示例#1
0
def check_uv_border_crossing():
    """checks if any of the uv shells are crossing uv borders
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    all_meshes = pm.ls(type='mesh')
    mesh_count = len(all_meshes)

    nodes_with_uvs_crossing_borders = []

    from anima.ui.progress_dialog import ProgressDialogManager
    pdm = ProgressDialogManager()

    if not pm.general.about(batch=1) and mesh_count:
        pdm.use_ui = True

    caller = pdm.register(mesh_count, 'check_out_of_space_uvs()')

    for node in all_meshes:
        all_uvs = node.getUVs()
        uv_shell_ids = node.getUvShellsIds()

        # prepare an empty dict of lists
        uvs_per_shell = {}
        for shell_id in range(uv_shell_ids[1]):
            uvs_per_shell[shell_id] = [[], []]

        for uv_id in range(len(uv_shell_ids[0])):
            u = all_uvs[0][uv_id]
            v = all_uvs[1][uv_id]
            shell_id = uv_shell_ids[0][uv_id]

            uvs_per_shell[shell_id][0].append(u)
            uvs_per_shell[shell_id][1].append(v)

        # now check all uvs per shell
        for shell_id in range(uv_shell_ids[1]):
            us = sorted(uvs_per_shell[shell_id][0])
            vs = sorted(uvs_per_shell[shell_id][1])

            # check first and last u and v values
            if int(us[0]) != int(us[-1]) or int(vs[0]) != int(vs[-1]):
                # they are not equal it is crossing spaces
                nodes_with_uvs_crossing_borders.append(node)
                break

        caller.step()

    if len(nodes_with_uvs_crossing_borders):
        # get transform nodes
        tra_nodes = map(lambda x: x.getParent(),
                        nodes_with_uvs_crossing_borders)
        pm.select(tra_nodes)
        raise RuntimeError(
            """There are nodes with <b>UV-Shells</b> that are crossing
            <b>UV BORDERS</b>:<br><br>%s""" %
            '<br>'.join(map(lambda x: x.name(), tra_nodes[:MAX_NODE_DISPLAY])))
示例#2
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def check_uv_existence():
    """check if there are uvs in all objects
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    all_meshes = pm.ls(type='mesh')
    nodes_with_no_uvs = []
    for node in all_meshes:
        if not node.getAttr('intermediateObject'):
            if not len(node.getUVs(uvSet='map1')[0]):
                nodes_with_no_uvs.append(node)

    if len(nodes_with_no_uvs) > 0:
        # get transform nodes
        tra_nodes = map(
            lambda x: x.getParent(),
            nodes_with_no_uvs
        )
        pm.select(tra_nodes)
        raise RuntimeError(
            """There are nodes with <b>no UVs</b>:
            <br><br>%s""" %
            '<br>'.join(
                map(lambda x: x.name(),
                    tra_nodes[:MAX_NODE_DISPLAY])
            )
        )
示例#3
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def check_model_quality():
    """checks the quality of the model
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    pm.select(None)
    pm.mel.eval(
        'polyCleanupArgList 3 { "1","2","0","0","1","0","0","0","0","1e-005",'
        '"0","0","0","0","0","2","1" };'
    )

    if len(pm.ls(sl=1)) > 0:
        raise RuntimeError(
            """There are issues in your model please run:<br><br>
            <b>PolygonMesh -> Mesh -> Cleanup...</b><br><br>
            <ul>Check:
            <li>Faces with more than 4 sides</li>
            <li>Faces with holes</li>
            <li>Lamina Faces</li>
            <li>Non-manifold Geometry</li>
            </ul>"""
        )
示例#4
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def check_uvs():
    """checks uvs with no uv area

    The area of a 2d polygon calculation is based on the answer of Darius Bacon
    in http://stackoverflow.com/questions/451426/how-do-i-calculate-the-surface-area-of-a-2d-polygon
    """

    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    def area(p):
        return 0.5 * abs(sum(x0 * y1 - x1 * y0
                             for ((x0, y0), (x1, y1)) in segments(p)))

    def segments(p):
        return zip(p, p[1:] + [p[0]])

    all_meshes = pm.ls(type='mesh')
    mesh_count = len(all_meshes)

    from anima.ui.progress_dialog import ProgressDialogManager
    pdm = ProgressDialogManager()

    if not pm.general.about(batch=1) and mesh_count:
        pdm.use_ui = True

    caller = pdm.register(mesh_count, 'check_uvs()')

    meshes_with_zero_uv_area = []
    for node in all_meshes:
        all_uvs = node.getUVs()
        try:
            for i in range(node.numFaces()):
                uvs = []
                for j in range(node.numPolygonVertices(i)):
                    # uvs.append(node.getPolygonUV(i, j))
                    uv_id = node.getPolygonUVid(i, j)
                    uvs.append((all_uvs[0][uv_id], all_uvs[1][uv_id]))
                if area(uvs) == 0.0:
                    meshes_with_zero_uv_area.append(node)
                    break
        except RuntimeError:
            meshes_with_zero_uv_area.append(node)

        caller.step()

    if len(meshes_with_zero_uv_area):
        pm.select([node.getParent() for node in meshes_with_zero_uv_area])
        raise RuntimeError(
            """There are meshes with no uvs or faces with zero uv area:<br><br>
            %s""" %
            '<br>'.join(
                map(lambda x: x.name(),
                    meshes_with_zero_uv_area[:MAX_NODE_DISPLAY])
            )
        )
示例#5
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def check_representations():
    """checks if the referenced versions are all matching the representation
    type of the current version
    """
    ref_reprs = []
    wrong_reprs = []

    v = staging.get('version')

    if v:
        r = Representation(version=v)
        current_repr = r.repr

        # For **Base** representation
        # allow any type of representation to be present in the scene
        if r.is_base():
            return

        for ref in pm.listReferences():
            ref_repr = ref.repr
            if ref_repr is None:
                # skip this one this is not related to a Stalker Version
                continue

            ref_reprs.append([ref, ref_repr])
            if ref_repr != current_repr:
                wrong_reprs.append(ref)
    else:
        return

    if len(wrong_reprs):
        ref_repr_labels = []
        for ref_repr in ref_reprs:
            ref = ref_repr[0]
            repr_name = ref_repr[1]

            color = 'red' if current_repr != repr_name else 'green'

            ref_repr_labels.append(
                '<span style="color: %(color)s">%(repr_name)s</span> -> '
                '%(ref)s' %
                {
                    'color': color,
                    'repr_name': repr_name,
                    'ref': ref.refNode.name()
                }
            )

        raise PublishError(
            'You are saving as the <b>%s</b> representation<br>'
            'for the current scene, but the following references<br>'
            'are not <b>%s</b> representations of their versions:<br><br>'
            '%s' % (
                current_repr, current_repr,
                '<br>'.join(ref_repr_labels[:MAX_NODE_DISPLAY])
            )
        )
示例#6
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def check_if_default_shader():
    """check if only default shader is assigned
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    if len(pm.ls(mat=1)) > 2:
        raise PublishError('Use only lambert1 as the shader!')
示例#7
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def check_uvs():
    """checks uvs with no uv area

    The area of a 2d polygon calculation is based on the answer of Darius Bacon
    in http://stackoverflow.com/questions/451426/how-do-i-calculate-the-surface-area-of-a-2d-polygon
    """

    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    def area(p):
        return 0.5 * abs(
            sum(x0 * y1 - x1 * y0 for ((x0, y0), (x1, y1)) in segments(p)))

    def segments(p):
        return zip(p, p[1:] + [p[0]])

    all_meshes = pm.ls(type='mesh')
    mesh_count = len(all_meshes)

    from anima.ui.progress_dialog import ProgressDialogManager
    pdm = ProgressDialogManager()

    if not pm.general.about(batch=1) and mesh_count:
        pdm.use_ui = True

    caller = pdm.register(mesh_count, 'check_uvs()')

    meshes_with_zero_uv_area = []
    for node in all_meshes:
        all_uvs = node.getUVs()
        try:
            for i in range(node.numFaces()):
                uvs = []
                for j in range(node.numPolygonVertices(i)):
                    # uvs.append(node.getPolygonUV(i, j))
                    uv_id = node.getPolygonUVid(i, j)
                    uvs.append((all_uvs[0][uv_id], all_uvs[1][uv_id]))
                if area(uvs) == 0.0:
                    meshes_with_zero_uv_area.append(node)
                    break
        except RuntimeError:
            meshes_with_zero_uv_area.append(node)

        caller.step()

    if len(meshes_with_zero_uv_area):
        pm.select([node.getParent() for node in meshes_with_zero_uv_area])
        raise RuntimeError(
            """There are meshes with no uvs or faces with zero uv area:<br><br>
            %s""" % '<br>'.join(
                map(lambda x: x.name(),
                    meshes_with_zero_uv_area[:MAX_NODE_DISPLAY])))
示例#8
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def check_if_default_shader():
    """check if only default shader is assigned
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    if len(pm.ls(mat=1)) > 2:
        raise PublishError(
            'Use only lambert1 as the shader!'
        )
示例#9
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def check_representations():
    """checks if the referenced versions are all matching the representation
    type of the current version
    """
    ref_reprs = []
    wrong_reprs = []

    v = staging.get('version')

    if v:
        r = Representation(version=v)
        current_repr = r.repr

        # For **Base** representation
        # allow any type of representation to be present in the scene
        if r.is_base():
            return

        for ref in pm.listReferences():
            ref_repr = ref.repr
            if ref_repr is None:
                # skip this one this is not related to a Stalker Version
                continue

            ref_reprs.append([ref, ref_repr])
            if ref_repr != current_repr:
                wrong_reprs.append(ref)
    else:
        return

    if len(wrong_reprs):
        ref_repr_labels = []
        for ref_repr in ref_reprs:
            ref = ref_repr[0]
            repr_name = ref_repr[1]

            color = 'red' if current_repr != repr_name else 'green'

            ref_repr_labels.append(
                '<span style="color: %(color)s">%(repr_name)s</span> -> '
                '%(ref)s' % {
                    'color': color,
                    'repr_name': repr_name,
                    'ref': ref.refNode.name()
                })

        raise PublishError(
            'You are saving as the <b>%s</b> representation<br>'
            'for the current scene, but the following references<br>'
            'are not <b>%s</b> representations of their versions:<br><br>'
            '%s' % (current_repr, current_repr, '<br>'.join(
                ref_repr_labels[:MAX_NODE_DISPLAY])))
示例#10
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def check_component_edits_on_references():
    """check if there are component edits on references
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    import maya.cmds
    reference_query = maya.cmds.referenceQuery

    references_with_component_edits = []

    from anima.ui.progress_dialog import ProgressDialogManager
    pdm = ProgressDialogManager()

    all_refs = pm.listReferences(recursive=True)
    ref_count = len(all_refs)

    if not pm.general.about(batch=1) and ref_count:
        pdm.use_ui = True

    caller = pdm.register(
        ref_count,
        'Checking component edits on %i reference nodes' % ref_count
    )

    for ref in all_refs:
        all_edits = reference_query(ref.refNode.name(), es=True)
        # joined_edits = '\n'.join(all_edits)
        # if '.pt[' in joined_edits or '.pnts[' in joined_edits:
        #     references_with_component_edits.append(ref)
        for edit in all_edits:
            if '.pt[' in edit or '.pnts[' in edit:
                references_with_component_edits.append(ref)
                break
        caller.step()

    caller.end_progress()

    if len(references_with_component_edits):
        raise PublishError(
            'There are <b>component edits</b> on the following References:'
            '<br><br>%s<br><br>Please remove them!!!' %
            '<br>'.join(
                map(lambda x: x.refNode.name(),
                    references_with_component_edits[:MAX_NODE_DISPLAY])
            )
        )
示例#11
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def check_objects_still_using_default_shader():
    """check if there are objects still using the default shader
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    objects_with_default_material = mc.sets('initialShadingGroup', q=1)
    if objects_with_default_material and len(objects_with_default_material):
        mc.select(objects_with_default_material)
        raise PublishError(
            'There are objects still using <b>initialShadingGroup</b><br><br>'
            '%s<br><br>Please assign a proper material to them' %
            '<br>'.join(objects_with_default_material[:MAX_NODE_DISPLAY]))
示例#12
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def check_empty_groups():
    """check if there are empty groups
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    empty_groups = []
    for node in pm.ls(type='transform'):
        if len(node.listRelatives(children=1)) == 0:
            empty_groups.append(node)

    if len(empty_groups):
        pm.select(empty_groups)
        raise PublishError('There are <b>empty groups</b> in your scene, '
                           'please remove them!!!')
示例#13
0
文件: publish.py 项目: ehsanhm/anima
def check_smartass_animator():
    """checks if the smartass animator is trying to create a new version for a
    completed animation scene silently
    """
    from stalker.models import walk_hierarchy
    # check the status of this task
    v = staging.get('version')
    t = v.task

    if t.status.code in ['CMPL']:
        # get the dependent tasks
        dependent_tasks = t.dependent_of

        # generate a white list for the resources
        # so anybody in the white list can publish it
        white_list_resources = []
        dependent_tasks_all_hierarchy = []

        for dt in dependent_tasks:
            for task in walk_hierarchy(dt, 'dependent_of'):
                white_list_resources.extend(task.resources)
                white_list_resources.extend(task.responsible)
                dependent_tasks_all_hierarchy.append(task)

        white_list_resources = list(set(white_list_resources))

        # get the logged in user
        from stalker import LocalSession
        local_session = LocalSession()
        logged_in_user = local_session.logged_in_user

        # if any of the dependent task has been started so the status is not
        # WFD or RTS in any of then
        #
        # also check if the logged in user is one of the resources of the
        # dependent tasks
        if any([t.status.code not in ['WFD', 'RTS']
                for t in dependent_tasks_all_hierarchy]) \
           and logged_in_user not in white_list_resources:
            # so the animator is trying to stab behind us
            # simply f**k him/her
            # by not allowing to publish the file
            raise PublishError(
                "You're not allowed to publish for this task:<br><br>"
                "Please <b>Request a REVISION</b>!!!!<br>")
示例#14
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def check_component_edits_on_references():
    """check if there are component edits on references
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    import maya.cmds
    reference_query = maya.cmds.referenceQuery

    references_with_component_edits = []

    from anima.ui.progress_dialog import ProgressDialogManager
    pdm = ProgressDialogManager()

    all_refs = pm.listReferences(recursive=True)
    ref_count = len(all_refs)

    if not pm.general.about(batch=1) and ref_count:
        pdm.use_ui = True

    caller = pdm.register(
        ref_count,
        'Checking component edits on %i reference nodes' % ref_count)

    for ref in all_refs:
        all_edits = reference_query(ref.refNode.name(), es=True)
        # joined_edits = '\n'.join(all_edits)
        # if '.pt[' in joined_edits or '.pnts[' in joined_edits:
        #     references_with_component_edits.append(ref)
        for edit in all_edits:
            if '.pt[' in edit or '.pnts[' in edit:
                references_with_component_edits.append(ref)
                break
        caller.step()

    caller.end_progress()

    if len(references_with_component_edits):
        raise PublishError(
            'There are <b>component edits</b> on the following References:'
            '<br><br>%s<br><br>Please remove them!!!' % '<br>'.join(
                map(lambda x: x.refNode.name(),
                    references_with_component_edits[:MAX_NODE_DISPLAY])))
示例#15
0
def check_objects_still_using_default_shader():
    """check if there are objects still using the default shader
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    objects_with_default_material = mc.sets('initialShadingGroup', q=1)
    if objects_with_default_material and len(objects_with_default_material):
        mc.select(objects_with_default_material)
        raise PublishError(
            'There are objects still using <b>initialShadingGroup</b><br><br>'
            '%s<br><br>Please assign a proper material to them' %
            '<br>'.join(
                objects_with_default_material[:MAX_NODE_DISPLAY]
            )
        )
示例#16
0
def check_out_of_space_uvs():
    """checks if there are uvs with u values that are bigger than 10.0
    """

    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    all_meshes = pm.ls(type='mesh')
    mesh_count = len(all_meshes)
    nodes_with_out_of_space_uvs = []

    from anima.ui.progress_dialog import ProgressDialogManager
    pdm = ProgressDialogManager()

    if not pm.general.about(batch=1) and mesh_count:
        pdm.use_ui = True

    caller = pdm.register(mesh_count, 'check_out_of_space_uvs()')

    for node in all_meshes:
        u, v = node.getUVs()
        u = sorted(u)
        if u[0] < 0.0 or u[-1] > 10.0 or v[0] < 0.0:
            nodes_with_out_of_space_uvs.append(node)

        caller.step()

    if len(nodes_with_out_of_space_uvs):
        # get transform nodes
        tra_nodes = map(
            lambda x: x.getParent(),
            nodes_with_out_of_space_uvs
        )
        pm.select(tra_nodes)
        raise RuntimeError(
            """There are nodes which have a UV value bigger than <b>10</b>:
            <br><br>%s""" %
            '<br>'.join(
                map(lambda x: x.name(),
                    tra_nodes[:MAX_NODE_DISPLAY])
            )
        )
示例#17
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def check_empty_groups():
    """check if there are empty groups
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    empty_groups = []
    for node in pm.ls(type='transform'):
        if len(node.listRelatives(children=1)) == 0:
            empty_groups.append(node)

    if len(empty_groups):
        pm.select(empty_groups)
        raise PublishError(
            'There are <b>empty groups</b> in your scene, '
            'please remove them!!!'
        )
示例#18
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def check_time_logs():
    """do not allow publishing if there is no time logs for the task, do that
    only for non WFD tasks
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    if v:
        task = v.task
        if task.schedule_model == 'effort':
            now = datetime.datetime.now()
            task_start = task.computed_start if task.computed_start else task.start
            task_start = utc_to_local(task_start)
            if task.status.code != 'WFD' and task_start <= now:
                if len(task.time_logs) == 0:
                    raise PublishError(
                        '<p>Please create a TimeLog before publishing this '
                        'asset:<br><br>'
                        '<a href="%s/tasks/%s/view">Open In WebBrowser</a>'
                        '</p>' % (stalker_server_internal_address, task.id))
示例#19
0
def check_all_tx_textures():
    """checks if tx textures are created for all of the texture nodes in the
    current scene
    """
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    texture_file_paths = []
    workspace_path = pm.workspace.path

    def add_path(path):
        if path != '':
            path = os.path.expandvars(path)
            if not os.path.isabs(path):
                path = \
                    os.path.normpath(os.path.join(workspace_path, path))
            texture_file_paths.append(path)

    for node in pm.ls(type='file'):
        add_path(node.fileTextureName.get())

    for node in pm.ls(type='aiImage'):
        add_path(node.filename.get())

    import glob

    textures_with_no_tx = []
    for path in texture_file_paths:
        tx_path = '%s.tx' % os.path.splitext(path)[0]
        # replace any <udim> value with *
        tx_path = tx_path.replace('<udim>', '*')

        if not len(glob.glob(tx_path)):
            textures_with_no_tx.append(path)

    if len(textures_with_no_tx):
        raise PublishError('There are textures with no <b>TX</b> file!!!')
示例#20
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def check_all_tx_textures():
    """checks if tx textures are created for all of the texture nodes in the
    current scene
    """
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    texture_file_paths = []
    workspace_path = pm.workspace.path

    def add_path(path):
        if path != '':
            path = os.path.expandvars(path)
            if not os.path.isabs(path):
                path = \
                    os.path.normpath(os.path.join(workspace_path, path))
            texture_file_paths.append(path)

    for node in pm.ls(type='file'):
        add_path(node.fileTextureName.get())

    for node in pm.ls(type='aiImage'):
        add_path(node.filename.get())

    import glob

    textures_with_no_tx = []
    for path in texture_file_paths:
        tx_path = '%s.tx' % os.path.splitext(path)[0]
        # replace any <udim> value with *
        tx_path = tx_path.replace('<udim>', '*')

        if not len(glob.glob(tx_path)):
            textures_with_no_tx.append(path)

    if len(textures_with_no_tx):
        raise PublishError('There are textures with no <b>TX</b> file!!!')
示例#21
0
def check_time_logs():
    """do not allow publishing if there is no time logs for the task, do that
    only for non WFD tasks
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    if v:
        task = v.task
        if task.schedule_model == 'effort':
            now = datetime.datetime.now()
            task_start = task.computed_start if task.computed_start else task.start
            task_start = utc_to_local(task_start)
            if task.status.code != 'WFD' and task_start <= now:
                if len(task.time_logs) == 0:
                    raise PublishError(
                        '<p>Please create a TimeLog before publishing this '
                        'asset:<br><br>'
                        '<a href="%s/tasks/%s/view">Open In WebBrowser</a>'
                        '</p>' % (stalker_server_internal_address, task.id)
                    )
示例#22
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def check_model_quality():
    """checks the quality of the model
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    pm.select(None)
    pm.mel.eval(
        'polyCleanupArgList 3 { "1","2","0","0","1","0","0","0","0","1e-005",'
        '"0","0","0","0","0","2","1" };')

    if len(pm.ls(sl=1)) > 0:
        raise RuntimeError(
            """There are issues in your model please run:<br><br>
            <b>PolygonMesh -> Mesh -> Cleanup...</b><br><br>
            <ul>Check:
            <li>Faces with more than 4 sides</li>
            <li>Faces with holes</li>
            <li>Lamina Faces</li>
            <li>Non-manifold Geometry</li>
            </ul>""")
示例#23
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def check_uv_existence():
    """check if there are uvs in all objects
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    all_meshes = pm.ls(type='mesh')
    nodes_with_no_uvs = []
    for node in all_meshes:
        if not node.getAttr('intermediateObject'):
            if not len(node.getUVs(uvSet='map1')[0]):
                nodes_with_no_uvs.append(node)

    if len(nodes_with_no_uvs) > 0:
        # get transform nodes
        tra_nodes = map(lambda x: x.getParent(), nodes_with_no_uvs)
        pm.select(tra_nodes)
        raise RuntimeError(
            """There are nodes with <b>no UVs</b>:
            <br><br>%s""" %
            '<br>'.join(map(lambda x: x.name(), tra_nodes[:MAX_NODE_DISPLAY])))
示例#24
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def check_out_of_space_uvs():
    """checks if there are uvs with u values that are bigger than 10.0
    """

    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    all_meshes = pm.ls(type='mesh')
    mesh_count = len(all_meshes)
    nodes_with_out_of_space_uvs = []

    from anima.ui.progress_dialog import ProgressDialogManager
    pdm = ProgressDialogManager()

    if not pm.general.about(batch=1) and mesh_count:
        pdm.use_ui = True

    caller = pdm.register(mesh_count, 'check_out_of_space_uvs()')

    for node in all_meshes:
        u, v = node.getUVs()
        u = sorted(u)
        if u[0] < 0.0 or u[-1] > 10.0 or v[0] < 0.0:
            nodes_with_out_of_space_uvs.append(node)

        caller.step()

    if len(nodes_with_out_of_space_uvs):
        # get transform nodes
        tra_nodes = map(lambda x: x.getParent(), nodes_with_out_of_space_uvs)
        pm.select(tra_nodes)
        raise RuntimeError(
            """There are nodes which have a UV value bigger than <b>10</b>:
            <br><br>%s""" %
            '<br>'.join(map(lambda x: x.name(), tra_nodes[:MAX_NODE_DISPLAY])))
示例#25
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def check_multiple_connections_for_textures():
    """check if textures are only used in one material (not liking it very much
    but it is breaking ASS files.
    """
    # load necessary plugins
    plugins = ['matrixNodes', 'quatNodes']
    for plugin in plugins:
        if not pm.pluginInfo(plugin, q=1, l=1):
            pm.loadPlugin(plugin)

    v = staging.get('version')

    # skip if
    skip_types = ['character', 'animation', 'previs']
    for t in v.naming_parents:
        for st in skip_types:
            if t.type and t.type.name.lower().startswith(st):
                return

    # get all the texture nodes
    from anima.env.mayaEnv import repr_tools
    reload(repr_tools)

    # try to find the material it is been used by walking up the connections
    nodes_with_multiple_materials = []

    # by type
    nodes_to_ignore = pm.ls(
        type=[
            'hyperLayout', 'shadingEngine', 'materialInfo', 'time',
            'unitConversion', 'hyperView'
        ]
    )

    # by name
    nodes_to_ignore += pm.ls('lambert1')
    nodes_to_ignore += pm.ls('defaultShaderList*')
    nodes_to_ignore += pm.ls('defaultTextureList*')
    nodes_to_ignore += pm.ls('defaultRenderUtilityList*')

    all_nodes = pm.ls(type=repr_tools.RENDER_RELATED_NODE_TYPES)
    for node in nodes_to_ignore:
        if node in all_nodes:
            all_nodes.remove(node)

    for node in all_nodes:
        materials_connected_to_this_node = \
            pm.ls(node.listHistory(future=True), mat=True)

        # remove self from all_nodes
        if node in materials_connected_to_this_node:
            materials_connected_to_this_node.remove(node)

        if len(materials_connected_to_this_node) > 1:
            nodes_with_multiple_materials.append(node)
        else:
            connections_out_of_this_node = node.outputs()

            [connections_out_of_this_node.remove(h)
             for h in nodes_to_ignore
             if h in connections_out_of_this_node]

            if len(set(connections_out_of_this_node)) > 1:
                nodes_with_multiple_materials.append(node)

    # if we find more than one material add it to the list
    # raise a PublishError if we have an item in the list
    if len(nodes_with_multiple_materials) > 0:
        pm.select(nodes_with_multiple_materials)
        raise PublishError(
            'Please update the scene so the following nodes are connected <br>'
            'to only <b>one material</b> (duplicate them):<br><br>%s<br><br>' %
            '<br>'.join(map(lambda x: x.name(), nodes_with_multiple_materials))
        )
示例#26
0
def check_uv_border_crossing():
    """checks if any of the uv shells are crossing uv borders
    """
    # skip if this is a representation
    v = staging.get('version')
    if v and Representation.repr_separator in v.take_name:
        return

    all_meshes = pm.ls(type='mesh')
    mesh_count = len(all_meshes)

    nodes_with_uvs_crossing_borders = []

    from anima.ui.progress_dialog import ProgressDialogManager
    pdm = ProgressDialogManager()

    if not pm.general.about(batch=1) and mesh_count:
        pdm.use_ui = True

    caller = pdm.register(mesh_count, 'check_out_of_space_uvs()')

    for node in all_meshes:
        all_uvs = node.getUVs()
        uv_shell_ids = node.getUvShellsIds()

        # prepare an empty dict of lists
        uvs_per_shell = {}
        for shell_id in range(uv_shell_ids[1]):
            uvs_per_shell[shell_id] = [[], []]

        for uv_id in range(len(uv_shell_ids[0])):
            u = all_uvs[0][uv_id]
            v = all_uvs[1][uv_id]
            shell_id = uv_shell_ids[0][uv_id]

            uvs_per_shell[shell_id][0].append(u)
            uvs_per_shell[shell_id][1].append(v)

        # now check all uvs per shell
        for shell_id in range(uv_shell_ids[1]):
            us = sorted(uvs_per_shell[shell_id][0])
            vs = sorted(uvs_per_shell[shell_id][1])

            # check first and last u and v values
            if int(us[0]) != int(us[-1]) or int(vs[0]) != int(vs[-1]):
                # they are not equal it is crossing spaces
                nodes_with_uvs_crossing_borders.append(node)
                break

        caller.step()

    if len(nodes_with_uvs_crossing_borders):
        # get transform nodes
        tra_nodes = map(
            lambda x: x.getParent(),
            nodes_with_uvs_crossing_borders
        )
        pm.select(tra_nodes)
        raise RuntimeError(
            """There are nodes with <b>UV-Shells</b> that are crossing
            <b>UV BORDERS</b>:<br><br>%s""" %
            '<br>'.join(
                map(lambda x: x.name(),
                    tra_nodes[:MAX_NODE_DISPLAY])
            )
        )
示例#27
0
def check_multiple_connections_for_textures():
    """check if textures are only used in one material (not liking it very much
    but it is breaking ASS files.
    """
    # load necessary plugins
    plugins = ['matrixNodes', 'quatNodes']
    for plugin in plugins:
        if not pm.pluginInfo(plugin, q=1, l=1):
            pm.loadPlugin(plugin)

    v = staging.get('version')

    # skip if
    skip_types = ['character', 'animation', 'previs']
    for t in v.naming_parents:
        for st in skip_types:
            if t.type and t.type.name.lower().startswith(st):
                return

    # get all the texture nodes
    from anima.env.mayaEnv import repr_tools
    reload(repr_tools)

    # try to find the material it is been used by walking up the connections
    nodes_with_multiple_materials = []

    # by type
    nodes_to_ignore = pm.ls(type=[
        'hyperLayout', 'shadingEngine', 'materialInfo', 'time',
        'unitConversion', 'hyperView'
    ])

    # by name
    nodes_to_ignore += pm.ls('lambert1')
    nodes_to_ignore += pm.ls('defaultShaderList*')
    nodes_to_ignore += pm.ls('defaultTextureList*')
    nodes_to_ignore += pm.ls('defaultRenderUtilityList*')

    all_nodes = pm.ls(type=repr_tools.RENDER_RELATED_NODE_TYPES)
    for node in nodes_to_ignore:
        if node in all_nodes:
            all_nodes.remove(node)

    for node in all_nodes:
        materials_connected_to_this_node = \
            pm.ls(node.listHistory(future=True), mat=True)

        # remove self from all_nodes
        if node in materials_connected_to_this_node:
            materials_connected_to_this_node.remove(node)

        if len(materials_connected_to_this_node) > 1:
            nodes_with_multiple_materials.append(node)
        else:
            connections_out_of_this_node = node.outputs()

            [
                connections_out_of_this_node.remove(h) for h in nodes_to_ignore
                if h in connections_out_of_this_node
            ]

            if len(set(connections_out_of_this_node)) > 1:
                nodes_with_multiple_materials.append(node)

    # if we find more than one material add it to the list
    # raise a PublishError if we have an item in the list
    if len(nodes_with_multiple_materials) > 0:
        pm.select(nodes_with_multiple_materials)
        raise PublishError(
            'Please update the scene so the following nodes are connected <br>'
            'to only <b>one material</b> (duplicate them):<br><br>%s<br><br>' %
            '<br>'.join(map(lambda x: x.name(),
                            nodes_with_multiple_materials)))