示例#1
0
    def __init__(self, parent=None):
        self.count = 0
        #Setup Window
        super(MyForm, self).__init__(parent)

        self.mayaUI = 'dbViewerWindow'
        deleteUI(self.mayaUI)

        # read .ui directly
        loader = QtUiTools.QUiLoader()
        loader.setWorkingDirectory(moduleDir)

        f = QtCore.QFile("%s/dbViewer.ui" % moduleDir)
        f.open(QtCore.QFile.ReadOnly)

        self.myWidget = loader.load(f, self)
        self.ui = self.myWidget

        f.close()

        self.ui.show()
        self.ui.setWindowTitle('PT Matte Viewer')

        # variable 
        self.asset = entityInfo.info()
        self.project = projectInfo.info()

        # project filters 
        self.projectPrefix = ['Lego_', 'TVC_']

        self.objectIDStep = 20
        self.objectIDStart = 100
        self.objectIDRange = 20000

        # icons 
        self.logo = '%s/%s' % (moduleDir, 'icons/logo.png')
        self.logo2 = '%s/%s' % (moduleDir, 'icons/shotgun_logo.png')
        self.okIcon = '%s/%s' % (moduleDir, 'icons/ok_icon.png')
        self.xIcon = '%s/%s' % (moduleDir, 'icons/x_icon.png')
        self.rdyIcon = '%s/%s' % (moduleDir, 'icons/rdy_icon.png')

        # table objectID
        self.idCol = 0 
        self.oIDCol = 1
        self.assetNameCol = 2
        self.assetPathCol = 3
        self.userCol = 4
        self.mIDsCol = 5

        # table matteID
        self.umidCol = 0 
        self.midCol = 1
        self.colorCol = 2
        self.multiMatteCol = 3
        self.vrayMtlCol = 4 

        # color 
        self.dbColor = [0, 20, 60]
        self.presetColor = [0, 20, 100]

        self.initFunctions()
        self.initSignals()
示例#2
0
	def __init__(self, parent=None):
		self.count = 0
		#Setup Window
		super(MyForm, self).__init__(parent)
		# QtGui.QWidget.__init__(self, parent)
		self.ui = ui.Ui_AlembicImportWin()
		self.ui.setupUi(self)

		# hook.logger.setLogFile(logPath, True)
		# hook.logger.setLevel('INFO')
		# hook.logger.setLogName(scriptName)

		# set version
		self.setWindowTitle('PT Alembic Cache Import v.1.0')

		# icons
		self.logo = '%s/%s' % (os.path.dirname(moduleDir), 'icons/logo.png')
		self.logo2 = '%s/%s' % (os.path.dirname(moduleDir), 'icons/alembic_logo.png')
		self.okIcon = '%s/%s' % (os.path.dirname(moduleDir), 'icons/ok_icon.png')
		self.xIcon = '%s/%s' % (os.path.dirname(moduleDir), 'icons/x_icon.png')
		self.rdyIcon = '%s/%s' % (os.path.dirname(moduleDir), 'icons/rdy_icon.png')
		self.ipIcon = '%s/%s' % (os.path.dirname(moduleDir), 'icons/ip_icon.png')
		self.refreshIcon = '%s/%s' % (os.path.dirname(moduleDir), 'icons/refresh_icon.png')
		self.infoIcon = '%s/%s' % (os.path.dirname(moduleDir), 'icons/info_icon.png')
		self.abcIcon = '%s/%s' % (os.path.dirname(moduleDir), 'icons/abc_icon.png')
		self.refIcon = '%s/%s' % (os.path.dirname(moduleDir), 'icons/ref_icon.png')
		self.iconSize = 15
		

		# group 
		self.cacheGrp = 'Geo_Grp'
		self.assetInfo = dict()
		self.cacheAssetTypeList = ['character', 'prop', 'animal']
		self.normalAsset = '[asset]'
		self.nonCacheAsset = 'exportGrp'

		# table column
		self.cacheListCol = 0
		self.inSceneCol = 1
		self.lodCol = 2 
		self.currentVersionCol = 3
		self.publishVersionCol = 4
		self.statusCol = 5
		self.assetPathCol = 6
		self.cacheGrpCol = 7
		self.shadeCol = 8
		self.hierarchyCol = 9

		self.nonCacheListCol = 0
		self.nonCahceInSceneCol = 1


		# instance projectInfo 
		self.projectInfo = projectInfo.info()
		self.shotInfo = entityInfo.info()
		self.setting = None
		self.cacheData = None
		self.defaultAssetLevel = 'Cache'
		self.cacheAssetInfo = dict()

		# shot variable 
		self.project = None 
		self.episode = None
		self.sequence = None 
		self.shot = None 
		self.step = None
		self.dept = 'light'

		# path 
		self.animCurvePath = None

		# start functions 
		self.initSignal()
		self.initData()
示例#3
0
from qtshim import QtCore, QtGui
from qtshim import Signal
from qtshim import wrapinstance

sys.path.append('O:/studioTools/maya/python')

from utils import fileUtils
reload(fileUtils)

from tool.sceneAssembly import asm_utils as asmUtils
reload(asmUtils)

from tool.utils import projectInfo
reload(projectInfo)

asset = projectInfo.info()

from tool.setDress.assemblyBuilder import ui
reload(ui)

# MAYA UI
import maya.OpenMayaUI as mui
import maya.cmds as mc
import maya.mel as mm


def getMayaWindow():
    ptr = mui.MQtUtil.mainWindow()
    if ptr is None:
        raise RuntimeError('No Maya window found.')
    window = wrapinstance(ptr)
示例#4
0
    def __init__(self, parent=None):
        self.count = 0
        #Setup Window
        super(MyForm, self).__init__(parent)

        self.mayaUI = 'matteExportWin'
        deleteUI(self.mayaUI)

        # read .ui directly
        loader = QtUiTools.QUiLoader()
        loader.setWorkingDirectory(moduleDir)

        f = QtCore.QFile("%s/matteExport_ui.ui" % moduleDir)
        f.open(QtCore.QFile.ReadOnly)

        self.myWidget = loader.load(f, self)
        self.ui = self.myWidget

        f.close()

        self.ui.show()
        self.ui.setWindowTitle('PT Vray Matte Export v.1.2')

        # variable 
        self.asset = entityInfo.info()
        self.project = projectInfo.info()

        # project filters 
        self.projectPrefix = ['Lego_', 'TVC_', 'Maya']

        # char ID 
        self.objectIDStep = 20
        self.objectIDStart = 1000
        self.objectIDRange = 20000


        # prop ID 
        self.propIDStep = 10
        self.propIDStart = 100000
        self.propIDRange = 110000

        # icons 
        self.logo = '%s/%s' % (moduleDir, 'icons/logo.png')
        self.logo2 = '%s/%s' % (moduleDir, 'icons/logo2.png')
        self.okIcon = '%s/%s' % (moduleDir, 'icons/ok_icon.png')
        self.xIcon = '%s/%s' % (moduleDir, 'icons/x_icon.png')
        self.rdyIcon = '%s/%s' % (moduleDir, 'icons/rdy_icon.png')
        self.redIcon = '%s/%s' % (moduleDir, 'icons/red2_icon.png')

        self.openStatus = 'Open           '
        self.assignStatus = 'Assigned      '
        self.duplicatedStatus = 'Duplicated ID'
        self.readyStatus = 'Ready'
        self.inDb = 'In DataBase'
        self.wrongIDStatus = 'Wrong ID Setting'
        self.extraPresetStatus = 'Extra Preset'

        # target rigGrp
        self.rigGrp = ['Rig_Grp', 'Rig:Rig_Grp']

        # matte presets 
        self.charPresetPath = 'P:/Library/lookdev/mattePresets/charPreset'
        self.propPresetPath = 'P:/Library/lookdev/mattePresets/propPreset'
        self.presetData = dict()

        # table objectID
        self.idCol = 0 
        self.oIDCol = 1
        self.assetNameCol = 2
        self.assetPathCol = 3
        self.userCol = 4
        self.mIDsCol = 5

        # table material list 
        self.vrayMtlCol = 0 
        self.oID2Col = 1
        self.tagCol = 2
        self.statusCol = 3
        self.MultiMatteCol = 4
        self.colorCol = 5

        # table colors
        self.red = [60, 0, 0]
        self.green = [0, 60, 0]
        self.blue = [20, 40, 100]
        self.lightGreen = [40, 100, 0]

        self.colorMap = {'red': [100, 0, 0], 'green': [0, 100, 0], 'blue': [0, 0, 100], None: [0, 0, 0]}

        self.initFunctions()
        self.initSignals()
示例#5
0
from qtshim import QtCore, QtGui
from qtshim import Signal
from qtshim import wrapinstance

sys.path.append('O:/studioTools/maya/python')

from utils import fileUtils
reload(fileUtils)

from tool.sceneAssembly import asm_utils as asmUtils
reload(asmUtils)

from tool.utils import projectInfo 
reload(projectInfo)

asset = projectInfo.info()

from tool.setDress.assemblyBuilder import ui
reload(ui)

# MAYA UI
import maya.OpenMayaUI as mui
import maya.cmds as mc
import maya.mel as mm

def getMayaWindow():
    ptr = mui.MQtUtil.mainWindow()
    if ptr is None:
        raise RuntimeError('No Maya window found.')
    window = wrapinstance(ptr)
    assert isinstance(window, QtGui.QMainWindow)
示例#6
0
    def __init__(self, parent=None):
        self.count = 0
        #Setup Window
        super(MyForm, self).__init__(parent)

        self.mayaUI = 'matteImportWin'
        deleteUI(self.mayaUI)

        # read .ui directly
        loader = QtUiTools.QUiLoader()
        loader.setWorkingDirectory(moduleDir)

        f = QtCore.QFile("%s/matteImport_ui.ui" % moduleDir)
        f.open(QtCore.QFile.ReadOnly)

        self.myWidget = loader.load(f, self)
        self.ui = self.myWidget

        f.close()

        self.ui.show()
        self.ui.setWindowTitle('PT Vray Matte Import v.1.0')

        # variable 
        self.asset = entityInfo.info()
        self.project = projectInfo.info()

        # project filters 
        self.projectPrefix = ['Lego_', 'TVC_']

        # char ID 
        self.objectIDStep = 20
        self.objectIDStart = 1000
        self.objectIDRange = 20000


        # prop ID 
        self.propIDStep = 10
        self.propIDStart = 100000
        self.propIDRange = 110000

        # icons 
        self.logo = '%s/%s' % (moduleDir, 'icons/logo.png')
        self.logo2 = '%s/%s' % (moduleDir, 'icons/logo2.png')
        self.okIcon = '%s/%s' % (moduleDir, 'icons/ok_icon.png')
        self.xIcon = '%s/%s' % (moduleDir, 'icons/x_icon.png')
        self.rdyIcon = '%s/%s' % (moduleDir, 'icons/rdy_icon.png')
        self.redIcon = '%s/%s' % (moduleDir, 'icons/red2_icon.png')

        self.openStatus = 'Open           '
        self.assignStatus = 'Assigned      '
        self.duplicatedStatus = 'Duplicated ID'
        self.readyStatus = 'Ready'
        self.inDb = 'In DataBase'
        self.wrongIDStatus = 'Wrong ID Setting'
        self.extraPresetStatus = 'Extra Preset'

        # target rigGrp
        self.rigGrp = 'Rig_Grp'
        self.geoGrp = 'Geo_Grp'

        # table objectID
        self.statusCol = 0 
        self.assetCol = 1
        self.noCol = 2
        self.oIDCol = 3
        self.mIDsCol = 4
        self.pathCol = 5

        # table colors
        self.red = [60, 0, 0]
        self.green = [0, 60, 0]
        self.blue = [20, 40, 100]
        self.lightGreen = [40, 100, 0]

        self.initFunctions()
        self.initSignals()