本文整理汇总了Python中maya.cmds.checkBox函数的典型用法代码示例。如果您正苦于以下问题:Python checkBox函数的具体用法?Python checkBox怎么用?Python checkBox使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了checkBox函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: mainModule
def mainModule(self):
cmds.rowColumnLayout(nc=2,cw =[(1,130),(2,285)]) #etchedOut rowlumnLayout.str#
cmds.frameLayout(label=self.moduleLabel,mw =1 ,mh =3,bs="etchedOut",cl= 0,cll=0 ,h=self.hgt)
cmds.symbolButton(h= 80,image= 'sphere.png' )
#cmds.rowColumnLayout( numberOfRows=1 ) #Side rowlumnLayout.str#
#cmds.setParent('..') #Side rowlumnLayout.end#
cmds.setParent('..') #etchedOut rowlumnLayout.end#
cmds.frameLayout(label='options:',mw =1 ,mh =3,bs="etchedOut",cl= 0,cll=0 ,h= self.hgt)
#optionsForm = cmds.formLayout()
cmds.rowColumnLayout(nc=5,cw =[(1,50),(2,50),(3,50),(4,50),(5,50)])
cmds.text(l='joint:')
cmds.text(l='fingers:')
cmds.text(l='no:')
cmds.text(l='segment:')
cmds.text(l='symmetry:')
cmds.textField()
cmds.checkBox(l ="" )
cmds.textField()
cmds.textField()
cmds.checkBox(l ="" )
#cmds.formLayout(optionsForm ,e=1,)
cmds.setParent('..')
cmds.rowColumnLayout( numberOfRows=1 )#Side: .str
cmds.text(l=' Side: ')
cmds.radioButtonGrp(nrb=2 ,la2=["L","R"] ,cw2=[30 ,30],sl =1)
cmds.scrollField(wordWrap =1,text ="creates arm skeleton template setup. ideal use: any arm Humans, Insects.." ,editable= 0,h=80,w=180)
cmds.setParent('..')##Side: .end
cmds.setParent('..')
cmds.setParent('..')
cmds.separator(height =3 ,style= "none" )
示例2: drawCheckBox
def drawCheckBox(self,elem,x,y,w=None,h=None):
""" Draw a checkBox
@type elem: dictionary
@param elem: the button dictionary
@type x: int
@param x: position on x in the gui windows
@type y: int
@param y: position on y in the gui windows
@type w: int
@param w: force the width of the item
@type h: int
@param h: force the height of the item
"""
# cmds.iconTextCheckBox( label='Sticks',style='iconAndTextHorizontal',
# image1=ICONSDIR+'bs.xpm', cc=self._displayBS )
name = elem["name"]
if elem["label"] != None:
name = elem["label"]
if elem["value"] is None :
elem["value"] = False
print (name,elem["value"],bool(elem["value"]),elem["width"]*self.scale,elem["height"]*self.scale,self.scale)
if elem["action"] is not None :
elem["id"] = cmds.checkBox(label=name,cc=elem["action"],
v=bool(elem["value"]),w=elem["width"]*self.scale,
h=elem["height"]*self.scale,recomputeSize=False)
else :
elem["id"] = cmds.checkBox(label=name,v=bool(elem["value"]),
w=elem["width"]*self.scale,
h=elem["height"]*self.scale,recomputeSize=False)
示例3: OnKeyChange
def OnKeyChange( self, *args ):
checks = [ cmds.checkBox( self.cXKey, query = True, value = True ), cmds.checkBox( self.cYKey, query = True, value = True ), cmds.checkBox( self.cZKey, query = True, value = True ) ]
attribs = [ ".translateX", ".translateY", ".translateZ" ]
# ... se quieren cambios? ...
sequence = next( ( seq for seq in self.SequenceInfo if seq.GetNode() == self.ActiveNode ), None )
frameInfo = sequence.GetFrameInfo( self.ActiveManip.GetFrame() )
# ...
refreshCurve = False
frame = self.ActiveManip.GetFrame() + self.StartFrame
for i in range( 0, 3 ):
if ( checks[ i ] != frameInfo.HasTranslationKeyAxis( i ) ):
if ( checks[ i ] ): # ... se crea la key ...
cmds.setKeyframe( self.ActiveNode + attribs[ i ], insert = True, time = ( frame, frame ) )
frameInfo.SetTranslationKey( i )
else: # ... se borra la key ...
#cmds.selectKey( self.ActiveNode + attribs[ i ], add = True, keyframe = True, time = ( frame, frame ) )
cmds.cutKey( self.ActiveNode + attribs[ i ], time = ( frame, frame ), option = "keys" )
frameInfo.RemoveTranslationKey( i )
refreshCurve = True
# ...
if ( refreshCurve ):
self.CreateCurve()
示例4: displayUI
def displayUI(self):
windowName = 'LCMTUIWindow'
if cmds.window(windowName, exists=True):
cmds.deleteUI(windowName)
window = cmds.window(windowName, menuBar = True,t="LCMT v3.1.1")
fileMenu = cmds.menu( label='Manage Light Types')
cmds.menuItem( label='Add More Light Types',command=lambda *args:self.addLightTypes())
cmds.menuItem( label='See Current Light Types', command=lambda *args:self.displayLightTypes())
cmds.menuItem( label='Reset Light Types to Default Values', command=lambda *args:self.resetLightTypesToDefault())
cmds.paneLayout( configuration='vertical2' )
lightStageColumn = cmds.columnLayout(adjustableColumn=True)
cmds.text('Lights in the SCENE')
lights = cmds.ls(dag =True,visible=True,lights=True, type='mentalrayIblShape')
lightList = cmds.iconTextScrollList(allowMultiSelection=True, append=lights)
cmds.rowLayout(numberOfColumns = 2)
useGroupLights = cmds.checkBox( label='Group Lights', onCommand = lambda *args: self.updateScollList(True, lightList), offCommand = lambda *args: self.updateScollList(False, lightList))
cmds.checkBox( label='Save Images?', cc = lambda *args: self.toggleSaveImages())
cmds.setParent('..')
cmds.iconTextScrollList(lightList,edit=True,selectCommand=lambda *args: cmds.select(self.getElementsFromLightScrollList(lightList,useGroupLights),vis=True))
cmds.button(label='Render Lights!', command = lambda *args: self.renderAllLights(self.getElementsFromLightScrollList(lightList,useGroupLights),cmds.checkBox(useGroupLights, query=True, value=True)))
cmds.setParent('..')
renderLayersColumn = cmds.columnLayout(adjustableColumn=True)
#new column
cmds.text('Geometry in the SCENE')
geometry = cmds.ls(geometry=True)
#take out the ibl shapes from the geo selection
geometry = list(set(geometry) - set(lights))
geoList = cmds.iconTextScrollList(allowMultiSelection=True, append=geometry,selectCommand=lambda *args: cmds.select(cmds.iconTextScrollList(geoList, query=True, si=True )) )
cmds.text('Create Render Layers from selected geometry and lights')
cmds.button(label='Create Render Layers!', command = lambda *args: self.createLayersFromLights(cmds.iconTextScrollList(geoList, query=True, si=True ),self.getElementsFromLightScrollList(lightList,useGroupLights)))
cmds.setParent('..')
cmds.showWindow()
示例5: loadHotkeys
def loadHotkeys(self, defaults=False):
allHotkeys = hotkeys.getHotkeys()
hotkeysDict = []
for n, loopHotkey in enumerate(allHotkeys):
for loopItem in loopHotkey:
hotkeysDict.append(loopItem)
for loopIndex, loopCommand in enumerate(hotkeysDict):
command = loopCommand["command"]
name = loopCommand["name"]
key = loopCommand["hotkey"]
alt = loopCommand["alt"]
ctl = loopCommand["ctl"]
toolTip = loopCommand["toolTip"]
if not defaults:
hotkeyData = aToolsMod.loadInfoWithUser("hotkeys", name)
if hotkeyData != None:
key = hotkeyData[0]
alt = hotkeyData[1]
ctl = hotkeyData[2]
cmds.checkBox('ctl%s'%name, edit=True, value=ctl)
cmds.checkBox('alt%s'%name, edit=True, value=alt)
cmds.scrollField('key%s'%name, edit=True, text=key)
self.updateHotkeyCheck(name)
示例6: assignCustomMateColorUI
def assignCustomMateColorUI( self, colorMat = 'RL_SOMECOLOR', col = (1,1,1)):
mc.columnLayout()
mc.colorSliderGrp( 'customColorColorSlider', rgb = col )
mc.checkBox( 'customAlpha_chb', l = 'With Alpha', v = True )
mc.rowColumnLayout( nc = 2 )
mc.button( l = 'Create', w = 120, c = self.assignNewMateColorUi )
mc.button( l = 'Cancel', w = 120, c = self.dismissCustomColorUI )
示例7: create
def create(self):
if cmds.window( self.winName, ex=1 ):
cmds.deleteUI( self.winName, wnd=1 )
cmds.window( self.winName, title=self.title )
form = cmds.formLayout()
form_cloneTarget = self.uiCloneTargets.create()
form_cloneLabel = self.uiCloneLabel.create()
chk_shapeOn = cmds.checkBox( l='Shape On', v=1 )
chk_connectionOn = cmds.checkBox( l='Connection On', v=0 )
bt_createClone = cmds.button( l='C R E A T E C L O N E', h=25, c = WinA_Cmd.cmdCreateClone )
cmds.setParent( '..' )
cmds.formLayout( form, e=1,
af = [( form_cloneTarget, 'top', 5 ), ( form_cloneTarget, 'left', 5 ), ( form_cloneTarget, 'right', 5 ),
( form_cloneLabel, 'top', 5 ), ( form_cloneLabel, 'left', 5 ), ( form_cloneLabel, 'right', 5 ),
( chk_shapeOn, 'left', 50 ),
( bt_createClone, 'left', 0 ),( bt_createClone, 'right', 0 )],
ac = [( form_cloneLabel, 'top', 10, form_cloneTarget ),
( chk_shapeOn, 'top', 10, form_cloneLabel ),
( chk_connectionOn, 'top', 10, form_cloneLabel ), ( chk_connectionOn, 'left', 30, chk_shapeOn ),
( bt_createClone, 'top', 10, chk_connectionOn )] )
cmds.window( self.winName, e=1, wh=[ self.width, self.height ], rtf=1 )
cmds.showWindow( self.winName )
WinA_Global.ui_clones = self.uiCloneTargets
WinA_Global.chk_shapeOn = chk_shapeOn
WinA_Global.chk_connectionOn = chk_connectionOn
示例8: read_windowInfo
def read_windowInfo():
import cPickle
import sgBFunction_fileAndPath
sgBFunction_fileAndPath.makeFile( WinA_Global.keyExportInfoFile, False )
sgBFunction_fileAndPath.makeFile( WinA_Global.cacheExportInfoFile, False )
sgBFunction_fileAndPath.makeFile( WinA_Global.infoPath, False )
import sgBModel_aniScene
upFolderNum, addPath = sgBModel_aniScene.exportCachePathFromAni
sceneName = cmds.file( q=1, sceneName=1 )
sceneFolder = '/'.join( sceneName.split( '/' )[:-1+upFolderNum] )
cacheExportPath = sceneFolder + addPath
upFolderNum, addPath = sgBModel_aniScene.exportKeyPathFromAni
sceneName = cmds.file( q=1, sceneName=1 )
sceneFolder = '/'.join( sceneName.split( '/' )[:-1+upFolderNum] )
keyExportPath = sceneFolder + addPath
cmds.textField( WinA_Global.exportKeyPath_txf, e=1, tx=keyExportPath )
cmds.textField( WinA_Global.exportCachePath_txf, e=1, tx=cacheExportPath )
try:
f = open( WinA_Global.infoPath, 'r' )
data = cPickle.load( f )
f.close()
cacheTypeIndex = data[0]
exportByMatrix = data[1]
cmds.optionMenu( WinA_Global.optionMenu, e=1, sl=cacheTypeIndex )
cmds.checkBox( WinA_Global.chk_exportByMatrix , e=1, v=exportByMatrix )
except: return None
示例9: floatUI
def floatUI():
# Check to see if window exists
if cmds.window("PBQuality", exists=True):
cmds.deleteUI("PBQuality")
# Create window
window = cmds.window("PBQuality", title="DPA Playblast", w=300, h=100, mnb=False, mxb=False, sizeable=False)
# Create a main layout
mainLayout = cmds.columnLayout(adj=True)
blastLayout = cmds.columnLayout("blastLayout", p=mainLayout, w=260, adj=False, rs=5, cat=('left', 5))
cmds.separator(p=blastLayout)
cmds.text(label="Enter desired playbast quality:", p=blastLayout)
qualityField = cmds.floatField("playblastValue", p=blastLayout, w=250, min=50, max=100, pre=0, step=1, v=90, ed=True)
qualitySlider = cmds.floatSlider("playblastPercentage", p=blastLayout, w=250, min=50, max=100, step=1, v=90, dc=updatePercent)
cmds.separator(p=blastLayout)
sequenceOption = cmds.checkBox("sequenceOption", label="From Sequence", value=False)
reviewOption = cmds.checkBox("reviewOption", label="Auto-bot review submission", value=False)
cmds.separator(p=blastLayout)
confirmLayout = cmds.rowColumnLayout("confirmLayout", p=mainLayout, w=250, nc=2, rs=(5, 5), co=[(1, 'left', 5), (2, 'right', 5)], cw=[(1, 125), (2, 125)])
cancelButton = cmds.button("cancelButton", p=confirmLayout, label="Cancel", c="cmds.deleteUI('PBQuality')", w=80, h=30)
pbButton = cmds.button("pbButton", p=confirmLayout, label="Playblast", c=handlePB, w=100, h=30)
cmds.separator(p=confirmLayout)
cmds.showWindow(window)
示例10: __init__
def __init__(self):
self.name = "pythant"
self.title = "Pythant"
#creates the ui window, replacing any existing ui windows
if (cmds.window(self.name, q=1, exists=1)):
cmds.deleteUI(self.name)
self.window = cmds.window(self.name, title=self.title)
self.form = cmds.columnLayout(adjustableColumn=True, columnAlign="center", rowSpacing=10)
cmds.intFieldGrp("numAnts", label="Number of ants:", value1=1, cal=[1,"left"])
cmds.intFieldGrp("startFrame", label="Start frame:", value1=1, nf=1,cal=[1,"left"])
cmds.intFieldGrp("endFrame", label="End frame:",nf=1,value1=50,cal=[1,"left"])
cmds.text( label="Select the curves:",align="left")
cmds.textScrollList("curves",numberOfRows=3,allowMultiSelection=True,h=100)
cmds.button(label="OK",w=20, align="left",c=self.getCurves)
cmds.textFieldButtonGrp("groundObj", label="Select the Ground:",buttonLabel='OK', bc=self.getGround,cal=[1,"left"])
cmds.checkBox("isFlat",label="Is this a flat ground",value=1)
cmds.floatSliderGrp("Velocity",field=True, label="Velocity (mm/s):",min=1, max=40,value=20, cal=[1,"left"])
#cmds.floatSliderGrp("strideFreq",field=True, label="Stride Frequency:",min=1, max=10,value=5, cal=[1,"left"])
cmds.floatSliderGrp("load",field=True, label="Load (mg):",min=0, max=4,value=0, cal=[1,"left"])
# cmds.textFieldButtonGrp("force", label="External Force", buttonLabel='OK', bc = self.getForce, cal=[1, "left"])
cmds.text( label='The external force is setup with a directional light named forceVector.')
cmds.text( label='The force magnitude (N) is specified with the custom attribute "Force Magnitude".')
cmds.text(label='The lighting direction is the force direction.')
cmds.button(label='Run', w=100, c=self.accept)
cmds.button(label='Reset', w=100, c=self.reset)
cmds.showWindow(self.window)
cmds.window(self.window, edit = True, widthHeight=(415, 580))
示例11: unfoldBand_window
def unfoldBand_window():
"""
This definition creates the 'Unfold Band' main window.
"""
cmds.windowPref(enableAll=False)
if (cmds.window("unfoldBand_window", exists=True)):
cmds.deleteUI("unfoldBand_window")
cmds.window("unfoldBand_window",
title="Unfold Band",
width=384)
spacing = 5
cmds.columnLayout(adjustableColumn=True, rowSpacing=spacing)
cmds.separator(height=10, style="singleDash")
cmds.intSliderGrp("divisions_intSliderGrp", label="Divisions", field=True, minValue=0, maxValue=10, fieldMinValue=0, fieldMaxValue=65535, value=2)
cmds.separator(style="single")
cmds.columnLayout(columnOffset=("left", 140))
cmds.checkBox("keepConstructionHistory_checkBox", label="Keep Construction History", v=True)
cmds.setParent(topLevel=True)
cmds.separator(height=10, style="singleDash")
cmds.button("unfoldBand_button", label="Unfold Band!", command=unfoldBand_button_OnClicked)
cmds.showWindow("unfoldBand_window")
cmds.windowPref(enableAll=True)
示例12: checkEachEdit
def checkEachEdit( *args ):
for chk in WinA_Global.checkList:
if not cmds.checkBox( chk, q=1, v=1 ):
cmds.checkBox( WinA_Global.chk_all, e=1, v=0 )
return None
cmds.checkBox( WinA_Global.chk_all, e=1, v=1 )
示例13: changeAssetStatus
def changeAssetStatus(self,stageVar):
#get asset name
assetNameVar=cmds.textScrollList('assetTextScroll',q=True,si=True)
if assetNameVar==None:
cmds.confirmDialog(icn='warning', t='Error', m='No asset selected from asset list.', button=['Ok'])
self.populateTable()
raise StandardError, 'error : no asset selected from asset list'
assetNameVar=assetNameVar[0]
#parsing stage and change the status respectively
if stageVar=='model':
statusVar=cmds.checkBox('assetTrackModelCheck',q=True,v=True)
if statusVar==True:
statusVar=2
else:
statusVar=0
veRegCore.updateAssetRecord(name=assetNameVar,modelStat=statusVar)
elif stageVar=='shader':
statusVar=cmds.checkBox('assetTrackShaderCheck',q=True,v=True)
if statusVar==True:
statusVar=2
else:
statusVar=0
veRegCore.updateAssetRecord(name=assetNameVar,shaderStat=statusVar)
elif stageVar=='rig':
statusVar=cmds.checkBox('assetTrackRigCheck',q=True,v=True)
if statusVar==True:
statusVar=2
else:
statusVar=0
veRegCore.updateAssetRecord(name=assetNameVar,rigStat=statusVar)
self.listLegacyAndPicture()
return
示例14: setObjectToShatterCmd
def setObjectToShatterCmd(self, *args):
'''
'''
if not (cmds.draggerContext(self._IScontextTool._mContext, exists = True)):
iMinTime = cmds.playbackOptions(query = True, minTime = True)
cmds.currentTime(iMinTime, edit = True)
polySelection = cmds.filterExpand(selectionMask = 12)
if polySelection:
if len(polySelection) > 0:
mBreakNode = cmds.listConnections(polySelection[0], sh = True, type = 'fxBreakGeometry')
if not mBreakNode:
cmds.button(self._ISaddBtn, edit = True, label = 'Please wait... checking mesh toplogy')
self._IScontextTool.checkForNonManifoldMeshes(polySelection[0])
cmds.delete(polySelection[0], ch = True)
self.resetIShatterGUI()
self._IScontextTool._mVoroObject = polySelection[0]
cmds.button(self._ISaddBtn, edit = True, label = polySelection[0])
cmds.button(self._ISdelBtn, edit = True, enable = True)
cmds.button(self._ISprocessBtn, edit = True, enable = True)
cmds.checkBox(self._ISborderEdgesCbx, edit = True, enable = True)
cmds.checkBox(self._IShideObjectsCbx, edit = True, enable = True)
else:
cmds.confirmDialog(title = 'Oups... IShatter Error', message = 'You must select one mesh object first !', button = 'OK', defaultButton = 'Yes', cancelButton = 'No', dismissString = 'No')
示例15: loadUI
def loadUI(self, ui_file):
"""
Loads the UI and does an post-load commands
"""
# monkey patch the cmds module for use when the UI gets loaded
cmds.submit_callb = partial(self.get_initial_value, self)
cmds.do_submit_callb = partial(self.submit, self)
if cmds.window('SubmitDialog', q=True, ex=True):
cmds.deleteUI('SubmitDialog')
name = cmds.loadUI(f=ui_file)
cmds.textScrollList('layers', e=True, append=self.layers)
# check for existing projects to determine how project selection should
# be displayed
num_existing_projs = cmds.optionMenu('existing_project_name', q=True, ni=True)
if num_existing_projs == 0:
cmds.radioButton('existing_project', e=True, en=False)
else:
cmds.radioButton('existing_project', e=True, en=True)
# callbacks
cmds.checkBox('upload_only', e=True, changeCommand=self.upload_only_toggle)
cmds.checkBox('distributed', e=True, changeCommand=self.distributed_toggle)
cmds.optionMenu('renderer', e=True, changeCommand=self.change_renderer)
cmds.radioButton('new_project', e=True, onCommand=self.select_new_project)
cmds.radioButton('existing_project', e=True, onCommand=self.select_existing_project)
self.change_renderer( self.renderer )
self.select_new_project( True )
return name