

        hierarchy_check = self._model.hierarchy_check
        selection_type = self._model.selection_type
        rename_shape = self._model.rename_shape

        objs_to_rename = utils.get_objects_to_rename(
            hierarchy_check=hierarchy_check, selection_type=selection_type, uuid=False) or list()
        if not objs_to_rename:
            LOGGER.warning('No objects to rename. Please select at least one object!')
            return False
        # generated_names = self.generate_names(items=objs_to_rename, **kwargs)

        if not self._naming_lib.has_rule(rule_name):
            return False

        current_rule = self._naming_lib.active_rule()

        self._naming_lib.set_active_rule(rule_name)

        # TODO: Naming config should be define the name of the rule to use when using auto renaming
        solved_names = dict()
        if rule_name == 'node' and self._model.config:
            auto_suffix = self._model.naming_config.get('auto_suffixes', default=dict())
            if auto_suffix:
                solved_names = dict()
                for i, obj_name in enumerate(reversed(objs_to_rename)):
                    obj_uuid = maya.cmds.ls(obj_name, uuid=True)[0]
                    if obj_uuid in solved_names:
                        LOGGER.warning(
                            'Node with name: "{} and UUID "{}" already renamed to "{}"! Skipping ...'.format(
                                obj_name, obj_uuid, solved_names[obj_name]))
                        continue

                    # TODO: This code is a duplicated version of the one in
                    #  tpDcc.dccs.maya.core.name.auto_suffix_object function. Move this code to a DCC specific function
                    obj_type = maya.cmds.objectType(obj_name)
                    if obj_type == 'transform':
                        shape_nodes = maya.cmds.listRelatives(obj_name, shapes=True, fullPath=True)
                        if not shape_nodes:
                            obj_type = 'group'
                        else:
                            obj_type = maya.cmds.objectType(shape_nodes[0])
                    elif obj_type == 'joint':
                        shape_nodes = maya.cmds.listRelatives(obj_name, shapes=True, fullPath=True)
                        if shape_nodes and maya.cmds.objectType(shape_nodes[0]) == 'nurbsCurve':
                            obj_type = 'controller'
                        else:
                            children = dcc.list_children(obj_name)
                            if not children and last_joint_end:
                                obj_type = 'jointEnd'
                    if obj_type == 'nurbsCurve':
                        connections = maya.cmds.listConnections('{}.message'.format(obj_name))
                        if connections:
                            for node in connections:
                                if maya.cmds.nodeType(node) == 'controller':
                                    obj_type = 'controller'
                                    break
                    if obj_type not in auto_suffix:
                        rule_name = 'node'
                        node_type = obj_type
                    else:
                        rule_name = auto_suffix[obj_type]
                        node_type = auto_suffix[obj_type]

                    if 'node_type' in tokens_dict and tokens_dict['node_type']:
                        node_type = tokens_dict.pop('node_type')
                    node_name = dcc.node_short_name(obj_name)
                    if 'description' in tokens_dict and tokens_dict['description']:
                        description = tokens_dict['description']
                    else:
                        description = node_name
                    side = tokens_dict.get('side', None)
                    if unique_id:
                        solved_name = self._naming_lib.solve(
                            description, side=side, node_type=node_type, id=i)
                    else:
                        solved_name = self._naming_lib.solve(
                            description, side=side, node_type=node_type)
                    if not solved_name:
                        continue
                    solved_name = dcc.find_unique_name(solved_name)
                    solved_names[obj_uuid] = solved_name

        if solved_names:
            for obj_id, solved_name in solved_names.items():
                obj_name = maya.cmds.ls(obj_id, long=True)[0]
                dcc.rename_node(obj_name, solved_name, uuid=obj_id, rename_shape=rename_shape)
        else:
            for obj_name in objs_to_rename:
                solve_name = self._naming_lib.solve(**tokens_dict)
                if not solve_name:
                    LOGGER.warning(
                        'Impossible to rename "{}" with rule "{}" | "{}"'.format(obj_name, rule_name, tokens_dict))
                    continue
                try:
                    dcc.rename_node(obj_name, solve_name, rename_shape=rename_shape)
                except Exception as exc:
                    LOGGER.error('Impossible to rename "{}" to "{}" | {}'.format(obj_name, solve_name, exc))
                    continue

            if current_rule:
                self._naming_lib.set_active_rule(current_rule.name)
    def orient_joints(self, data, reply):
        aim_axis_index = data.get('aim_axis_index', 0.0)
        aim_axis_reverse = data.get('aim_axis_reverse', False)
        up_axis_index = data.get('up_axis_index', 0.0)
        up_axis_reverse = data.get('up_axis_reverse', False)
        up_world_axis_x = data.get('up_world_axis_x', 0.0)
        up_world_axis_y = data.get('up_world_axis_y', 0.0)
        up_world_axis_z = data.get('up_world_axis_z', 0.0)
        apply_to_hierarchy = data.get('apply_to_hierarchy', False)

        reset_joints = list()

        # Get up and aim axis
        aim_axis = [0, 0, 0]
        up_axis = [0, 0, 0]
        world_up_axis = [up_world_axis_x, up_world_axis_y, up_world_axis_z]

        if aim_axis_index == up_axis_index:
            LOGGER.warning(
                'aim and up axis are the same, maybe orientation wont work correctly!'
            )

        aim_axis_reverse_value = 1.0 if not aim_axis_reverse else -1.0
        up_axis_reverse_value = 1.0 if not up_axis_reverse else -1.0

        aim_axis[aim_axis_index] = aim_axis_reverse_value
        up_axis[up_axis_index] = up_axis_reverse_value

        # Get selected joints
        if apply_to_hierarchy:
            dcc.select_hierarchy()

        joints = dcc.selected_nodes_of_type(node_type='joint', full_path=False)
        if not joints:
            reply['msg'] = 'No joints selected'
            reply['success'] = False
            return

        for jnt in reversed(joints):
            childs = dcc.list_children(jnt,
                                       all_hierarchy=False,
                                       children_type=['transform', 'joint'])

            # If the joints has direct childs, unparent that childs and store names
            if childs:
                if len(childs) > 0:
                    childs = dcc.set_parent_to_world(childs)
            childs = python.force_list(childs)

            # Get parent of this joints for later use
            parent = ''
            parents = dcc.node_parent(jnt)
            if parents:
                parent = parents[0]

            # Aim to the child
            aim_target = ''
            if childs:
                for child in childs:
                    if dcc.node_type(child) == 'joint':
                        aim_target = child
                        break

            if aim_target != '':

                # Apply an aim constraint from the joint to its child (target)
                dcc.delete_node(
                    dcc.create_aim_constraint(jnt,
                                              aim_target,
                                              aim_axis=aim_axis,
                                              up_axis=up_axis,
                                              world_up_axis=world_up_axis,
                                              world_up_type='vector',
                                              weight=1.0))

                # Clear joint axis
                dcc.zero_scale_joint(jnt)
                dcc.freeze_transforms(jnt, preserve_pivot_transforms=True)

            elif parent != '':
                reset_joints.append(jnt)

            # Reparent child
            if childs:
                if len(childs) > 0:
                    dcc.set_parent(childs, jnt)

        for jnt in reset_joints:
            # If there is no target, the joint will take its parent orientation
            for axis in ['x', 'y', 'z']:
                dcc.set_attribute_value(
                    jnt, 'jointOrient{}'.format(axis.upper()),
                    dcc.get_attribute_value(jnt, 'r{}'.format(axis)))
                dcc.set_attribute_value(jnt, 'r{}'.format(axis), 0)

        dcc.select_node(joints, replace_selection=True)

        reply['success'] = True