Difference between revisions of "Maya Mel"
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</pre> | </pre> | ||
− | === | + | === Get list of frames with keys on all transform objects === |
<pre> | <pre> | ||
$selected=`ls -dag -et transform`; | $selected=`ls -dag -et transform`; | ||
Line 538: | Line 538: | ||
float $sorted[] = python("import pymel.core as pm; list(set((pm.getMelGlobal(\"float[]\", \"$arrathy\"))))"); | float $sorted[] = python("import pymel.core as pm; list(set((pm.getMelGlobal(\"float[]\", \"$arrathy\"))))"); | ||
print $sorted; | print $sorted; | ||
+ | </pre> | ||
+ | |||
+ | === Multi snap === | ||
+ | <pre> | ||
+ | // Replace a list of objects by another with bake of animation. Replace FSTART and FEND with your own padding. | ||
+ | |||
+ | /////////////////////////////////////////////////////////////////////////////////////////// | ||
+ | /////////////////////////////////////////////////////////////////////////////////////////// | ||
+ | /* | ||
+ | type the command MS() | ||
+ | */ | ||
+ | /////////////////////////////////////////////////////////////////////////////////////////// | ||
+ | /////////////////////////////////////////////////////////////////////////////////////////// | ||
+ | source "generateChannelMenu.mel"; | ||
+ | |||
+ | global proc MS () | ||
+ | { | ||
+ | global string $sourceObjects; | ||
+ | global string $destinationObjects; | ||
+ | |||
+ | |||
+ | |||
+ | // If the window exists already, delete it. | ||
+ | if (`window -exists multiSnapWindow`) | ||
+ | { | ||
+ | deleteUI multiSnapWindow; | ||
+ | } | ||
+ | |||
+ | // Build the window. | ||
+ | global string $man_window; | ||
+ | string $man_window = `window -title " MULTI SNAP" -sizeable 0 -w 300 multiSnapWindow`; | ||
+ | frameLayout -label "Snap source objects on destination objects."; | ||
+ | rowLayout -width 540 -nc 2 -cw4 10 20 20 100; | ||
+ | // Source objects section | ||
+ | frameLayout -label "Source objects"; | ||
+ | $sourceObjects = `textScrollList -width 600 -height 300`; | ||
+ | rowLayout -width 240 -nc 2 -cw2 120 120; | ||
+ | button -label "Add selected" -command "MS_addObjects ();" -width 120; | ||
+ | button -label "Remove selected" -command "MS_removeObjects ();" -width 120; | ||
+ | setParent ..; | ||
+ | rowLayout -width 240 -nc 2 -cw2 120 120; | ||
+ | button -label "Remove All" -command "MS_clearObjects ();" -width 240; | ||
+ | setParent ..; | ||
+ | setParent ..; | ||
+ | rowLayout -nc 3; | ||
+ | button -label "Create" -command "VRAYCONNECDO() " -width 140 -align center; | ||
+ | button -label "Close" -command "DAC_CloseUI() " -width 140 -align center; | ||
+ | setParent ..; | ||
+ | setParent ..; | ||
+ | // Destination objects section | ||
+ | frameLayout -label "Destination objects"; | ||
+ | $destinationObjects = `textScrollList -width 600 -height 300`; | ||
+ | rowLayout -width 240 -nc 2 -cw2 120 120; | ||
+ | button -label "Add selected" -command "MS_addMM ();" -width 120; | ||
+ | button -label "Remove selected" -command "MS_removeMM ();" -width 120; | ||
+ | setParent ..; | ||
+ | setParent ..; | ||
+ | rowLayout -nc 3; | ||
+ | button -label "SNAP IT" -command "VRAYCONNECDO() " -width 140 -align center; | ||
+ | button -label "Close" -command "DAC_CloseUI() " -width 140 -align center; | ||
+ | setParent ..; | ||
+ | setParent ..; | ||
+ | |||
+ | // Show the window. | ||
+ | showWindow multiSnapWindow; | ||
+ | } | ||
+ | |||
+ | global proc string[] getShaders(string $from) | ||
+ | { | ||
+ | // get the shapes from the input | ||
+ | string $shapes[] = ls("-o", "-dag", "-s", $from); | ||
+ | // give me the connected "shadingEngines" | ||
+ | string $shadingEngines[] = listConnections("-type","shadingEngine", $shapes); | ||
+ | // list the connected materials (shaders) from that | ||
+ | string $materials[] = ls("-mat", listConnections($shadingEngines)); | ||
+ | // remove duplicate occurrences. | ||
+ | return (stringArrayRemoveDuplicates($materials)); | ||
+ | } | ||
+ | |||
+ | //Add selected objects to list. | ||
+ | global proc MS_addObjects () | ||
+ | { | ||
+ | global string $sourceObjects; | ||
+ | string $selectedshapes[] = `ls -sl -l`; | ||
+ | //print $selectedshapes; | ||
+ | int $count = 0; | ||
+ | |||
+ | if ($selectedshapes[0] != "") | ||
+ | { | ||
+ | for ($i in $selectedshapes) | ||
+ | { | ||
+ | $count ++; | ||
+ | textScrollList -edit -append $i $sourceObjects; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | //Add selected objects to list. | ||
+ | global proc MS_addMM () | ||
+ | { | ||
+ | global string $destinationObjects; | ||
+ | string $selectedshapes[] = `ls -sl -l`; | ||
+ | //print $selectedshapes; | ||
+ | int $count = 0; | ||
+ | |||
+ | if ($selectedshapes[0] != "") | ||
+ | { | ||
+ | for ($i in $selectedshapes) | ||
+ | { | ||
+ | $count ++; | ||
+ | textScrollList -edit -append $i $destinationObjects; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | // Clear objects from list. | ||
+ | global proc MS_clearObjects () | ||
+ | { | ||
+ | global string $sourceObjects; | ||
+ | textScrollList -e -ra $sourceObjects; | ||
+ | } | ||
+ | |||
+ | // Remove selected object from list. | ||
+ | global proc MS_removeObjects () | ||
+ | { | ||
+ | global string $sourceObjects; | ||
+ | |||
+ | int $index [] = `textScrollList -query -selectIndexedItem $sourceObjects`; | ||
+ | if ($index [0] != 0) | ||
+ | { | ||
+ | textScrollList -edit -removeIndexedItem $index [0] $sourceObjects; | ||
+ | } | ||
+ | global string $sourceObjects; | ||
+ | } | ||
+ | |||
+ | |||
+ | global proc VRAYCONNECDO() | ||
+ | { | ||
+ | // UI Elements | ||
+ | global string $sourceObjects; | ||
+ | global string $destinationObjects; | ||
+ | // Define user selected objects | ||
+ | string $selected_objects[] = `textScrollList -query -allItems $sourceObjects`; | ||
+ | string $meshMaterial[] = `textScrollList -query -allItems $destinationObjects`; | ||
+ | int $i = 0; | ||
+ | |||
+ | |||
+ | |||
+ | // SET PADDING | ||
+ | string $FSTART = "1"; | ||
+ | string $FEND = "100"; | ||
+ | |||
+ | print $FSTART; | ||
+ | print $FEND; | ||
+ | |||
+ | string $PADDING = $FSTART + ":" + $FEND; | ||
+ | |||
+ | //Progress bar | ||
+ | global string $gMainProgressBar; | ||
+ | |||
+ | // Start the progress bar and adjust its max value for this operation. | ||
+ | int $steps = size($selected_objects); | ||
+ | progressBar -edit -beginProgress -isInterruptable true -status "Connecting shaders to mesh material ..." -maxValue $steps $gMainProgressBar; | ||
+ | |||
+ | for ($i = 0; $i < size($selected_objects); $i ++) | ||
+ | { | ||
+ | parentConstraint -n parentConstraintMS $selected_objects[$i] $meshMaterial[$i]; | ||
+ | select -r $meshMaterial[$i] ; | ||
+ | bakeResults -simulation true -t $PADDING -sampleBy 1 -oversamplingRate 1 -disableImplicitControl true -preserveOutsideKeys true -sparseAnimCurveBake false -removeBakedAttributeFromLayer false -removeBakedAnimFromLayer false -bakeOnOverrideLayer false -minimizeRotation true -controlPoints false -shape true {$meshMaterial[$i]}; | ||
+ | select -cl ; | ||
+ | select -r "*parentConstraintMS*"; | ||
+ | doDelete; | ||
+ | // Update the progress bar. | ||
+ | progressBar -edit -step 1 $gMainProgressBar; | ||
+ | } | ||
+ | // End the progress. | ||
+ | progressBar -edit -endProgress $gMainProgressBar; | ||
+ | } | ||
</pre> | </pre> |
Revision as of 14:00, 16 June 2021
Contents
- 1 Maya Mels Scripts
- 1.1 Octane Render Baking group id - Assign id to multiple objects shapes
- 1.2 Maxwell Render - Particles sequence - Force .abc file
- 1.3 Maxwell Render - Specify object ID color
- 1.4 Redshift - Add blend attribute and set random value for objects selection
- 1.5 Redshift - Set Primary visibility off for selection (layer override)
- 1.6 Convert Motion trail to curve
- 1.7 Quantize keyframes for selection
- 1.8 Loop image sequence for texture
- 1.9 Symmetrize - Duplicate & merge object
- 1.10 Mirror object
- 1.11 Group each object and rename
- 1.12 Change path in an Attribute
- 1.13 Change opacity mode on V-Ray shaders
- 1.14 Change color space on selected fileTextures
- 1.15 Redshift - custom Tesselation on selected objects
- 1.16 Change color on selected shaders
- 1.17 Change Filter Type on selected Files Textures
- 1.18 Clean Render Layers
- 1.19 Change Filter Type on selected Files Textures
- 1.20 Select by name
- 1.21 Display color on shapes
- 1.22 Geometry Constraint on multiple selection
- 1.23 Set bump multiplier on multiple V-Ray shaders
- 1.24 STOP/START viewport
- 1.25 Select curves by name
- 1.26 Noise expression
- 1.27 V-ray - Make curves renderables
- 1.28 Get object type
- 1.29 Render layer override on specific object type
- 1.30 V-ray - Make lights invisible
- 1.31 V-ray - Select Rect Light
- 1.32 V-ray - Rect Lights - Directional Preview - Always for all
- 1.33 Randomize rotation on selected objects
- 1.34 Quit Maya
- 1.35 V-ray - Import list of Alembics through Proxys Import
- 1.36 V-ray - Change path to VRayMesh for selected proxies
- 1.37 Delete image planes
- 1.38 Merge alembic from set
- 1.39 Replace animated objects with V-Ray proxies
- 1.40 Select all meshes in a group
- 1.41 Select shot camera
- 1.42 Get list of frames with keys on all transform objects
- 1.43 Multi snap
Maya Mels Scripts
Octane Render Baking group id - Assign id to multiple objects shapes
// 0 is for Red, 2 for Green, 4 for Blue // 3, 5 and 6 for Cyan, Magenta and Yellow // Replace the number "0" by the number of your choice // Baking group id is also avalaible in Attribute Spreadsheet Editor for ( $object in `ls -sl -l` ) { print($object+"\n"); setAttr ($object + ".octBakGrId") (0); }
Maxwell Render - Particles sequence - Force .abc file
//This expression force Maya to reload an Alembic particles file at each frame - there is no other way in Maxwell Render to read a particles sequence in .abc global int $current_frame; $current_frame = `currentTime -query`; print $current_frame; { setAttr -type "string" maxwellRFRKParticles1.file ("/YOUR_PATH/YOUR_FILE" + $current_frame + ".abc"); }
Maxwell Render - Specify object ID color
// Specify object ID color for ( $object in `ls -sl -l` ) { print($object+"\n"); setAttr ($object + ".mxSpecifyObjIdColor") (1); setAttr ($object + ".mxObjIdColor") -type "double3" 1 0 0; }
Redshift - Add blend attribute and set random value for objects selection
// Useful for blending between colors with RedshiftUserDataScalar for ( $object in `ls -sl -l` ) { print($object); addAttr -ln "blend" -at double -min 0 -max 1 -dv 0 $object; setAttr ($object + ".blend") (rand(1)); }
Redshift - Set Primary visibility off for selection (layer override)
// Go in right render layer and select objects for ( $object in `ls -sl -l` ) { print($object+"\n"); setAttr ($object + ".rsEnableVisibilityOverrides") (1); editRenderLayerAdjustment ($object + ".rsPrimaryRayVisible"); setAttr ($object + ".rsPrimaryRayVisible") (0); }
Convert Motion trail to curve
// Select the motion trail first { $selected=`ls -dag -et snapshotShape`; for ($obj in $selected){ $pts=(getAttr($obj+".pts")); $size=size($pts); $curve=`curve -d 1 -p $pts[0] $pts[1] $pts[2] -p $pts[4] $pts[5] $pts[6] -k 0 -k 1`; for($i=8;$i<$size;$i+=4) curve -os -a -p $pts[$i] $pts[$i+1] $pts[$i+2] $curve ; } }
Quantize keyframes for selection
// Snap keys on frames for objects selection for ( $object in `ls -sl -l` ) { print($object+"\n"); snapKey $object; }
Loop image sequence for texture
// On File texture, check Image sequence, and edit expression file1.frameExtension=((frame%8)+1);
Symmetrize - Duplicate & merge object
// Select half object first for ( $object in `ls -sl -l` ) { print($object+"\n"); xform -piv 0 0 0 $object; duplicate -rr; setAttr ($object + ".scaleX") (-1); select -add $object ; polyPerformAction polyUnite o 0; polyMergeVertex -d 0.0001 -am 1 -ch 1; DeleteHistory; rename ($object); }
Mirror object
// Select object first for ( $object in `ls -sl -l` ) { print($object+"\n"); DeleteHistory; makeIdentity -apply true -t 1 -r 1 -s 1 -n 0 -pn 1; xform -piv 0 0 0 $object; duplicate -rr; setAttr ($object + ".scaleX") (-1); DeleteHistory; }
Group each object and rename
// Select objects first for ( $object in `ls -sl -l` ) { string $name = ($object); select $object ; doGroup 0 1 1; rename ($name + "_GRP"); }
Change path in an Attribute
// Here the Attribute is ".filePrefix" - Select objects first for ( $object in `ls -sl -l` ) { string $path = getAttr ($object+".filePrefix"); $path = `substitute "//OLD/PATH/" $path "//NEW/PATH/"`; setAttr -type "string" ($object+".filePrefix") ($path); }
Change opacity mode on V-Ray shaders
// Select shaders first for ( $object in `ls -sl -l` ) { if (attributeExists("omode",$object)) { //check if attribute exists CBunlockAttr ($object+".omode"); //unlock opacity mode } if (attributeExists("opacityMode",$object)) { setAttr ($object+".opacityMode") 1; //set opacity mode in Clip - 0 pour Normal } } // Alternative for ( $object in `ls -sl -l` ) { if (attributeExists("opacityMode",$object)) { setAttr ($object+".opacityMode") -l false; //unlock attribute if locked } if (attributeExists("opacityMode",$object)) { setAttr ($object+".opacityMode") 2; //set opacity mode in Clip - 0 pour Normal } }
Change color space on selected fileTextures
// Useful to automatically convert Quixel Megascans by example from sRGB/Raw to ACES color spaces string $object_selection[] = (`ls -sl`); for ($object in $object_selection) { if(`getAttr ($object+".cs")` == "sRGB"){ setAttr ($object + ".cs") -type "string" "Utility - sRGB - Texture"; } if(`getAttr ($object+".cs")` == "Raw"){ setAttr ($object + ".cs") -type "string" "Utility - Raw"; } }
Redshift - custom Tesselation on selected objects
// Select objects first for ( $object in `ls -sl -l` ) { print($object+"\n"); setAttr ($object + ".rsMinTessellationLength") (0.1); setAttr ($object + ".rsMaxTessellationSubdivs") (2); setAttr ($object + ".rsOutOfFrustumTessellationFactor") (4); }
Change color on selected shaders
// Select shaders first for ( $object in `ls -sl -l` ) { print($object+"\n"); setAttr ($object + ".color") -l false; setAttr ($object + ".color") -type "double3" (0.18) (0.18) (0.18); }
Change Filter Type on selected Files Textures
// Select files textures first - 0 means Off for ( $object in `ls -sl -l` ) { print($object+"\n"); setAttr ($object + ".filterType") 0; }
Clean Render Layers
// In MEL fixRenderLayerOutAdjustmentErrors;
Change Filter Type on selected Files Textures
// Select files textures first - 0 means Off for ( $object in `ls -sl -l` ) { print($object+"\n"); setAttr ($object + ".filterType") 0; }
Select by name
// Select objects with "toto" select -r "toto*";
Display color on shapes
// Select objects for ( $object in `ls -sl -l` ) { print($object+"\n"); setAttr ($object + ".displayColors") 1; setDisplayColorChannelAttribute ($object + ".displayColorChannel"); polyColorPerVertex -r 1 -g 0 -b 0 -a 1 -cdo; }
Geometry Constraint on multiple selection
// Select objects to constrain string $objectBase = "surfaceName"; for ( $object in `ls -sl -l` ) { select -cl; select $objectBase; select -add $object; geometryConstraint -weight 1; select -r "*Constraint*"; doDelete; } === Speed up smokes rendering with V-Ray === <pre> // Select smokes first for ( $object in `ls -sl -l` ) { print($object+"\n"); setAttr ($object + ".rendStep") 160; setAttr ($object + ".shadowStep") 400; }
Set bump multiplier on multiple V-Ray shaders
// Select shaders for ( $object in `ls -sl -l` ) { if (attributeExists("bumpMult",$object)) { setAttr ($object + ".bumpMult") -1; //set bump multiplier at -1 } }
STOP/START viewport
// As seen on https://www.toadstorm.com/. - Put it in your shelf paneLayout -e -manage false $gMainPane paneLayout -e -manage true $gMainPane
Select curves by name
// Select objects first - Replace "toto" by what you are looking for select `ls -type "nurbsCurve" "*toto*"`;
Noise expression
// Replace "pCube1" pCube1.translateX=sin(time*20)*0.01*noise(time*10); pCube1.translateY=sin(time*4)*0.01*noise(time*10); pCube1.translateZ=sin(time*12)*0.01*noise(time*10);
V-ray - Make curves renderables
// Replace VRayLightMtl1 at the end by your material $selected=`ls -dag -et curveShape`; for ($object in $selected){ // Add V-ray Extra attributes vray addAttributesFromGroup $object vray_nurbscurve_renderable 1; vrayAddAttr $object vraySeparator_vray_nurbscurve_renderable; vrayAddAttr $object vrayNurbsCurveRenderable; vrayAddAttr $object vrayNurbsCurveMaterial; vrayAddAttr $object vrayNurbsCurveTesselation; vrayAddAttr $object vrayNurbsCurveStartWidth; vrayAddAttr $object vrayNurbsCurveLockEndWidth; vrayAddAttr $object vrayNurbsCurveEndWidth; setUITemplate -pst attributeEditorTemplate; // Activate renderable setAttr ($object + ".vrayNurbsCurveRenderable") 1; // Replace VRayLightMtl1 by your material connectAttr -force VRayLightMtl1.outColor ($object + ".vrayNurbsCurveMaterial"); }
Get object type
// Replace toto with the object whose type you want to know objectType toto;
Render layer override on specific object type
// Replace "Node" by the object type on which you want to act $selected=`ls -type "Node"`; for ($object in $selected){ // Create layer override on Primary Visibility attribute on current renderLayer editRenderLayerAdjustment ($object + ".primaryVisibility"); // Set Primary Visibility - 0 or 1 setAttr ($object + ".primaryVisibility") 0; }
V-ray - Make lights invisible
$selected=`ls -type "VRayLightRectShape"`; for ($object in $selected){ setAttr ($object + ".invisible") 1; } $selected=`ls -type "VRayLightSphereShape"`; for ($object in $selected){ setAttr ($object + ".invisible") 1; } $selected=`ls -type "VRayLightDomeShape"`; for ($object in $selected){ setAttr ($object + ".invisible") 1; }
V-ray - Select Rect Light
select `ls -type "VRayLightRectShape"`;
V-ray - Rect Lights - Directional Preview - Always for all
$selected=`ls -type "VRayLightRectShape"`; for ($object in $selected){ setAttr ($object + ".directionalPreview") 1; }
Randomize rotation on selected objects
// As posted on CGTalk by NaughtyNathan // "just set the vector values to the maximum random x,y,z rotations you want to apply to the selected transforms." vector $rndRot = << 0,0,90 >>; // x,y,z rotations for ($object in `ls -sl -tr`){ rotate `rand ($rndRot.x)` `rand ($rndRot.y)` `rand ($rndRot.z)` $object; }
Quit Maya
// Brute force method $i = `getpid`; //application ID system("taskkill /PID " + $i +" /f"); // In a gentle way evalDeferred("quit -f");
V-ray - Import list of Alembics through Proxys Import
// List of Alembics files - Replace by the name of your Alembics string $alembicsParts[] = {"part1","part2","part3"}; // Replace the PATH of your files - Scale by 100 for Houdini Alembics - <frame04> for sequences for ($alembicsPart in $alembicsParts){ vrayCreateProxy -node $alembicsPart -existing -dir ("C:/YOURPATH/"+$alembicsPart+".<frame04>.abc") -createProxyNode; setAttr ($alembicsPart+"_vraymesh.animType") 1; setAttr ($alembicsPart+".scaleZ") 100; setAttr ($alembicsPart+".scaleX") 100; setAttr ($alembicsPart+".scaleY") 100; }
V-ray - Change path to VRayMesh for selected proxies
// Change path with your own .vrmesh $selected=`ls -type "VRayMesh"`; for ($object in $selected){ setAttr -type "string" ($object + ".fileName2") "//DISK/PATH/YOUR_VRMESH.vrmesh"; } // If you want to change Geometry type - 4 for GPU mesh - add following in the loop // setAttr ($object + ".geomType") 4;
Delete image planes
// Delete image plane if exists. $selected=`ls -type "imagePlane"`; select $selected; for ($object in $selected){ doDelete; }
Merge alembic from set
// Select objects in a set called EXPORT_SET select -r EXPORT_SET ; timeControl -edit -forceRedraw $gPlayBackSlider; // Create list of objects from EXPORT_SET string $assetParts[] = `ls -sl`; $assetPartsList = stringArrayToString($assetParts," "); // Merge alembic with these objects AbcImport -mode import -connect $assetPartsList "//DISK/PATH/alembic.abc";
Replace animated objects with V-Ray proxies
// First select animated objects to replace // For each object create a proxy then constrain then bake simulation then delete constraint for ( $object in `ls -sl -l` ) { vrayCreateProxy -node assetName -existing -dir ("//DISK/PATH/your_asset.vrmesh") -createProxyNode; select -r $object ; select -add assetName ; doCreateParentConstraintArgList 1 { "0","0","0","0","0","0","0","0","1","","1" }; parentConstraint -weight 1; bakeResults -simulation true -t "1000:1100" -sampleBy 1 -oversamplingRate 1 -disableImplicitControl true -preserveOutsideKeys true -sparseAnimCurveBake false -removeBakedAttributeFromLayer false -removeBakedAnimFromLayer false -bakeOnOverrideLayer false -minimizeRotation true -controlPoints false -shape true {"assetName"}; select `ls -type "constraint"`; select -add $object ; doDelete; select -cl ; rename "assetName" $object; }
Select all meshes in a group
// From cmadsenAniden on forums.autodesk.com // Replace group1 by the name of your own group select -r group1 ; string $selection[] = `ls -sl`; string $polyGons[] = `filterExpand -sm 12 $selection`; select -r $polyGons;
Select shot camera
// CREATE VARIABLE FOR SHOT CAMERA AND SELECT IT select `ls -type "camera"`; select -d sideShape frontShape topShape perspShape; $camerashot = `ls -sl`; string $shotcamera = $camerashot[0]; print $shotcamera; select $shotcamera;
Get list of frames with keys on all transform objects
$selected=`ls -dag -et transform`; float $arrathy[] = `keyframe -query $selected`; float $sorted[] = python("import pymel.core as pm; list(set((pm.getMelGlobal(\"float[]\", \"$arrathy\"))))"); print $sorted;
Multi snap
// Replace a list of objects by another with bake of animation. Replace FSTART and FEND with your own padding. /////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////// /* type the command MS() */ /////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////// source "generateChannelMenu.mel"; global proc MS () { global string $sourceObjects; global string $destinationObjects; // If the window exists already, delete it. if (`window -exists multiSnapWindow`) { deleteUI multiSnapWindow; } // Build the window. global string $man_window; string $man_window = `window -title " MULTI SNAP" -sizeable 0 -w 300 multiSnapWindow`; frameLayout -label "Snap source objects on destination objects."; rowLayout -width 540 -nc 2 -cw4 10 20 20 100; // Source objects section frameLayout -label "Source objects"; $sourceObjects = `textScrollList -width 600 -height 300`; rowLayout -width 240 -nc 2 -cw2 120 120; button -label "Add selected" -command "MS_addObjects ();" -width 120; button -label "Remove selected" -command "MS_removeObjects ();" -width 120; setParent ..; rowLayout -width 240 -nc 2 -cw2 120 120; button -label "Remove All" -command "MS_clearObjects ();" -width 240; setParent ..; setParent ..; rowLayout -nc 3; button -label "Create" -command "VRAYCONNECDO() " -width 140 -align center; button -label "Close" -command "DAC_CloseUI() " -width 140 -align center; setParent ..; setParent ..; // Destination objects section frameLayout -label "Destination objects"; $destinationObjects = `textScrollList -width 600 -height 300`; rowLayout -width 240 -nc 2 -cw2 120 120; button -label "Add selected" -command "MS_addMM ();" -width 120; button -label "Remove selected" -command "MS_removeMM ();" -width 120; setParent ..; setParent ..; rowLayout -nc 3; button -label "SNAP IT" -command "VRAYCONNECDO() " -width 140 -align center; button -label "Close" -command "DAC_CloseUI() " -width 140 -align center; setParent ..; setParent ..; // Show the window. showWindow multiSnapWindow; } global proc string[] getShaders(string $from) { // get the shapes from the input string $shapes[] = ls("-o", "-dag", "-s", $from); // give me the connected "shadingEngines" string $shadingEngines[] = listConnections("-type","shadingEngine", $shapes); // list the connected materials (shaders) from that string $materials[] = ls("-mat", listConnections($shadingEngines)); // remove duplicate occurrences. return (stringArrayRemoveDuplicates($materials)); } //Add selected objects to list. global proc MS_addObjects () { global string $sourceObjects; string $selectedshapes[] = `ls -sl -l`; //print $selectedshapes; int $count = 0; if ($selectedshapes[0] != "") { for ($i in $selectedshapes) { $count ++; textScrollList -edit -append $i $sourceObjects; } } } //Add selected objects to list. global proc MS_addMM () { global string $destinationObjects; string $selectedshapes[] = `ls -sl -l`; //print $selectedshapes; int $count = 0; if ($selectedshapes[0] != "") { for ($i in $selectedshapes) { $count ++; textScrollList -edit -append $i $destinationObjects; } } } // Clear objects from list. global proc MS_clearObjects () { global string $sourceObjects; textScrollList -e -ra $sourceObjects; } // Remove selected object from list. global proc MS_removeObjects () { global string $sourceObjects; int $index [] = `textScrollList -query -selectIndexedItem $sourceObjects`; if ($index [0] != 0) { textScrollList -edit -removeIndexedItem $index [0] $sourceObjects; } global string $sourceObjects; } global proc VRAYCONNECDO() { // UI Elements global string $sourceObjects; global string $destinationObjects; // Define user selected objects string $selected_objects[] = `textScrollList -query -allItems $sourceObjects`; string $meshMaterial[] = `textScrollList -query -allItems $destinationObjects`; int $i = 0; // SET PADDING string $FSTART = "1"; string $FEND = "100"; print $FSTART; print $FEND; string $PADDING = $FSTART + ":" + $FEND; //Progress bar global string $gMainProgressBar; // Start the progress bar and adjust its max value for this operation. int $steps = size($selected_objects); progressBar -edit -beginProgress -isInterruptable true -status "Connecting shaders to mesh material ..." -maxValue $steps $gMainProgressBar; for ($i = 0; $i < size($selected_objects); $i ++) { parentConstraint -n parentConstraintMS $selected_objects[$i] $meshMaterial[$i]; select -r $meshMaterial[$i] ; bakeResults -simulation true -t $PADDING -sampleBy 1 -oversamplingRate 1 -disableImplicitControl true -preserveOutsideKeys true -sparseAnimCurveBake false -removeBakedAttributeFromLayer false -removeBakedAnimFromLayer false -bakeOnOverrideLayer false -minimizeRotation true -controlPoints false -shape true {$meshMaterial[$i]}; select -cl ; select -r "*parentConstraintMS*"; doDelete; // Update the progress bar. progressBar -edit -step 1 $gMainProgressBar; } // End the progress. progressBar -edit -endProgress $gMainProgressBar; }