本文整理汇总了Python中maya.cmds.sets方法的典型用法代码示例。如果您正苦于以下问题:Python cmds.sets方法的具体用法?Python cmds.sets怎么用?Python cmds.sets使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类maya.cmds
的用法示例。
在下文中一共展示了cmds.sets方法的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: add_to_set_members
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def add_to_set_members():
selection = cmds.ls(sl=True)
if selection:
setCount = 0
for node in selection:
if cmds.nodeType(node) != 'objectSet':
continue
for sel in selection:
if sel == node:
continue
try:
cmds.sets(sel, add=node)
except Exception as e:
print e.message
setCount += 1
if setCount == 0:
cmds.confirmDialog( title='Error',message='Please select set_node')
#選択セットのノード、コンポーネントを削除
示例2: remove_set_members
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def remove_set_members():
selection = cmds.ls(sl=True)
if selection:
setCount = 0
for node in selection:
if cmds.nodeType(node) != 'objectSet':
continue
setMembers = cmds.sets(node, int=node)
for removeNode in selection:
if removeNode == node:
continue
try:
print 'Remove from set :', node, ': Object :', removeNode
cmds.sets(removeNode, rm=node)
except:
pass
setCount += 1
if setCount == 0:
cmds.confirmDialog( title='Error',message='Please select set_node')
示例3: set_pixel_error
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def set_pixel_error(progress_controller=None):
"""Set aiSubdivPixelError to 0
sets the pixel error on objects which have a linear subdiv
"""
if progress_controller is None:
progress_controller = ProgressControllerBase()
all_meshes = pm.ls(type='mesh')
progress_controller.maximum = len(all_meshes)
for node in all_meshes:
try:
pixel_error = node.getAttr('aiSubdivPixelError')
if pixel_error > 0:
node.setAttr('aiSubdivPixelError', 0)
except pm.MayaAttributeError as e:
pass
progress_controller.increment()
progress_controller.complete()
示例4: copySkinComponents
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def copySkinComponents(source, destinationVerts):
if not mc.listRelatives(source, shapes=True):
raise RuntimeError('Source object must be geometry.')
sourceSkin = utl.getSkinCluster(source)
if not sourceSkin:
raise RuntimeError("Source mesh doesn't have a skinCluster to copy from.")
destMesh = mc.ls(destinationVerts[0], o=True)[0]
destMesh = mc.listRelatives(destMesh, parent=True)[0]
destSkin = copySkinInfluences(source, destMesh)
tempSet = mc.sets(destinationVerts)
mc.select(source, tempSet)
mc.copySkinWeights(noMirror=True,
surfaceAssociation='closestPoint',
influenceAssociation='closestJoint',
normalize=True)
mc.delete(tempSet)
mc.select(destinationVerts)
示例5: get_outputs
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def get_outputs(self):
"""
Retrieve all settings of each available sub widgets
:return:
"""
inputs = self.get_inputs(as_preset=False)
outputs = dict()
outputs['off_screen'] = inputs['off_screen']
import capture_gui.lib
# Get isolate view members of the active panel
if inputs['isolate_view']:
panel = capture_gui.lib.get_active_editor()
filter_set = mc.modelEditor(panel, query=True, viewObjects=True)
isolate = mc.sets(filter_set, query=True) if filter_set else None
outputs['isolate'] = isolate
return outputs
示例6: remove
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def remove(container):
"""Remove an existing `container` from Maya scene
Deprecated; this functionality is replaced by `api.remove()`
Arguments:
container (avalon-core:container-1.0): Which container
to remove from scene.
"""
node = container["objectName"]
# Assume asset has been referenced
reference_node = next((node for node in cmds.sets(node, query=True)
if cmds.nodeType(node) == "reference"), None)
assert reference_node, ("Imported container not supported; "
"container must be referenced.")
log.info("Removing '%s' from Maya.." % container["name"])
namespace = cmds.referenceQuery(reference_node, namespace=True)
fname = cmds.referenceQuery(reference_node, filename=True)
cmds.file(fname, removeReference=True)
try:
cmds.delete(node)
except ValueError:
# Already implicitly deleted by Maya upon removing reference
pass
try:
# If container is not automatically cleaned up by May (issue #118)
cmds.namespace(removeNamespace=namespace, deleteNamespaceContent=True)
except RuntimeError:
pass
示例7: update_hierarchy
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def update_hierarchy(containers):
"""Hierarchical container support
This is the function to support Scene Inventory to draw hierarchical
view for containers.
We need both parent and children to visualize the graph.
"""
container_names = set(_ls()) # lookup set
for container in containers:
# Find parent
parent = cmds.listSets(object=container["objectName"]) or []
for node in parent:
if node in container_names:
container["parent"] = node
break
# List children
children = cmds.ls(cmds.sets(container["objectName"], query=True),
type="objectSet")
container["children"] = [child for child in children
if child in container_names]
yield container
示例8: process
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def process(self):
nodes = list()
with lib.undo_chunk():
if (self.options or {}).get("useSelection"):
nodes = cmds.ls(selection=True)
instance = cmds.sets(nodes, name=self.name)
lib.imprint(instance, self.data)
return instance
示例9: apply_shaders
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def apply_shaders(relationships, namespace=None):
"""Given a dictionary of `relationships`, apply shaders to meshes
Arguments:
relationships (avalon-core:shaders-1.0): A dictionary of
shaders and how they relate to meshes.
"""
if namespace is not None:
# Append namespace to shader group identifier.
# E.g. `blinn1SG` -> `Bruce_:blinn1SG`
relationships = {
"%s:%s" % (namespace, shader): relationships[shader]
for shader in relationships
}
for shader, ids in relationships.items():
print("Looking for '%s'.." % shader)
shader = next(iter(cmds.ls(shader)), None)
assert shader, "Associated shader not part of asset, this is a bug"
for id_ in ids:
mesh, faces = (id_.rsplit(".", 1) + [""])[:2]
# Find all meshes matching this particular ID
# Convert IDs to mesh + id, e.g. "nameOfNode.f[1:100]"
meshes = list(".".join([mesh, faces])
for mesh in lsattr("mbID", value=mesh))
if not meshes:
continue
print("Assigning '%s' to '%s'" % (shader, ", ".join(meshes)))
cmds.sets(meshes, forceElement=shader)
示例10: checkMultiUVSet
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def checkMultiUVSet(self):
self.set = cmds.ls('Multi_UV_Set')
if not self.set:
self.set = cmds.sets(em=True,n='Multi_UV_Set')
else:
self.set = self.set[0]
#セットメンバーを検索してマルチUVでない場合は取り除く
setMembers = []
setMembers = cmds.sets(self.set, int=self.set)
for menber in setMembers:
uvSet = cmds.polyUVSet(menber, q=True, allUVSets=True)
if len(uvSet) < 2:
cmds.sets(menber,rm='Multi_UV_Set') #setに追加
示例11: removeZeroSet
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def removeZeroSet(self):
memberTemp = cmds.sets(self.set , int=self.set)
if len(memberTemp)==0:
cmds.delete(self.set)
示例12: crenupMultiUV
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def crenupMultiUV(self):
self.defaultName = 'map'#デフォルト名
#print self.mesh
shapes = cmds.listRelatives(self.mesh, s=True, pa=True)
self.shapes = shapes[0]
#ヒストリ削除
cmds.bakePartialHistory(self.shapes,ppt=True)
#cmds.bakePartialHistory(self.shapes,preCache=True)
self.uvSetAll = cmds.polyUVSet(self.mesh, q=True, allUVSets=True)
self.currentSet = cmds.polyUVSet(self.mesh, q=True, currentUVSet=True)
#現在のUVが空かどうか調べてスキップフラグがTrueなら関数抜ける
if not self.checkCurrentUV():
print 'Skip (No UV in Current UVSet) : ' + self.mesh
return
self.delUVFlag = True
self.uvNum = 1#マルチUVリネーム用
#マルチUVの指定名があれば削除フラグをFalseに
if 'Multi_UV' in self.mesh or self.delMultiUV is False:
self.delUVFlag = False
self.uvNum = len(self.uvSetAll)#マルチUVリネーム用
if len(self.uvSetAll) > 0:#UVセットがあったら
self.deleteUV()
#UVセットの名前を変更、マルチUVの場合は繰り返し処理
self.renameUVSet()
if self.groupMultiUV is True and len(self.uvSetAll) > 1:#UVセットが複数の場合セットに追加する
cmds.sets(self.mesh,add='Multi_UV_Set') #setに追加
示例13: envFog
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def envFog():
node = cmds.shadingNode('envFog', asShader=True)
shaderGroup = cmds.sets(renderable=True, noSurfaceShader=True,
empty=True, name=node + "SG")
cmds.connectAttr(
node + '.outColor', shaderGroup + '.volumeShader', force=True)
示例14: fluidShape
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def fluidShape():
node = cmds.shadingNode('fluidShape', asShader=True)
shaderGroup = cmds.sets(renderable=True, noSurfaceShader=True,
empty=True, name=node + "SG")
cmds.connectAttr(
node + '.outColor', shaderGroup + '.volumeShader', force=True)
cmds.connectAttr("time1.outTime", node + ".currentTime")
示例15: lightFog
# 需要导入模块: from maya import cmds [as 别名]
# 或者: from maya.cmds import sets [as 别名]
def lightFog():
node = cmds.shadingNode('lightFog', asShader=True)
shaderGroup = cmds.sets(renderable=True, noSurfaceShader=True,
empty=True, name=node + "SG")
cmds.connectAttr(
node + '.outColor', shaderGroup + '.volumeShader', force=True)