Maya tmp
Contents
- 1 Maya tmp Scripts
- 1.1 Maya Python - Create object & Randomize Translate
- 1.2 Maya Python - Randomize translate of selection #1
- 1.3 Maya Python - Randomize translate of selection #2
- 1.4 Maya Mel - Replace path - getAttr/setAttr
- 1.5 Maya Mel - Auto Uvs and Layout
- 1.6 Instance and Snap
- 1.7 Maya Mel - Primary visibility off
- 1.8 Maya Mel - Multi Snap
Maya tmp Scripts
Maya Python - Create object & Randomize Translate
from maya import cmds import random numObjects = 4 for n in range(numObjects): obj = cmds.polyCube() cmds.setAttr(obj[0]+'.translateX', random.randint(0, 5)) cmds.setAttr(obj[0]+'.translateY', random.randint(0, 5)) cmds.setAttr(obj[0]+'.translateZ', random.randint(0, 5))
Maya Python - Randomize translate of selection #1
from maya import cmds import random objList = cmds.ls(selection=True) print objList for obj in objList: cmds.setAttr(obj+'.translateX', random.randint(0, 5)) cmds.setAttr(obj+'.translateY', random.randint(0, 5)) cmds.setAttr(obj+'.translateZ', random.randint(0, 5))
Maya Python - Randomize translate of selection #2
#La meme chose en utilisant une fonction from maya import cmds import random objList = cmds.ls(selection=True) print objList #On definit la fonction def randomize(minValue=0, maxValue=5): for obj in objList: cmds.setAttr(obj+'.translateX', random.randint(minValue, maxValue)) cmds.setAttr(obj+'.translateY', random.randint(minValue, maxValue)) cmds.setAttr(obj+'.translateZ', random.randint(minValue, maxValue)) #On change si besoin les valeurs par defaut avant d'executer la fonction randomize(minValue=4, maxValue=20)
Maya Mel - Replace path - getAttr/setAttr
for ( $object in `ls -sl -l` ) { $path = getAttr ($object+".filePrefix"); setAttr -type "string" ($object+".filePrefix") ($path+"yo"); } for ( $object in `ls -sl -l` ) { setAttr -type "string" ($object+".filePrefix") ("//blabla/bla.abc"); }
Maya Mel - Auto Uvs and Layout
polyMultiLayoutUV -scale 1 -rotateForBestFit 0 -layout 2;
Instance and Snap
//DE-PARENT meshs string $VRMeshs = "*VR"; select -r $VRMeshs; parent -w; select -cl; ////Basket Grass //replace_locator_by_object string $objectCible = "Basket_Grass_VR"; string $locatorPlacement = "Basket_Grass_AR*"; select -cl; select -r $locatorPlacement; //pickWalk -d up; string $selLocatorPlacement[] = `ls -sl`; int $nbreLocatorPlacement = size ($selLocatorPlacement); select -r $objectCible; for ($i=1; $i<$nbreLocatorPlacement; ++$i) { instance -st; } select -cl; //////////////// string $objectCibleI = "Basket_Grass_VR*"; select -r $objectCibleI; pickWalk -d up; string $selObjectCible[] = `ls -sl`; int $nbreObjectCible = size ($selObjectCible); select -cl; for ($i=0; $i<$nbreObjectCible; ++$i) { select -r $selLocatorPlacement[$i]; select -add $selObjectCible[$i]; pointConstraint -offset 0 0 0 -weight 1; orientConstraint -offset 0 0 0 -weight 1; scaleConstraint -offset 1 1 1 -weight 1; select -r "*Constraint*"; doDelete; } select -cl; select -r $locatorPlacement; doDelete; select -cl; ////////////////
Maya Mel - Primary visibility off
for ( $object in `ls -sl -l` ) { print($object+"\n"); setAttr ($object + ".primaryVisibility") 0; }
Maya Mel - Multi Snap
/////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////// /* 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; //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 ++) {
select -r $selected_objects[$i]; select -add $meshMaterial[$i]; pointConstraint -offset 0 0 0 -weight 1; orientConstraint -offset 0 0 0 -weight 1; scaleConstraint -offset 1 1 1 -weight 1; select -r "*Constraint*"; doDelete;
// Update the progress bar. progressBar -edit -step 1 $gMainProgressBar; } // End the progress. progressBar -edit -endProgress $gMainProgressBar; }