本文整理汇总了Python中maya.cmds.rename函数的典型用法代码示例。如果您正苦于以下问题:Python rename函数的具体用法?Python rename怎么用?Python rename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rename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: SetupAlembic
def SetupAlembic(alembicFile, shaderFile):
# reference alembic file
filename = os.path.basename(alembicFile)
newNodes = cmds.file(alembicFile, reference=True, namespace=filename,
groupReference=True, groupName='NewReference',
returnNewNodes=True)
alembicRoot = None
for node in newNodes:
if node == '|NewReference':
alembicRoot = pm.PyNode(node)
cmds.rename('%s:grp' % filename)
# reference shader file
filename = os.path.basename(shaderFile)
newNodes = cmds.file(shaderFile, reference=True, namespace=filename,
groupReference=True, groupName='NewReference',
returnNewNodes=True)
shaderRoot = None
for node in newNodes:
if node == '|NewReference':
shaderRoot = pm.PyNode(node)
cmds.rename('%s:grp' % filename)
# connecting shader to alembic
Connect(alembicRoot, shaderRoot)
alembicRoot.v.set(0)
示例2: duplicate_this
def duplicate_this(self, input_object, copy_name='cpy_'):
'''
Desc:
return a obj that is the copy of inputObject with a name defined in nameOfCopy
Parameter:
input_object = the object to be copied
copy_name = the copy name
Return:
the obj copied from the original with the new name
'''
if input_object:
#cmds.select(input_object)
copy_object = cmds.duplicate(input_object, smartTransform=True, name = copy_name, renameChildren = True)
copy_object[0] = cmds.rename(copy_object[0], copy_name+input_object)
#print('DEBUG copy object: ', copy_object)
# Search all children of the current object for renaming
hierarchy = cmds.listRelatives(copy_object, c=True)
if hierarchy:
for child in hierarchy:
cmds.rename(child, copy_name+child[:-1])
KstOut.debug(KstMaya._debug, str(copy_object[0])+" duplicated from "+str(input_object))
return copy_object
else:
KstOut.debug(KstMaya._debug, ' inputObject empty, check selection, or array')
示例3: maya_move
def maya_move(angular_velocity, time_step):
objects = cmds.ls(sl=True)
if objects == []:
print('* Please select at least an object.')
return
trajectory = cmds.ls('trajectory')
for i, o in enumerate(objects):
x = cmds.getAttr(o + '.translateX')
y = cmds.getAttr(o + '.translateY')
z = cmds.getAttr(o + '.translateZ')
loc = [x, y, z]
state = make_state(loc)
state = simulate_circle(state, angular_velocity, time_step)
old_loc = loc
loc = get_location(state)
cmds.select(o)
cmds.move(loc[0], loc[1], loc[2])
# draw trajectory for the first object
if i == 0:
if trajectory == []:
cv = cmds.curve(point=[old_loc, loc], degree=1)
cmds.rename(cv, 'trajectory')
else:
cmds.curve('trajectory', point=[loc], degree=1, append=True)
# keep all objects selected
cmds.select(objects)
示例4: bdReplaceSelected
def bdReplaceSelected(self,*args):
selectedObj = []
selectedObj = cmds.ls(selection = True,ap=True )
strSearch = str(self.inputSearch.text())
strReplace = str(self.inputReplace.text())
strPrefix = str(self.inputPrefixReplace.text())
strSufix = str(self.inputSufixReplace.text())
strNewNames = []
if strSearch != '':
self.listPreview.clear()
for obj in selectedObj:
newName = strPrefix + obj.split('|')[-1].replace(strSearch,strReplace) + strSufix
self.listPreview.addItem(newName)
strNewNames.append(newName)
else:
if strPrefix != '' or strSufix != '':
self.listPreview.clear()
for obj in selectedObj:
newName = strPrefix + obj.split('|')[-1] + strSufix
self.listPreview.addItem(newName)
strNewNames.append(newName)
strNewNames = list(reversed(strNewNames))
strSelected = list(reversed(selectedObj))
for i in range(len(strNewNames)):
print 'new name for %s is %s'%(strSelected[i],strNewNames[i])
cmds.rename(strSelected[i],strNewNames[i])
示例5: cleanClashingElements
def cleanClashingElements(self, origRenderElements, newRenderElements):
for newElement in newRenderElements:
if clashNameSpace in newElement:
if not newElement.split(clashNameSpace)[-1] in origRenderElements:
classingBaseName = newElement.split(clashNameSpace + "_")[-1]
cmds.delete(classingBaseName)
cmds.rename(newElement, classingBaseName)
示例6: doNameObject
def doNameObject(obj,sceneUnique = False):
"""
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
DESCRIPTION:
Names an object, when forceOverride is False, will select conflicting objects
ARGUMENTS:
obj(string) - the object we'd like to name
forceOverride(bool)- whether to rename conflicts or not
RETURNS:
newName(string) on success
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
"""
### input check
assert mc.objExists(obj) is True, "'%s' doesn't exist" %obj
name = returnUniqueGeneratedName(obj,sceneUnique = sceneUnique)
nameFactory = NameFactory(obj)
if nameFactory.amIMe(name):
guiFactory.warning("'%s' is already named correctly."%nameFactory.nameBase)
return name
else:
objLong = mc.ls(obj,long=True)
renameBuffer = mc.rename(objLong,name)
shapes = mc.listRelatives(renameBuffer,shapes=True,fullPath=True)
if shapes:
for shape in shapes:
name = returnUniqueGeneratedName(shape,sceneUnique = sceneUnique)
mc.rename(shape,name)
return renameBuffer
示例7: __setup_final_meshes
def __setup_final_meshes(self):
#--- this method setups the final meshes
if 'FINAL' in self.mesh:
if cmds.objExists(self.mesh):
self.final_mesh = self.mesh
else:
self.final_mesh = cmds.duplicate(self.mesh)
cmds.parent(self.final_mesh, self.sf_final_meshes)
final_name = cmds.rename(self.final_mesh,
self.mesh)
self.final_mesh = final_name
else:
if cmds.objExists(self.mesh + 'FINAL'):
self.final_mesh = self.mesh + 'FINAL'
else:
self.final_mesh = cmds.duplicate(self.mesh)
cmds.parent(self.final_mesh, self.sf_final_meshes)
final_name = cmds.rename(self.final_mesh,
self.mesh + 'FINAL')
self.final_mesh = final_name
if cmds.objExists(self.mesh + '_BSP'):
#--- setup blendShape deformer
self.final_bsp = self.mesh + '_BSP'
cmds.setAttr(self.final_bsp + '.' + self.mesh, 1)
cmds.setAttr(self.mesh + '.v', 0)
else:
if 'FINAL' in self.mesh:
self.mesh = self.mesh.split('FINAL')[0]
self.final_bsp = cmds.blendShape(self.mesh,
self.final_mesh,
name = self.mesh + '_BSP')[0]
cmds.setAttr(self.final_bsp + '.' + self.mesh, 1)
cmds.setAttr(self.mesh + '.v', 0)
示例8: execute
def execute(self, command):
from maya import cmds
parts = command.split()
if len(parts) > 2:
raise Exception(
'Input must be a node type and optional name:\n\n'
' multiplyDivide\n'
' multiplyDivide myMultiplyDivide\n'
)
node_type = parts[0]
node = None
name = None
if len(parts) == 2:
name = parts[1]
# Handle dg nodes
shading_classifications = (
'Utility', 'Shader', 'Texture', 'Rendering', 'PostProcess', 'Light'
)
for cls in shading_classifications:
if cmds.getClassification(node_type, satisfies=cls.lower()):
node = cmds.shadingNode(node_type, **{'as' + cls: True})
# Handle dag nodes
if not node:
node = cmds.createNode(node_type)
if name:
cmds.rename(node, name)
示例9: GetGroupName
def GetGroupName(self):
#Check to see if the name is saved with the file
if cmds.objExists("CMSettings"):
ScenePrepClass.GroupName = cmds.getAttr("CMSettings.ModelName")
if cmds.objExists(ScenePrepClass.GroupName):
print "Group name from save"
return 1
#Check to see if the model is already grouped then use that name#
if self.SelectedObjectsAreGrouped() != "":
if cmds.textField("NameTextField",query = True, text = True) != "":
#Rename the group if a name has been provided
cmds.rename(ScenePrepClass.GroupName, cmds.textField("NameTextField",query = True, text = True))
#Replace the name in cursel
for x in range(len(ScenePrepClass.Cursel)):
if ScenePrepClass.Cursel[x] == ScenePrepClass.GroupName:
ScenePrepClass.Cursel[x] = cmds.textField("NameTextField",query = True, text = True)
#
ScenePrepClass.GroupName = cmds.textField("NameTextField",query = True, text = True)
print "Group name from model"
return 1
#otherwise check the textfield
if cmds.textField("NameTextField",query = True, text = True) != "":
ScenePrepClass.GroupName = cmds.textField("NameTextField",query = True, text = True)
print "Group name from field"
if ScenePrepClass.GroupName == "":
cmds.confirmDialog(m = "Please enter a name for the model")
return 0
示例10: create_ik_setup
def create_ik_setup(self):
"""Creates the IK setup."""
ik = cmds.ikHandle(sj=self.result_jnts[0], ee=self.result_jnts[-1], sol='ikSplineSolver', ns=1)
cmds.rename(ik[1], '%s_%s_%s' % (self.side, 'neck', self.nc.effector))
curve = cmds.rename(ik[2], '%s_%s_%s' % (self.side, 'neck', self.nc.curve))
cmds.setAttr('%s.inheritsTransform' % curve, 0)
ik = cmds.rename(ik[0], '%s_%s_%s' % (self.side, 'neck', self.nc.ikhandle))
cmds.select(self.additional_jnts, curve)
cmds.skinCluster(tsb=True)
cmds.parent(ik, self.top_grp)
cmds.setAttr('%s.dTwistControlEnable' % ik, 1)
cmds.setAttr('%s.dWorldUpType' % ik, 4)
cmds.setAttr('%s.dWorldUpAxis' % ik, 4)
cmds.setAttr('%s.dWorldUpVectorY' % ik, -1)
cmds.setAttr('%s.dWorldUpVectorEndY' % ik, 1)
cmds.setAttr('%s.dWorldUpVectorEndZ' % ik, -1)
cmds.connectAttr('%s.worldMatrix[0]' % self.additional_jnts[0], '%s.dWorldUpMatrix' % ik, f=True)
cmds.connectAttr('%s.worldMatrix[0]' % self.additional_jnts[1], '%s.dWorldUpMatrixEnd' % ik, f=True)
self.head_grp = cmds.group(self.controls['head'])
self.head_grp = cmds.rename(self.head_grp, '%s_head_CTL_%s' % (self.side, self.nc.group))
cmds.parent(self.head_grp, self.top_grp)
self.c.move_pivot_to(self.guides['neckEnd'][0], self.guides['neckEnd'][1], self.guides['neckEnd'][2], self.head_grp)
cmds.parentConstraint(self.controls['head'], self.additional_jnts[-1], mo=True, weight=1)
cmds.orientConstraint(self.controls['head_rot'], self.result_jnts[-1], mo=True, weight=1)
示例11: creatStereo
def creatStereo():
camL = mc.ls(sl=1)
if camL == []:
mc.confirmDialog(title="Missing", message="Please select a camera!", button=["Ok"])
return
cam = camL[0]
camShape = mc.listRelatives(cam, s=1)[0]
FL = mc.camera(cam, q=1, fl=1)
NCP = mc.camera(cam, q=1, ncp=1)
FCP = mc.camera(cam, q=1, fcp=1)
cam3d = maya.app.stereo.stereoCameraRig.createStereoCameraRig()
mc.parent(cam3d[0], cam)
mc.setAttr(cam3d[0] + ".translate", 0, 0, 0, lock=1)
mc.setAttr(cam3d[0] + ".rotate", 0, 0, 0, lock=1)
mc.setAttr(cam3d[0] + ".scale", 1, 1, 1, lock=1)
cam3dShape = mc.listRelatives(cam3d[0], s=1)[0]
mc.connectControl("interaxialSleder", stereoShape + ".interaxialSeparation")
mc.connectControl("zeroSleder", stereoShape + ".zeroParallax")
mc.setAttr(cam3dShape + ".focalLength", FL)
mc.setAttr(cam3dShape + ".nearClipPlane", NCP)
mc.setAttr(cam3dShape + ".farClipPlane", FCP)
mc.setAttr(cam3dShape + ".zeroParallaxPlane", 1)
mc.setAttr(cam3dShape + ".safeViewingVolume", 1)
for i in cam3d:
mc.rename(i, cam + "_" + i)
camListStereo = mc.ls(type="stereoRigTransform")
if camListStereo == []:
mc.floatSliderGrp(interaxialSleder, e=1, enable=False)
mc.floatSliderGrp(zeroSleder, e=1, enable=False)
else:
stereoShape = mc.listRelatives(camListStereo[0], s=1)[0]
mc.floatSliderGrp(interaxialSleder, e=1, enable=True)
mc.floatSliderGrp(zeroSleder, e=1, enable=True)
mc.connectControl(interaxialSleder, cam3dShape + ".interaxialSeparation")
mc.connectControl(zeroSleder, cam3dShape + ".zeroParallax")
示例12: create
def create(baseCrv,curveList,inMeshList,prefix):
'''
Create standard copyMeshToCurve setup based on the input arguments
@param baseCrv: Base curve
@type baseCrv: str
@param curveList: List of curves to copy mesh to
@type curveList: list
@param inMeshList: List of meshes to copy to curves
@type inMeshList: list
@param prefix: Naming prefix
@type prefix: str
'''
# Create copyMeshToCurve node
copyMeshToCurve = mc.createNode('copyMeshToCurve',n=prefix+'_copyMeshToCurve')
# Connect base curve
mc.connectAttr(baseCrv+'.worldSpace[0]',copyMeshToCurve+'.baseCurve',f=True)
# Connect input curves
connectInputCurves(copyMeshToCurve,curveList)
# Connect input mesh
connectInputMesh(copyMeshToCurve,inMeshList)
# Create output mesh
outMeshShape = mc.createNode('mesh',n=prefix+'_outMeshShape')
outMesh = mc.listRelatives(outMeshShape,p=True)[0]
mc.rename(outMesh,prefix+'_outMesh')
# Connect out mesh
mc.connectAttr(copyMeshToCurve+'.outputMesh',outMeshShape+'.inMesh',f=True)
# Return Reult
return copyMeshToCurve
示例13: ui_on_BTN_create_clicked
def ui_on_BTN_create_clicked(self, *args):
cube = m.polyCube(ch=False)[0]
xPosUI = self.ui_FLTFLDGRP_xPos.getValue()[0]
xNegUI = self.ui_FLTFLDGRP_xNeg.getValue()[0]
yPosUI = self.ui_FLTFLDGRP_yPos.getValue()[0]
yNegUI = self.ui_FLTFLDGRP_yNeg.getValue()[0]
zPosUI = self.ui_FLTFLDGRP_zPos.getValue()[0]
zNegUI = self.ui_FLTFLDGRP_zNeg.getValue()[0]
xPos = max(xPosUI, xNegUI)
xNeg = min(xPosUI, xNegUI)
yPos = max(yPosUI, yNegUI)
yNeg = min(yPosUI, yNegUI)
zPos = max(zPosUI, zNegUI)
zNeg = min(zPosUI, zNegUI)
m.move(xPos, cube + faceMapping['xPos'], worldSpaceDistance=True, x=True)
m.move(xNeg, cube + faceMapping['xNeg'], worldSpaceDistance=True, x=True)
m.move(yPos, cube + faceMapping['yPos'], worldSpaceDistance=True, y=True)
m.move(yNeg, cube + faceMapping['yNeg'], worldSpaceDistance=True, y=True)
m.move(zPos, cube + faceMapping['zPos'], worldSpaceDistance=True, z=True)
m.move(zNeg, cube + faceMapping['zNeg'], worldSpaceDistance=True, z=True)
m.xform(cube, cp=True)
m.rename(cube, BBOX_NAME)
示例14: insertDots
def insertDots(self):
# copy dot object
# copy cutout object
# run mesh difference
# delete the layers
# delete the groups
# rename the cutout.
for dot in self.dots:
# Copy sphere object from the template object.
newDot = cmds.duplicate(self.getTemplateObjectName(dot.templateName()))[0]
for cutout in dot.cutouts:
# Copy cutout object from the template object, and rotate it.
newCutout = cmds.duplicate(self.getTemplateObjectName(cutout.shape))[0]
cutoutDagPath = self.getDagPathFromPath(newCutout)
mfnTransform = OpenMaya.MFnTransform(cutoutDagPath)
mfnTransform.rotateBy(cutout.rotation, OpenMaya.MSpace.kTransform)
# Mesh boolean combine, with 'difference' operator.
boolOp = cmds.polyBoolOp(newDot, newCutout, op=2)
# Update the dot copy name and remove history.
newDot = boolOp[0]
cmds.delete(newDot, constructionHistory=True)
dotPath = "dot_{0}".format(dot.name())
cmds.rename(newDot, dotPath)
# Move the new dot onto the final grid for printing.
self.positionDot(dotPath, dot.vertexId)
示例15: on_btn_FixSkinBsEnd_clicked
def on_btn_FixSkinBsEnd_clicked(self, clicked=None):
if clicked == None:return
selectIndexes = self.listView_attributeList.selectedIndexes()
if len(selectIndexes) == 0:return
selectAttr = self.__AttributeModel.data(selectIndexes[0], QtCore.Qt.DisplayRole)
if not uiTool.warning('BlendShape\'s shape on attribute "%s" will be changed,\nand it can\'t to undo, \ncontinue? ?'%selectAttr):return
openCloseDeformer(self.__baseModel, 0, ('skinCluster'))
newSculpModel = cvShapeInverterCmds.invert(self.__baseModel, self.__sculpmodel, self.progressBar)
mc.delete(newSculpModel, ch=True)
openCloseDeformer(self.__baseModel, 1, ('skinCluster'))
if mc.objExists(selectAttr):
mc.blendShape(newSculpModel, selectAttr, w=((0, 1)))
mc.delete(selectAttr, ch=True)
mc.delete(newSculpModel)
else:
shape = mc.listRelatives(newSculpModel, s=True, path=True)[0]
weightID = self.__AttributeDT2.get(selectAttr, None)
TGTattr = self.__IGTAttributeDT.get(weightID, None)
mc.connectAttr('%s.worldMesh[0]'%shape, '%s.%s'%(self.__blendShape, TGTattr), f=True)
mc.rename(newSculpModel, selectAttr)
mc.delete(self.__sculpmodel)
mc.delete(self.__tempmodel)