本文整理汇总了Python中maya.cmds.file函数的典型用法代码示例。如果您正苦于以下问题:Python file函数的具体用法?Python file怎么用?Python file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file函数的20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,您的评价将有助于我们的系统推荐出更棒的Python代码示例。
示例1: exportL2F
def exportL2F():#EXPORT RL 2 FILES
#list ON LAYERS
onlayers=[]
for each in getSceneData()['layers']:
if mc.getAttr(str(each)+'.renderable'):
if not ':' in each:
onlayers.append(each)
fileNames=[]
for each in l2fOutputFiles():
fileNames.append(l2fOutputFolder()+each)
#PROCEDURE
if mc.getAttr('renderLayerManager.enableSingleFileName')==True:#IF SINGLE FILE OPTION
try:
mc.file(os.path.normpath(fileNames[0]),ea=1,typ='mayaBinary')
finally:
print 'OUTPUT FILE:\n'+ os.path.normpath(fileNames[0])
else:#MULTI FILE OPTION
progress=1/len(onlayers)
for each in onlayers: mc.setAttr(str(each)+'.renderable',0) #TURN OFF ON
#MULTIPLE EXPORT
mc.progressWindow(t='Saving..',min=0,max=len(onlayers),pr=progress,st='Copying\n'+onlayers[0])
try:
for index,each in enumerate(onlayers): #SEQUENTIALLY TURN ON, EXPORT, THEN TURN OFF
mc.setAttr(str(each)+'.renderable',1)
mc.file(os.path.normpath(fileNames[index]),ea=1,typ='mayaBinary')
print 'OUTPUT FILE:'+ os.path.normpath(os.path.join(l2fOutputFolder()+each+'.mb'))
progress=progress+1
mc.progressWindow(e=1,pr=progress,st='Save Success \n'+ each)
mc.setAttr(str(each)+'.renderable',0)
finally: mc.progressWindow(ep=1)
for each in onlayers: mc.setAttr(str(each)+'.renderable',1)#TURN BACK ON ONLAYERS
开发者ID:RobRuckus,项目名称:rcTools,代码行数:32,代码来源:rcFileManager.py
示例2: purge_data
def purge_data(arg=None):
"""Purge all data. Tag scene as modified."""
log.debug("Purging global data...")
pmc.fileInfo("CMan_data", "")
_CMan.clear_list()
cmds.file(modified=True)
log.warning("Purge complete")
开发者ID:Italic-,项目名称:maya-scripts,代码行数:7,代码来源:__init__.py
示例3: publish
def publish(self, makePreview = False, tags = '', notes = '' ):
"""export shader to library"""
shad = mn.Node( self.name )
mc.select( shad.shader, ne = True )
exportPath = self.path + self.name + '.ma'
if self.published: #Make a bakup
self.saveVersion()
print 'make a fucking backup!'
else:
os.makedirs( self.path )
self._savedata( tags, notes, None )
n = mn.Node( self.name )
"""
if not n.a.id.exists:
n.a.id.add()
print self.id
n.a.id.v = self.id
if not n.a.category.exists:
n.a.category.add()
n.a.category = self.category
if not n.a.path.exists:
n.a.path.add()
n.a.path.v = exportPath
"""
mc.file( exportPath , force = True, options = "v=0", typ = "mayaAscii", pr = True, es = True )
self.settexturespath( self.path + 'Textures/', exportPath )
previewtime = 0
if makePreview:
print 'creating preview'
previewtime = self.preview()
开发者ID:skarone,项目名称:PipeL,代码行数:30,代码来源:shaderLibrary.py
示例4: execute
def execute(my):
# get the sobject passed in
sobject = my.get_input_value('sobject')
code = sobject.get('code')
search_key = my.get_package_value("search_key")
# get the designated local directory to put temporary files
tmp_dir = my.get_package_value("local_dir")
path = "%s/%s.ma" % (tmp_dir, code)
context = my.get_package_value("asset_context")
# FIXME: ignore subcontext for now
#subcontext = my.get_package_value("asset_sub_context")
#if subcontext:
# context = "%s/%s" % (context, subcontext)
# save out the file
cmds.file( rename=path)
cmds.file( save=True, type='mayaAscii')
# checkin the file that was just saved
my.server.upload_file(path)
snapshot = my.server.simple_checkin(search_key, context, path)
# add a mock dependency
snapshot_code = snapshot.get("code")
my.server.add_dependency(snapshot_code, "C:/tt.pdf")
开发者ID:2gDigitalPost,项目名称:tactic_src,代码行数:28,代码来源:examples.py
示例5: __init__
def __init__(self, parent=getMayaWindow()):
super(BasicDialog, self).__init__(parent)
self.sceneDirectory=(cmds.file(q=1, sn=1)).rsplit('/', 1)[0]
self.mayaScene=(cmds.file(q=1, sn=1)).rsplit('/', 1)[-1]
self.setWindowTitle("lightSnapshot")
self.shapeTypeCB=QtGui.QComboBox(parent=self)
#self.populateCB()
#createWidgets
self.timelbl=QtGui.QLabel("description", parent=self)
self.scenelbl=QtGui.QLabel("scene", parent=self)
self.loadBtn=QtGui.QPushButton("Load")
self.saveBtn=QtGui.QPushButton("Save")
#Layout Widgets
actionLayout = QtGui.QBoxLayout(QtGui.QBoxLayout.LeftToRight, self)
actionLayout.addWidget(self.shapeTypeCB)
actionLayout.addWidget(self.timelbl)
actionLayout.addWidget(self.scenelbl)
actionLayout.addWidget(self.loadBtn)
actionLayout.addWidget(self.saveBtn)
self.populateCB()
self.changeLabels()
#Connecting Signals
self.connect(self.shapeTypeCB, QtCore.SIGNAL("currentIndexChanged(int)"), self.changeLabels)
self.connect(self.saveBtn, QtCore.SIGNAL("clicked()"), self.saveButton)
self.connect(self.loadBtn, QtCore.SIGNAL("clicked()"), self.loadAttr)
开发者ID:spedmonkey,项目名称:lightSnapshot,代码行数:32,代码来源:lightSnapshot.py
示例6: open_scene
def open_scene(file_path, dir_path, all_process):
# check if scene need saving
new_scene = mel.eval('saveChanges("file -f -new")')
if new_scene:
# print('Opening: ' + file_path)
set_workspace(dir_path, all_process)
cmds.file(file_path, o=True)
开发者ID:heylenz,项目名称:TACTIC-Handler,代码行数:7,代码来源:maya_functions.py
示例7: referenceHeroPages
def referenceHeroPages():
mc.file(
"X:/Projects/GREY11_ANM71_Rewe_Starzone/GR11A71_Shots/GR11A71_Animatic/Animatic_Maya/scenes/05_Rigging/GR11A71_heroPages_Rigging_v002_tR.mb",
reference=1,
r=True,
namespace="hp"
)
开发者ID:maitelels,项目名称:maya_scripts,代码行数:7,代码来源:tim_pageSetupReferenceHeroPages.py
示例8: _do_maya_post_publish
def _do_maya_post_publish(self, work_template, progress_cb):
"""
Do any Maya post-publish work
:param work_template: The primary work template used for the publish
:param progress_cb: Callback to be used when reporting progress
"""
import maya.cmds as cmds
progress_cb(0, "Versioning up the scene file")
# get the current scene path:
scene_path = os.path.abspath(cmds.file(query=True, sn=True))
# increment version and construct new file name:
progress_cb(25, "Finding next version number")
fields = work_template.get_fields(scene_path)
next_version = self._get_next_work_file_version(work_template, fields)
fields["version"] = next_version
new_scene_path = work_template.apply_fields(fields)
# log info
self.parent.log_debug("Version up work file %s --> %s..." % (scene_path, new_scene_path))
# rename and save the file
progress_cb(50, "Saving the scene file")
# cmds.file(rename=new_scene_path)
cmds.file(save=True)
progress_cb(100)
开发者ID:LSpipe,项目名称:TESTING123_sandbox,代码行数:30,代码来源:post_publish.py
示例9: setup
def setup(self):
cmds.file(new=True,f=True)
r9Meta.MetaClass(name='MetaClass_Test')
r9Meta.MetaRig(name='MetaRig_Test')
r9Meta.MetaRigSupport(name='MetaRigSupport_Test')
r9Meta.MetaFacialRig(name='MetaFacialRig_Test')
r9Meta.MetaFacialRigSupport(name='MetaFacialRigSupport_Test')
开发者ID:vitattoo,项目名称:Red9_StudioPack,代码行数:7,代码来源:Red9_MetaTests.py
示例10: testExportWithKindAttrAndKindFlag
def testExportWithKindAttrAndKindFlag(self):
"""
Tests exporting a Maya file with both USD_kind custom attributes and
using the usdExport -kind flag; there should be an error if the USD_kind
is not derived from the kind specified in the -kind flag.
"""
cmds.file(os.path.abspath('KindTestUsdKindAttr.ma'), open=True, force=True)
cmds.loadPlugin('pxrUsd')
usdFilePath = os.path.abspath('KindTestUsdKindAttr.usda')
with self.assertRaises(RuntimeError):
cmds.usdExport(mergeTransformAndShape=True,
file=usdFilePath,
kind='assembly')
cmds.usdExport(mergeTransformAndShape=True,
file=usdFilePath,
kind='model')
stage = Usd.Stage.Open(usdFilePath)
self.assertTrue(stage)
rootPrim = stage.GetPrimAtPath('/KindTest')
self.assertTrue(Kind.Registry().IsA(Usd.ModelAPI(rootPrim).GetKind(),
'component'))
rootPrim2 = stage.GetPrimAtPath('/KindTest2')
self.assertTrue(Kind.Registry().IsA(Usd.ModelAPI(rootPrim2).GetKind(),
'assembly'))
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:27,代码来源:testUsdMayaModelKindProcessor.py
示例11: importCloth
def importCloth(filePath):
try:
spaceName = ''
spaceName = filePath.rsplit('/', 1 )[1].split('.')[0]
cmds.file ( filePath, i=1, type='mayaAscii', ra=True, namespace=spaceName, options='v=0', pr=1, loadReferenceDepth='all' )
except:
pass
开发者ID:chuckbruno,项目名称:Python_scripts,代码行数:7,代码来源:PoseMangers_03.py
示例12: testExportWithKindFlag
def testExportWithKindFlag(self):
"""
Tests exporting a Maya file with no USD_kind custom attributes
and using the usdExport -kind flag.
"""
cmds.file(os.path.abspath('KindTest.ma'), open=True, force=True)
cmds.loadPlugin('pxrUsd')
usdFilePath = os.path.abspath('KindTest.usda')
# Check the error mark; this ensures that we actually got a Tf error
# (that was eventually converted into a Maya error, which Maya raises
# in Python as a RuntimeError).
mark = Tf.Error.Mark()
mark.SetMark()
with self.assertRaises(RuntimeError):
cmds.usdExport(mergeTransformAndShape=True,
file=usdFilePath,
kind='assembly')
errors = mark.GetErrors()
self.assertEqual(len(errors), 1)
self.assertIn(
"</KindTest> has kind 'assembly', which is derived from 'assembly'",
str(errors[0]))
cmds.usdExport(mergeTransformAndShape=True,
file=usdFilePath,
kind='fakeKind')
stage = Usd.Stage.Open(usdFilePath)
self.assertTrue(stage)
rootPrim = stage.GetPrimAtPath('/KindTest')
self.assertTrue(Kind.Registry().IsA(Usd.ModelAPI(rootPrim).GetKind(),
'fakeKind'))
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:34,代码来源:testUsdMayaModelKindProcessor.py
示例13: testExportWithAssemblyAndMesh
def testExportWithAssemblyAndMesh(self):
"""
Tests exporting a Maya file with a root prim containing an assembly
and a mesh.
"""
cmds.file(os.path.abspath('KindTestAssemblyAndMesh.ma'), open=True,
force=True)
cmds.loadPlugin('pxrUsd')
# Should fail due to the mesh.
usdFilePath = os.path.abspath('KindTestAssemblyAndMesh.usda')
with self.assertRaises(RuntimeError):
cmds.usdExport(mergeTransformAndShape=True,
file=usdFilePath,
kind='assembly')
# Should be 'component' because of the mesh
usdFilePath = os.path.abspath('KindTestAssemblyAndMesh.usda')
cmds.usdExport(mergeTransformAndShape=True,
file=usdFilePath)
stage = Usd.Stage.Open(usdFilePath)
self.assertTrue(stage)
rootPrim = stage.GetPrimAtPath('/KindTest')
self.assertTrue(Kind.Registry().IsA(Usd.ModelAPI(rootPrim).GetKind(),
'component'))
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:26,代码来源:testUsdMayaModelKindProcessor.py
示例14: openSelectedCallback
def openSelectedCallback(self,*args):
"""
This method is called on double click selected item in textscrollList
"""
#try block also saves from error caused by directories that we do not have rights to access.
cMsg="Selected scene file is already open. Do you want to reload it?\n If you reload all changes you made since last save will be lost."
try:
cmds.button('upBtn',edit=True,enable=True)
self.selectedItem=str(os.path.join(cmds.textField('location',q=True,tx=True),str(cmds.textScrollList('fileLister',q=True,si=True)[0]).split(" > ")[0])).replace("/","\\")
if (self.selectedItem.endswith("ma")) or (self.selectedItem.endswith("mb")):
print "selected Item: %s\n scene Open: %s"%(self.selectedItem , cmds.file(q=True,sn=True))
if self.selectedItem==cmds.file(q=True,sn=True).replace("/","\\"):
print "Same Scene"
result=cmds.confirmDialog(t='Warning',m=cMsg,button=['Yes','No'], defaultButton='Yes', cancelButton='No', dismissString='No' )
if result== "Yes":
state= cmds.file(self.selectedItem,open=True, f=True)
else:
print"Saved scene file %s"%os.path.basename(cmds.file(q=True,sn=True))
## if not cmds.file(q=True,save=True):
## cmds.file(save=True)
state= cmds.file(self.selectedItem,open=True, f=True)
else:
if os.path.isdir(self.selectedItem):
cmds.textField('location',edit=True,tx=self.selectedItem)
self.populatescrollList(self.selectedItem.replace("/","\\"))
except Exception as e:
print e
开发者ID:sanfx,项目名称:pythonScripts,代码行数:29,代码来源:minime.py
示例15: presetSave
def presetSave(self):
currentSelection = cmds.ls(sl=True)
newPresetName = self.presetName.text()
if not newPresetName == "":
print self.allElements.isChecked()
if self.allElements.isChecked():
elementsToSave = self.getVrayElements()
else:
elementsToSave = mel.eval("treeView -query -selectItem listAdded")
if elementsToSave:
cmds.select(elementsToSave)
print "saving %s " % elementsToSave
cmds.file("%s%s" % (presetPath, newPresetName), force=True, options="v=0", type="mayaBinary", pr=True, es=True)
self.findPresets()
self.presetName.clear()
if currentSelection:
cmds.select(currentSelection)
else:
cmds.select(d=True)
else:
print "please give the preset a name before saving"
开发者ID:davidwilliamsDK,项目名称:maya,代码行数:25,代码来源:dsVrayElementsTool.py
示例16: create_module
def create_module(self, moduleType):
# new module dialog
moduleName, ok = QtGui.QInputDialog().getText(self, 'Add ' + moduleType + ' Module', 'Enter module name:', QtGui.QLineEdit.Normal, moduleType)
if ok and moduleName != "":
# If module with name is exist
if cmds.objExists(moduleName+":main"):
QtGui.QMessageBox.information(self, "Warning", "This module is exist.")
else:
# add module to list
item = QtGui.QListWidgetItem(moduleName)
self.modules_listWidget.addItem(item)
self.modules_listWidget.setCurrentItem(item)
# import module
cmds.file("G:/Projects New/AnimaCord/pk_rig/%s/%s_rig.mb" %(moduleType,moduleType), r=True, type="mayaBinary", namespace=moduleName)
cmds.file("G:/Projects New/AnimaCord/pk_rig/%s/%s_rig.mb" %(moduleType,moduleType), importReference=True )
cmds.parent(moduleName+":main", characterRoot)
# set module name
cmds.setAttr(moduleName+":main.moduleName", moduleName, type="string")
cmds.hide(moduleName+":controls")
cmds.select(moduleName+":main_poser")
self.update_modules_list()
开发者ID:PavelCrow,项目名称:pkRig,代码行数:27,代码来源:pk_rig_window.py
示例17: publish
def publish():
# Import Modules
import shutil
# Get SceneName and Root
fullName = cmds.file(sceneName=True, q=True)
paths = fullName.split("/")
taskName = paths[-2].split("_")[2]
assetCode = paths[-2].split("_")[1]
assetName = Assets.getFullName(assetCode)
outFolder = "/".join(paths[:-1]) + "/" + assetCode + "_" + taskName + "_OUT"
outName = assetName + "_" + taskName
cmds.file( save=True, type='mayaAscii' ) # Save File
shutil.copy2(fullName, outFolder + "/" + outName + ".ma") # Copy File to MASTER
cmds.warning("[Kroentlied Pipeline] Published !")
# Copy File to BackUp
oldFolder = outFolder + "/" + assetCode + "_" + taskName + "_OUT_OLD"
backup = VersionControl.getLatest(oldFolder, 1)
if not backup: # No Backup found yet
backup = outName + "_BackUp_v001.ma"
shutil.copy2(fullName, oldFolder + "/" + backup)
print "[Kroentlied Pipeline] PublishBackup: " + backup
return
开发者ID:Loqy,项目名称:Kroetenlied_Pipeline,代码行数:29,代码来源:mayaCommands.py
示例18: addCharacter
def addCharacter(self, close, *args):
project = cmds.optionMenu(self.widgets["project"], q=True, value=True)
selectedCharacter = cmds.textScrollList(self.widgets["characterList"], q=True, si=True)[0]
rigPath = os.path.join(
self.mayaToolsDir, "General", "ART", "Projects", project, "AnimRigs", selectedCharacter + ".mb"
)
# find existing namespaces in scene
namespaces = cmds.namespaceInfo(listOnlyNamespaces=True)
# reference the rig file
cmds.file(
rigPath, r=True, type="mayaBinary", loadReferenceDepth="all", namespace=selectedCharacter, options="v=0"
)
# clear selection and fit view
cmds.select(clear=True)
cmds.viewFit()
panels = cmds.getPanel(type="modelPanel")
# turn on smooth shading
for panel in panels:
editor = cmds.modelPanel(panel, q=True, modelEditor=True)
cmds.modelEditor(editor, edit=True, displayAppearance="smoothShaded", displayTextures=True, textures=True)
# find new namespaces in scene (this is here in case I need to do something later and I need the new name that was created)
newCharacterName = selectedCharacter
newNamespaces = cmds.namespaceInfo(listOnlyNamespaces=True)
for name in newNamespaces:
if name not in namespaces:
newCharacterName = name
# launch UI
import ART_animationUI
reload(ART_animationUI)
ART_animationUI.AnimationUI()
if close:
cmds.deleteUI(self.widgets["window"])
开发者ID:Slugnifacent,项目名称:UnrealEngine,代码行数:33,代码来源:ART_addCharacter_UI.py
示例19: saveToNW
def saveToNW(self, *pArgs):
self.nameOfCurr = self.getNameOfFile()
self.filepathnew = os.path.dirname(self.nameOfCurr)
versionslocal = []
matchObj = re.match( r'.*\\(.+)\..+', self.nameOfCurr, re.M|re.I)
if matchObj:
substringForName=matchObj.group(1)[:-5]
for f in os.listdir(self.filepathnew):
if substringForName in f:
addThis = f[-6:-3]
versionslocal.append(addThis)
#getting the number part of the string and adding that to versionList
versionslocal = sorted(versionslocal)
theversionToOpen = versionslocal[len(versionslocal)-1]
temp = str((int(theversionToOpen)+1)).zfill(3)
#incrementing version number and then converting back to a string
subs = self.nameOfCurr.replace(self.nameOfCurr[-6:-3], temp)
cmds.file(rename = subs)
cmds.file(save = True)
de=cmds.optionMenu( "deptList", query = True, value = True)
sc=cmds.optionMenu( "sceneList", query = True, value = True)
print dept, scene
self.comboChBgLoad(dept, scene)
#to reload all other combo boxes according to the new information
self.makeSaveVisible()
开发者ID:sid2364,项目名称:Maya_Python,代码行数:25,代码来源:ShotManager_PlugIn__Sid.py
示例20: export_hierarchy_obj
def export_hierarchy_obj(self):
"""Export the individual meshes in the hierarchy"""
file_info = {}
# Reverse the geo list so that the deepest geo is deleted first in case there is a geo inside geo
geo_list = self.geo_list
geo_list.reverse()
for self.current_target in geo_list:
pm.delete(self.current_target, ch=1)
parent = pm.listRelatives(self.current_target, parent=True)
pm.parent(self.current_target, w=True)
pm.select(self.current_target)
path = libFile.linux_path(libFile.join(self.export_dir, self.current_target + ".obj"))
# Load the obj plugin
cmds.file(path,
pr=1,
typ="OBJexport",
force=1,
options="groups=0;ptgroups=0;materials=0;smoothing=0;normals=0",
es=1)
file_info[self.current_target] = path
logger.info("Exporting\n%s" % file_info[self.current_target])
if not self.new_scene and self.cleansing_mode:
pm.delete(self.current_target)
pm.refresh()
else:
pm.parent(self.current_target, parent)
self.update_progress()
# Write the geo file_info
self.geo_file_info = file_info
开发者ID:pritishd,项目名称:PKD_Tools,代码行数:31,代码来源:libGeo.py
注:本文中的maya.cmds.file函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论