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Python cmds.namespace方法代碼示例

本文整理匯總了Python中maya.cmds.namespace方法的典型用法代碼示例。如果您正苦於以下問題:Python cmds.namespace方法的具體用法?Python cmds.namespace怎麽用?Python cmds.namespace使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在maya.cmds的用法示例。


在下文中一共展示了cmds.namespace方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: shapeSizeSetup

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def shapeSizeSetup(self, transformNode, *args):
        """ Find shapes, create a cluster deformer to all and set the pivot to transform pivot.
            Returns the created cluster.
        """
        clusterHandle = None
        childShapeList = cmds.listRelatives(transformNode, shapes=True, children=True)
    #    print "Child length {0}".format(len(childShapeList))
        if childShapeList:
            thisNamespace = childShapeList[0].split(":")[0]
            cmds.namespace(set=thisNamespace, force=True)
            clusterName = transformNode.split(":")[1]+"_ShapeSizeCH"
            clusterHandle = cmds.cluster(childShapeList, name=clusterName)[1]
            cmds.setAttr(clusterHandle+".visibility", 0)
            cmds.xform(clusterHandle, scalePivot=(0, 0, 0), worldSpace=True)
            cmds.namespace(set=":")
        else:
            print "There are not children shape to create shapeSize setup of:", transformNode
        return clusterHandle 
開發者ID:nilouco,項目名稱:dpAutoRigSystem,代碼行數:20,代碼來源:dpControls.py

示例2: _nativeModel

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def _nativeModel(self):
		"""
			\remarks	looks up the native model for this object
			\sa			model, setModel, _setNativeModel
			\return		<variant> nativeObject || None
		"""
		parent = self.parent()
		while parent is not None:
			if isinstance(parent, api.SceneModel):
				return parent.nativePointer()

			parent = parent.parent()

		# namespace = self._namespace(self._nativePointer)['namespace']
		# if namespace:
		# 	return self._scene._findNativeObject(name=namespace)
		
		return None 
開發者ID:blurstudio,項目名稱:cross3d,代碼行數:20,代碼來源:mayasceneobject.py

示例3: name

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def name(self, namespace=False):
        """Return the name of this node

        Arguments:
            namespace (bool, optional): Return with namespace,
                defaults to False

        Example:
            >>> node = createNode("transform", name="myName")
            >>> node.name()
            u'myName'

        """

        if namespace:
            return self._fn.name()
        else:
            return self._fn.name().rsplit(":", 1)[-1] 
開發者ID:mottosso,項目名稱:cmdx,代碼行數:20,代碼來源:cmdx.py

示例4: remove

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
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 
開發者ID:getavalon,項目名稱:core,代碼行數:39,代碼來源:compat.py

示例5: load

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def load(self,
             context,
             name=None,
             namespace=None,
             data=None):
        return load(Loader=self.__class__,
                    representation=context['representation'],
                    name=name,
                    namespace=namespace,
                    data=data) 
開發者ID:getavalon,項目名稱:core,代碼行數:12,代碼來源:compat.py

示例6: initGuide

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def initGuide(self, guideModule, guideDir, rigType=Base.RigType.biped, *args):
        """ Create a guideModuleReference (instance) of a further guideModule that will be rigged (installed).
            Returns the guide instance initialised.
        """
        # creating unique namespace:
        cmds.namespace(setNamespace=":")
        # list all namespaces:
        namespaceList = cmds.namespaceInfo(listOnlyNamespaces=True)
        # check if there is "__" (double undersore) in the namespaces:
        for i in range(len(namespaceList)):
            if namespaceList[i].find("__") != -1:
                # if yes, get the name after the "__":
                namespaceList[i] = namespaceList[i].partition("__")[2]
        # send this result to findLastNumber in order to get the next moduleName +1:
        newSuffix = utils.findLastNumber(namespaceList, BASE_NAME) + 1
        # generate the current moduleName added the next new suffix:
        userSpecName = BASE_NAME + str(newSuffix)
        # especific import command for guides storing theses guides modules in a variable:
        basePath = utils.findEnv("PYTHONPATH", "dpAutoRigSystem")
        self.guide = __import__(basePath+"."+guideDir+"."+guideModule, {}, {}, [guideModule])
        reload(self.guide)
        # get the CLASS_NAME from guideModule:
        guideClass = getattr(self.guide, self.guide.CLASS_NAME)
        # initialize this guideModule as an guide Instance:
        guideInstance = guideClass(self, self.langDic, self.langName, self.presetDic, self.presetName, userSpecName, rigType)
        self.moduleInstancesList.append(guideInstance)
        # edit the footer A text:
        self.allGuidesList.append([guideModule, userSpecName])
        self.modulesToBeRiggedList = utils.getModulesToBeRigged(self.moduleInstancesList)
        cmds.text(self.allUIs["footerAText"], edit=True, label=str(len(self.modulesToBeRiggedList)) +" "+ self.langDic[self.langName]['i005_footerA'])
        return guideInstance 
開發者ID:nilouco,項目名稱:dpAutoRigSystem,代碼行數:33,代碼來源:dpAutoRig.py

示例7: __init__

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def __init__(self, dpUIinst, langDic, langName, presetDic, presetName, userGuideName, rigType, CLASS_NAME, TITLE, DESCRIPTION, ICON, *args):
        """ Initialize the module class creating a button in createGuidesLayout in order to be used to start the guide module.
        """
        # defining variables:
        self.dpUIinst = dpUIinst
        self.langDic = langDic
        self.langName = langName
        self.guideModuleName = CLASS_NAME
        self.title = TITLE
        self.description = DESCRIPTION
        self.icon = ICON
        self.userGuideName = userGuideName
        self.rigType = rigType
        self.presetDic = presetDic
        self.presetName = presetName
        self.ctrls = dpControls.ControlClass(self.dpUIinst, self.presetDic, self.presetName)
        # defining namespace:
        self.guideNamespace = self.guideModuleName + "__" + self.userGuideName
        # defining guideNamespace:
        cmds.namespace(setNamespace=":")
        self.namespaceExists = cmds.namespace(exists=self.guideNamespace)
        self.guideName = self.guideNamespace + ":Guide"
        self.moduleGrp = self.guideName+"_Base"
        self.radiusCtrl = self.moduleGrp+"_RadiusCtrl"
        self.annotation = self.moduleGrp+"_Ant"
        if not self.namespaceExists:
            cmds.namespace(add=self.guideNamespace)
            # create GUIDE for this module:
            self.createGuide()
        # create the Module layout in the mainUI - modulesLayoutA:        
        self.createModuleLayout()
        # update module instance info:
        self.updateModuleInstanceInfo() 
開發者ID:nilouco,項目名稱:dpAutoRigSystem,代碼行數:35,代碼來源:dpBaseClass.py

示例8: deleteModule

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def deleteModule(self, *args):
        """ Delete the Guide, ModuleLayout and Namespace.
        """
        # delete mirror preview:
        try:
            cmds.delete(self.moduleGrp[:self.moduleGrp.find(":")]+"_MirrorGrp")
        except:
            pass
        # delete the guide module:
        utils.clearNodeGrp(nodeGrpName=self.moduleGrp, attrFind='guideBase', unparent=True)
        # clear default 'dpAR_GuideMirror_Grp':
        utils.clearNodeGrp()
        # remove the namespaces:
        allNamespaceList = cmds.namespaceInfo(listOnlyNamespaces=True)
        if self.guideNamespace in allNamespaceList:
            cmds.namespace(moveNamespace=(self.guideNamespace, ':'), force=True)
            cmds.namespace(removeNamespace=self.guideNamespace, force=True)
        try:
            # delete the moduleFrameLayout from window UI:
            cmds.deleteUI(self.moduleFrameLayout)
            self.clearSelectedModuleLayout()
            # edit the footer A text:
            self.currentText = cmds.text("footerAText", query=True, label=True)
            cmds.text("footerAText", edit=True, label=str(int(self.currentText[:self.currentText.find(" ")]) - 1) +" "+ self.langDic[self.langName]['i005_footerA'])
        except:
            pass
        # clear module from instance list (clean dpUI list):
        delIndex = self.dpUIinst.moduleInstancesList.index(self)
        self.dpUIinst.moduleInstancesList.pop(delIndex) 
開發者ID:nilouco,項目名稱:dpAutoRigSystem,代碼行數:31,代碼來源:dpBaseClass.py

示例9: displayName

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def displayName(self):
		# Ignore the name of the object, we only care about the namespace for tools.
		return self._namespace(self._nativeTransform).get('namespace', '') 
開發者ID:blurstudio,項目名稱:cross3d,代碼行數:5,代碼來源:mayascenemodel.py

示例10: setDisplayName

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def setDisplayName(self, name):
		name = name.replace('-', '_')
		# If the model using a namespace, rename the namespace not the object.
		namespace = self._namespace(self._nativeTransform)['namespace']
		if namespace:
			if namespace == name:
				# Renaming the model to its current name, nothing to do.
				return

			# TODO: pull the reference node from the namespace instead of storing it in a user prop
			# that way if a user swaps reference in the Reference Editor we won't loose track of it.
			filename = self.resolutionPath(self.resolution())

			if self.isReferenced() and filename:
				cmds.file(filename, edit=True, namespace=name, mergeNamespacesOnClash=True)
				# Doc's say cmds.file should move non-referenced nodes to the new namespace, but
				# in practice it doesn't. If the old namespace still exists, move all of its 
				# nodes into the new namespace and remove the old namespace
				if namespace in cmds.namespaceInfo(listOnlyNamespaces=True):
					cmds.namespace(moveNamespace=[namespace, name])
					cmds.namespace(removeNamespace=namespace)
			else:
				namespaces = cmds.namespaceInfo(listOnlyNamespaces=True)
				if name in namespaces:
					# If the namespace already exists we need to auto-increment the value or the
					# rename command will error out
					# reverse the name and pull off any trailing digits
					revName = re.match('(?P<revIter>\d*)(?P<name>.+)', name[::-1])
					if revName:
						n = revName.group('name')[::-1]
						v = int(revName.group('revIter')[::-1] or 1)
						while '{name}{revIter}'.format(name=n, revIter=v) in namespaces:
							v += 1
						name = '{name}{revIter}'.format(name=n, revIter=v)
					else:
						name = '{name}1'.format(name=name)
				cmds.namespace(rename=[namespace, name])
			return
		super(MayaSceneModel, self).setDisplayName(name) 
開發者ID:blurstudio,項目名稱:cross3d,代碼行數:41,代碼來源:mayascenemodel.py

示例11: _createNativeModel

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def _createNativeModel(self, name='Model', nativeObjects=[], referenced=False):
		name = 'Model' if not name else name
		# Create a "model" namespace and add the locator to it
		# TODO: Make this a context
		currentNamespace = cmds.namespaceInfo(currentNamespace=True)
		namespace = cmds.namespace(addNamespace=name)
		cmds.namespace(setNamespace=namespace)
		# Create the transform node then the shape node so the transform is properly named
		parent = cmds.createNode('transform', name='Model')
		#name = cmds.createNode('locator', name='{}Shape'.format(name), parent=parent)
		output = cross3d.SceneWrapper._asMOBject(parent)
		userProps = cross3d.UserProps(output)
		userProps['model'] = True
		if referenced:
			userProps['referenced'] = referenced
			# Create the Active_Resolution enum if it doesn't exist
#			cmds.addAttr(name, longName="Active_Resolution", attributeType="enum", enumName="Offloaded:")
#			userProps['Resolutions'] = OrderedDict(Offloaded='')
		cmds.namespace(setNamespace=currentNamespace)

		# Add each of nativeObjects to the model namespace
		if nativeObjects:
			for nativeObject in nativeObjects:
				nativeObject = cross3d.SceneWrapper._getTransformNode(nativeObject)
				objName = cross3d.SceneWrapper._mObjName(nativeObject)
#				cmds.parent(objName, cross3d.SceneWrapper._mObjName(nativeParent))
				nameInfo = cross3d.SceneWrapper._namespace(nativeObject)
				newName = '{namespace}:{name}'.format(namespace=namespace, name=nameInfo['name'])
				cmds.rename(objName, newName)
		nativeObjects.append(output)
		return output 
開發者ID:blurstudio,項目名稱:cross3d,代碼行數:33,代碼來源:mayascene.py

示例12: _nativeObjects

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def _nativeObjects(self, getsFromSelection=False, wildcard='', objectType=0):
		""" Implements the AbstractScene._nativeObjects method to return the native objects from the scene
			:return: list [<Py3dsMax.mxs.Object> nativeObject, ..]
		"""
		expression = cross3d.application._wildcardToRegex(wildcard)
		regex = re.compile(expression, flags=re.I)

		if getsFromSelection:
			objects = self._selectionIter()
		else:
			# TODO MIKE: I had to support kCharacters aka key set cause they are part of what we export.
			# The problem is not the export because we don't have to select them since they are "dependant".
			# The issue is for when I try to re-apply the namespace after export.
			mType = cross3d.SceneObject._abstractToNativeObjectType.get(objectType, (om.MFn.kDagNode, om.MFn.kCharacter))
			objects = self._objectsOfMTypeIter(mType)

		if objectType != 0 or wildcard:

			container = []
			for obj in objects:
				typeCheck = True if not objectType else cross3d.SceneObject._typeOfNativeObject(obj) == objectType
				wildcardCheck = True if not wildcard else regex.match(cross3d.SceneObject._mObjName(obj, False))
				if typeCheck and wildcardCheck:
					container.append(obj)
			objects = container
		return objects 
開發者ID:blurstudio,項目名稱:cross3d,代碼行數:28,代碼來源:mayascene.py

示例13: namespace

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def namespace(self):
		# I am not re-using the name method on purpose.
		name = self._mObjName(self._nativeTransform, False)

		# Splitting the name to detect for name spaces.
		split = name.split(':')[0:]
		if len(split) > 1:
			return ':'.join(split[:-1])
		return '' 
開發者ID:blurstudio,項目名稱:cross3d,代碼行數:11,代碼來源:mayasceneobject.py

示例14: setNamespace

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def setNamespace(self, namespace):
		# I am not re-using the name method on purpose.
		name = self._mObjName(self._nativeTransform, False)
		displayName = name.split(':')[-1]

		if not namespace:
			cmds.rename(self.path(), self.displayName())
		else:
			if not cmds.namespace(exists=namespace):
				cmds.namespace(add=namespace)
			cmds.rename(self.path(), ':'.join([namespace, displayName]))
		return True 
開發者ID:blurstudio,項目名稱:cross3d,代碼行數:14,代碼來源:mayasceneobject.py

示例15: _namespace

# 需要導入模塊: from maya import cmds [as 別名]
# 或者: from maya.cmds import namespace [as 別名]
def _namespace(self, mObj):
		name = self._mObjName(mObj, False)
		return re.match(r'((?P<namespace>[^:]+):)?(?P<name>.+)', name).groupdict() 
開發者ID:blurstudio,項目名稱:cross3d,代碼行數:5,代碼來源:mayascenewrapper.py


注:本文中的maya.cmds.namespace方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。