本文整理汇总了Python中maya.cmds.intSliderGrp函数的典型用法代码示例。如果您正苦于以下问题:Python intSliderGrp函数的具体用法?Python intSliderGrp怎么用?Python intSliderGrp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intSliderGrp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: get_ui_values
def get_ui_values():
global engine_path, folder, file_name, export_batch, resolution_x, resolution_y, exposure, gamma, \
ray_number, time, seed, export_animation, start_frame, end_frame, export_normals, invert_normals, check_Z, materials
engine_path = cmds.textFieldButtonGrp(engine_field, query=True, text=True)
folder = cmds.textFieldButtonGrp(directory_field, query=True, text=True)
file_name = cmds.textFieldGrp(file_field, query=True, text=True)
export_batch = cmds.checkBoxGrp(batch_field, query=True, value1=True)
resolution_x = cmds.intFieldGrp(resolution_field, query=True, value1=True)
resolution_y = cmds.intFieldGrp(resolution_field, query=True, value2=True)
exposure = cmds.floatSliderGrp(exposure_field, query=True, value=True)
gamma = cmds.floatSliderGrp(gamma_field, query=True, value = True)
ray_number = cmds.intSliderGrp(rays_field, query=True, value=True)
seed = cmds.intSliderGrp(seed_field, query=True, value=True)
time = cmds.intSliderGrp(time_field, query=True, value=True)
export_animation = cmds.checkBoxGrp(animation_field, query=True, value1=True)
start_frame = cmds.intFieldGrp(frame_range_field, query=True, value1=True)
end_frame = cmds.intFieldGrp(frame_range_field, query=True, value2=True)
export_normals = cmds.checkBoxGrp(normals_export_field, query=True, value1=True)
invert_normals = cmds.checkBoxGrp(normals_invert_field, query=True, value1=True)
check_Z = cmds.checkBoxGrp(check_Z_field, query = True, value1=True)
materials = []
for mat in range(5):
materials.append(cmds.floatFieldGrp(eval('material_%i_field' % (mat)), query=True, value=True))
示例2: randomize
def randomize(args):
'''
Randomizes the hue, saturation and value for both the start
and the end of the colour range.
args: Dummy argument needed to satisfy the command interface.
On exit: Random values for hue, saturation and value have been
picked for both the start and the end of the colour range. The
canvases and the sliders have been updated accordingly.
'''
rhue1 = random.randint(0,360)
rsaturation1 = random.uniform(0,1)
rvalue1 = random.uniform(0,1)
rhue2 = random.randint(0,360)
rsaturation2 = random.uniform(0,1)
rvalue2 = random.uniform(0,1)
cmds.intSliderGrp("hue1", edit = True, value = rhue1)
cmds.floatSliderGrp("saturation1", edit = True, value = rsaturation1)
cmds.floatSliderGrp("value1", edit = True, value = rvalue1)
cmds.canvas("hueCanvas1", edit = True, hsvValue = (rhue1,1,1))
cmds.canvas("saturationCanvas1", edit = True, hsvValue = (rhue1, rsaturation1,1))
cmds.canvas("valueCanvas1", edit = True, hsvValue = (rhue1, rsaturation1,rvalue1))
cmds.intSliderGrp("hue2", edit = True, value = rhue2)
cmds.floatSliderGrp("saturation2", edit = True, value = rsaturation2)
cmds.floatSliderGrp("value2", edit = True, value = rvalue2)
cmds.canvas("hueCanvas2", edit = True, hsvValue = (rhue2,1,1))
cmds.canvas("saturationCanvas2", edit = True, hsvValue = (rhue2, rsaturation2,1))
cmds.canvas("valueCanvas2", edit = True, hsvValue = (rhue2, rsaturation2,rvalue2))
示例3: myCube
def myCube():
myCubeWidth = mc.intSliderGrp( cubW, q=True, v=True )
myCubeHigth = mc.intSliderGrp( cubH, q=True, v=True )
myCubeDepth = mc.intSliderGrp( cubD, q=True, v=True )
# ch stands for construction history
finalCube = mc.polyCube( w=myCubeWidth, h=myCubeHigth, d=myCubeDepth, n="myCube#", ch=False )
mc.move( 0,myCubeHigth/2.0,0, finalCube, relative=True )
示例4: generate
def generate(cls, *args):
components = []
width = cmds.intSliderGrp(cls.get_prefix() + Labels["width_label"], query=True, value=True)
height = cmds.intSliderGrp(cls.get_prefix() + Labels["height_label"], query=True, value=True)
depth = cmds.intSliderGrp(cls.get_prefix() + Labels["depth_label"], query=True, value=True)
rgb = cmds.colorSliderGrp(cls.get_prefix() + Labels["color_label"], query=True, rgbValue=True)
block_width = width * Constants["block_width_unit"]
block_height = height * Constants["block_height_unit"]
block_depth = depth * Constants["block_depth_unit"]
#stubs
for x in range(0, width):
for z in range(0, depth):
stub = cmds.polyCylinder(name=get_unique_name(cls.get_prefix(), "Stub"), radius=Constants["stub_radius"], height = Constants["stub_height"])
components.append(stub[0])
cmds.move(Constants["block_width_unit"] * x + half(Constants["block_width_unit"]), half(Constants["block_height_unit"]) * height + half(Constants["stub_height"]), Constants["block_depth_unit"] * z + half(Constants["block_depth_unit"]), stub[0])
cube = cmds.polyCube(name=get_unique_name(cls.get_prefix(), "block"), width=block_width, height=block_height, depth=block_depth)
components.append(cube[0])
cmds.move(half(width * Constants["block_width_unit"]), 0, half(depth * Constants["block_depth_unit"]), cube)
if components.count > 1:
final = cmds.polyUnite(components, name=get_unique_name(cls.get_prefix(), ""))
else:
final = components[0]
shader = cmds.shadingNode('blinn', asShader=True, name=get_unique_name(cls.get_prefix(),"mat"))
cmds.setAttr(shader + ".color", rgb[0],rgb[1],rgb[2], type='double3')
cmds.select(final[0], r=True)
cmds.hyperShade(assign=shader)
示例5: __init__
def __init__(self) :
# get the currently selected objects and make sure we have only one object
selected = OM.MSelectionList()
OM.MGlobal.getActiveSelectionList(selected)
self.selectedObjects = []
selected.getSelectionStrings(self.selectedObjects)
if len(self.selectedObjects) == 0 :
cmds.confirmDialog( title='No objects Selected', message='Select a Mesh Object', button=['Ok'], defaultButton='Ok', cancelButton='Ok', dismissString='Ok' )
elif len(self.selectedObjects) > 1 :
cmds.confirmDialog( title='Select One Object', message='Only One Mesh mat be exported at a time', button=['Ok'], defaultButton='Ok', cancelButton='Ok', dismissString='Ok' )
# now we have the correct criteria we can proceed with the export
else :
# get the start and end values for our UI sliders
anim=OMA.MAnimControl()
minTime=anim.minTime()
maxTime=anim.maxTime()
self.m_start=int(minTime.value())
self.m_end=int(maxTime.value())
# now we create a window ready to populate the components
self.m_window = cmds.window( title='NCCA Pointbake Export' )
# create a layout
cmds.columnLayout()
# create two sliders for start and end we also attach methods to be called when the slider
# changes
self.m_startSlider=cmds.intSliderGrp( changeCommand=self.startChanged,field=True, label='Start Frame', minValue=self.m_start, maxValue=self.m_end, fieldMinValue=self.m_start, fieldMaxValue=self.m_end, value=self.m_start )
self.m_endSlider=cmds.intSliderGrp( changeCommand=self.endChanged ,field=True, label='End Frame', minValue=self.m_start, maxValue=self.m_end, fieldMinValue=self.m_end, fieldMaxValue=self.m_end, value=self.m_end )
# create a button and add the method called when pressed
cmds.button( label='Export', command=self.export )
# finally show the window
cmds.showWindow( self.m_window )
示例6: createGeometryButtonAction
def createGeometryButtonAction(*pArgs):
""" Queries all the fields related to the geometry interpretation and calls the procedure. """
pAngle = cmds.floatSliderGrp( "angle", q=True, v=True )
pStep = cmds.floatSliderGrp( "length", q=True, v=True )
pRad = cmds.floatSliderGrp( "radius", q=True, v=True )
subDivs = cmds.intSliderGrp( "cylSubdivs", q=True, v=True )
length_atenuation = cmds.intSliderGrp( "length_atenuation", q=True, v=True )
radius_atenuation = cmds.intSliderGrp( "radius_atenuation", q=True, v=True )
turtleSpeed = cmds.floatSliderGrp( "turtleSpeed", q=True, v=True)
rgb_blossom = cmds.colorSliderGrp( "rgb_blossomField", q=True, rgb=True )
rgb_leaf = cmds.colorSliderGrp( "rgb_leafField", q=True, rgb=True )
rgb_branch = cmds.colorSliderGrp( "rgb_branchField", q=True, rgb=True )
if pAngle == 0 or pStep == 0 or pRad == 0 or subDivs == 0 or LStringVar == '':
cmds.textField('warningsTextField', edit=True, tx='Please, revise all the fields again')
else:
import globalVar
reload(globalVar)
globalVar.plantNumber += 1
cmds.textField('warningsTextField', edit=True, tx='None.')
createBranchShader(rgb_branch)
createLeafShader(rgb_leaf)
createBlossomShader(rgb_blossom)
createGeometry(LStringVar, pRad, pStep, pAngle, subDivs, length_atenuation/100.0, radius_atenuation/100.0,
turtleSpeed, rgb_branch, rgb_leaf, rgb_blossom)
示例7: evenEdgeSpacingUI
def evenEdgeSpacingUI():
"""
Even Edge Spacing UI
"""
# Window
window = 'evenEdgeSpacingUI'
if cmds.window(window, q=True, ex=1): cmds.deleteUI(window)
window = cmds.window(window, t='Even Edge Spacing', s=True)
# Layout
CL = cmds.columnLayout()
# UI Elements
cmds.intSliderGrp('evenEdgeSpacing_smoothISG', label='Smooth', field=True, minValue=0, maxValue=20, fieldMinValue=0,
fieldMaxValue=100, value=4)
cmds.floatSliderGrp('evenEdgeSpacing_influenceFSG', label='Influence', field=True, minValue=0.0, maxValue=1.0,
fieldMinValue=0.0, fieldMaxValue=1.0, value=1.0)
cmds.checkBoxGrp('evenEdgeSpacing_snapToOrigCBG', label='Maintain Shape', numberOfCheckBoxes=1,
v1=False) # columnWidth2=[100,165]
cmds.checkBoxGrp('evenEdgeSpacing_deleteHistoryCBG', label='Delete History', numberOfCheckBoxes=1, v1=False)
cmds.button('evenEdgeSpacingB', l='Even Edge Spacing', w=390,
c='glTools.model.straightenVerts.evenEdgeSpacingFromUI()')
# Show Window
cmds.window(window, e=True, wh=[392, 99])
cmds.showWindow(window)
示例8: 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9: update
def update(*args) :
# blindly update the settings and prepare everything other than the main loop itself
distribution=cmds.intSliderGrp('distribution', q=True, value=True)
samples=cmds.intSliderGrp('samples', q=True, value=True)
budChance=cmds.floatSliderGrp('budChance', q=True, value=True)
branchChance=cmds.floatSliderGrp('branchChance', q=True, value=True)
leafChance=cmds.floatSliderGrp('leafChance', q=True, value=True)
minStep=cmds.floatSliderGrp('minStep', q=True, value=True)
maxStep=cmds.floatSliderGrp('maxStep', q=True, value=True)
steps=cmds.intSliderGrp('steps', q=True, value=True)
quadratic=cmds.checkBoxGrp('quadratic', q=True, v1=True)
branchThick=cmds.floatSliderGrp('branchThick', q=True, value=True)
leafSize=cmds.floatSliderGrp('leafSize', q=True, value=True)
cmds.setAttr('fabricVegetation.distribution', distribution)
cmds.setAttr('fabricVegetation.samples', samples)
cmds.setAttr('fabricVegetation.budChance', budChance)
cmds.setAttr('fabricVegetation.branchChance', branchChance)
cmds.setAttr('fabricVegetation.leafChance', leafChance)
cmds.setAttr('fabricVegetation.minStep', minStep)
cmds.setAttr('fabricVegetation.maxStep', maxStep)
cmds.setAttr('fabricVegetation.steps', steps)
cmds.setAttr('fabricVegetation.quadratic', quadratic)
cmds.setAttr('fabricVegetation.branchThick', branchThick)
cmds.setAttr('fabricVegetation.leafSize', leafSize)
示例10: smoothEdgeLineUI
def smoothEdgeLineUI():
"""
Smooth Edge Line UI
"""
# Window
window = 'smoothEdgesUI'
if cmds.window(window, q=True, ex=1): cmds.deleteUI(window)
window = cmds.window(window, t='Smooth Edge Line', s=True)
# Layout
CL = cmds.columnLayout()
# UI Elements
cmds.intSliderGrp('smoothEdges_smoothISG', label='Smooth', field=True, minValue=1, maxValue=20, fieldMinValue=1,
fieldMaxValue=100, value=4)
cmds.floatSliderGrp('smoothEdges_falloffFSG', label='Falloff Distance', field=True, precision=3, minValue=0.0,
maxValue=10.0, fieldMinValue=0.0, fieldMaxValue=100.0, value=0.01)
cmds.checkBoxGrp('smoothEdges_edgeSpacingCBG', label='Maintain Edge Spacing', numberOfCheckBoxes=1, v1=False)
cmds.checkBoxGrp('smoothEdges_snapToOrigCBG', label='Maintain Shape', numberOfCheckBoxes=1,
v1=False) # columnWidth2=[100,165]
cmds.checkBoxGrp('smoothEdges_deleteHistoryCBG', label='Delete History', numberOfCheckBoxes=1, v1=False)
cmds.button('smoothEdgesB', l='Smooth', w=390, c='glTools.model.straightenVerts.smoothEdgeLineFromUI()')
# Show Window
cmds.window(window, e=True, wh=[392, 115])
cmds.showWindow(window)
示例11: bulge_button
def bulge_button( self, *args ):
if( cmds.objExists( "ZBend" ) ):
cmds.confirmDialog( title="Error", message="First delete the bulge history on the previously\ndeformed object before bulging another.", button="Okie Dokie" )
return 0
latestSelection = cmds.ls( selection=True )
if( len( latestSelection ) == 0 ):
return 0
if( len( latestSelection ) == 1 ):
self.relatives = cmds.listRelatives( children=True )
if( len(self.relatives) == 1 ):
self.bbox = cmds.exactWorldBoundingBox( latestSelection )
cmds.nonLinear( type='bend', curvature=cmds.intSliderGrp( "x_bulge_slider", value=True, query=True ) )
cmds.rename( "XBend" )
cmds.move((self.bbox[0] + self.bbox[3])/2, self.bbox[1], (self.bbox[2] + self.bbox[5])/2, "XBend", rpr=True )
cmds.setAttr( "XBend.rotateZ", -90 )
cmds.select( latestSelection )
cmds.nonLinear( type='bend', curvature=cmds.intSliderGrp( "z_bulge_slider", value=True, query=True ) )
cmds.rename( "ZBend" )
cmds.move((self.bbox[0] + self.bbox[3])/2, self.bbox[1], (self.bbox[2] + self.bbox[5])/2, "ZBend", rpr=True )
cmds.setAttr( "ZBend.rotateZ", -90 )
cmds.setAttr( "ZBend.rotateX", 90 )
cmds.connectControl( "x_bulge_slider", "bend1.curvature" )
cmds.connectControl( "z_bulge_slider", "bend2.curvature" )
cmds.select( latestSelection )
示例12: windowUI
def windowUI(*args):
if cmds.window("windowUI", exists=True):
cmds.deleteUI("windowUI")
cmds.window("windowUI", title="Bedazzler", resizeToFitChildren = True, sizeable = False)
# base object layout
cmds.frameLayout(label = "General", collapsable=False, mw=5, mh=5)
cmds.rowColumnLayout(nc=3, cal=[(1,"right")], cw=[(1,80),(2,200),(3,95)])
cmds.text(l="Base Object: ")
cmds.textField("baseObject")
cmds.button("baseObjectButton", l="Select", c=selectBaseObjectButton)
cmds.setParent("..")
cmds.separator(h=10, st='in')
# # info button
# cmds.button("infoButton", l="INFO", w=75, al="center", c=infoButton)
# reset button
cmds.button("resetButton", l="Reset Values", w=75, al="center", c=windowUI)
# size
cmds.rowColumnLayout(w=380)
cmds.floatSliderGrp("size", l="Gem Size: ", v=.25, min=0.001, max=1.0, f=True,w=370,pre=3)
# padding
cmds.rowColumnLayout(w=380)
cmds.floatSliderGrp("padding", l="Spacing: ", v=0, min=0.0, max=1.0, f=True,w=370,pre=3)
cmds.rowColumnLayout(w=380)
cmds.floatSliderGrp("overlap", l="Overlap Tolerance: ", v=0, min=0.0, max=1.0, f=True,w=370,pre=3)
cmds.separator(h=10, st='in')
#smoothe
cmds.rowColumnLayout(w=380)
cmds.floatSliderGrp("smoothe", l="Smooth mesh: ", v=0, min=0.0, max=1.0, f=True,w=370,pre=3)
# reduce mesh
cmds.rowColumnLayout(w=380)
cmds.intSliderGrp("meshReduce", l="% to reduce mesh: ", v=0, min=0, max=100, f=True,w=370)
#shade
cmds.checkBox("shaderCheckBox", l='Include shader', value=False)
# # text
# cmds.text(l='\nINFO\n', w=370, ww=True)
# cmds.text(l='The algorithm works best on objects with planar quads that are not too small in any one dimension.\n', w=370, al = 'left', ww=True)
# cmds.text(l='If your mesh has a lot of fine geometry, it is recommended that you use a poly-reduced mesh using the slider above. This will not modify your original geometry.', w=370, al = 'left', ww=True)
cmds.separator(h=10, st='in')
# bedazzle button
cmds.button("bedazzleButton", l="~*~BEDAZZLE~*~", w=370, h = 40, al="center", bgc=[0.14,0.94,0.86], c=bedazzleButton)
cmds.showWindow("windowUI")
示例13: byNumSpansCmd
def byNumSpansCmd(self, *args ):
value = cmds.checkBox( self._byNumSpans, q=1, v=1 )
if value:
cmds.intSliderGrp( self._outerNumCurve, e=1, en=0 )
else:
cmds.intSliderGrp( self._outerNumCurve, e=1, en=1 )
示例14: main
def main(self, *args):
'''
This method will be the main function of the tool letting the
user generate random values for the color set 2.
'''
selected_obj = cmds.ls(selection=True)
#Warning message for no selection
if not selected_obj:
cmds.confirmDialog(
title="Error Message",
message="No objects selected. Must select one object!",
button="Accept"
)
return False
color_sets = cmds.polyColorSet(query=True, allColorSets=True)
#Warning message for no current color sets
if not color_sets:
cmds.confirmDialog(
title="Error Message",
message="Must create color set two!",
button="Accept"
)
return False
#If statement generates random values based on the users input for Minimum and Maximum sliders
if "colorSet2" in color_sets:
for index in xrange(cmds.polyEvaluate(selected_obj[0], vertex=True)):
#slider values
min_value = cmds.intSliderGrp("minimum", query=True, value=True)
max_value = cmds.intSliderGrp("maximum", query=True, value=True)
generate_value = rand.randint(min_value, max_value)
color_value = generate_value/100.00
color_set = cmds.polyColorPerVertex(
"{object}.vtx[{number}]".format(object=selected_obj[0], number=index),
rgb=( color_value, color_value, color_value)
)
#Error Message if colorSet2 does not exist
else:
cmds.confirmDialog(
title="Error Message",
message="Must create color set two!",
button="Accept"
)
return False
示例15: brickHeightToggle
def brickHeightToggle():
flatBrick = cmds.checkBox('flatBrickCheck', query = True, value = True)
if( flatBrick == True ):
cmds.intSliderGrp( 'brickHeight', edit = True, value = 1, enable = False)
cmds.radioButtonGrp( 'brickHoleOptions', edit = True, select = 3, enable = False)
elif( flatBrick == False ):
cmds.intSliderGrp( 'brickHeight', edit = True, enable = True )
cmds.radioButtonGrp( 'brickHoleOptions', edit = True, enable = True)