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Python core.sets函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中pymel.core.sets函数的典型用法代码示例。如果您正苦于以下问题:Python sets函数的具体用法?Python sets怎么用?Python sets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sets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: doExecution

def doExecution(*args):
    is_find = pm.checkBox( UI_name[0], q=True, value=True )
    is_fix = pm.checkBox( UI_name[1], q=True, value=True )
    is_fixLayer = pm.checkBox( UI_name[2], q=True, value=True )
    
    shader_info_all_layers = []   
    
    if( is_find ):
        findErrorShape()
    
    if( is_fixLayer ):
        #// collect shaders info in each layer
        shader_info_all_layers = collectShaderInfoInLayer()                        

    if( is_fix ):
        fixComponentShading()
        
        if( is_fixLayer ):
            for shd_layer in shader_info_all_layers:
                
                #// switch to a specified layer
                curr_layer = shd_layer[0]
                pm.editRenderLayerGlobals( currentRenderLayer=curr_layer )
                
                #// parsing string for mesh & shader from list
                #// assign shader to mesh from list
                for shd in shd_layer[1]:                 
                    obj = shd[0]
                    SG = shd[1]
                    pm.sets( SG, edit=True, forceElement=obj )
                    
    pm.editRenderLayerGlobals( currentRenderLayer='defaultRenderLayer' )                          
    return 1
开发者ID:kzchen,项目名称:Maya_TD_tools,代码行数:33,代码来源:fixFaceAssignment_v05.py


示例2: createObjectSet

def createObjectSet(setName, objLst = [], exclusiveness = False, partition = None, increment = False):
    '''
    create an objectSet.
    @param    setName           string         :    This objectSet's name.
    @param    objLst            list           :    Objects which belongs this objectSet.
    @param    exclusiveness     bool           :    Whether is this objectSet mutually exclusive with another objectSet in one partition.
    @param    partition         node or string :    When exclusiveness flag is True, partitin should be assigned a partition node. Ignore when exclusiveness flag is False.
    @param    increment         bool           :    Whether to use the existed one or create an increment one When the named objectSet has been existed.
                                                    If the existed objectSet will be used, ignore exclusiveness flag and partition flag.
    @result                     node 
    '''
    useExisted = False
    if not pm.objExists(setName):
        objSet = pm.sets(em=1, name = setName)
    elif pm.objExists(setName) and increment :
        setName = name.compileNodeName(setName)
        objSet = pm.sets(em=1, name = setName)
    else:
        objSet = pm.PyNode(setName)
        useExisted = True
        
    if not useExisted and exclusiveness :
        partition.addMember(objSet)
    
    if objLst:
        #objSet.addMembers(objLst)
        pm.sets(objSet, e=1, forceElement = objLst)
    
    return objSet
开发者ID:TianD,项目名称:TianD_KX_TOOL,代码行数:29,代码来源:objSet.py


示例3: useVRayMtl

def useVRayMtl(currentPage, texture1):
  shdr, sg = pm.createSurfaceShader( 'VRayMtl', currentPage[0]+"_shdr" )
  pm.sets( sg, forceElement=currentPage )
  filenode = pm.createNode('file', name=currentPage[0]+"_file")
  filenode.fileTextureName.set(texture1)
  pm.connectAttr( filenode+".outColor", shdr.color , force=1)
  placement = pm.shadingNode('place2dTexture', asUtility=1, name='placeTextureName')
  
  pm.connectAttr(placement.outUV, filenode.uvCoord, f=1) 
  pm.connectAttr(placement.outUvFilterSize, filenode.uvFilterSize, f=1) 
  pm.connectAttr(placement.coverage, filenode.coverage, f=1) 
  pm.connectAttr(placement.translateFrame, filenode.translateFrame, f=1) 
  pm.connectAttr(placement.rotateFrame, filenode.rotateFrame, f=1) 
  pm.connectAttr(placement.mirrorU, filenode.mirrorU, f=1) 
  pm.connectAttr(placement.mirrorV, filenode.mirrorV, f=1) 
  pm.connectAttr(placement.stagger, filenode.stagger, f=1) 
  pm.connectAttr(placement.wrapU, filenode.wrapU, f=1) 
  pm.connectAttr(placement.wrapV, filenode.wrapV, f=1) 
  pm.connectAttr(placement.repeatUV, filenode.repeatUV, f=1) 
  pm.connectAttr(placement.vertexUvOne, filenode.vertexUvOne, f=1) 
  pm.connectAttr(placement.vertexUvTwo, filenode.vertexUvTwo, f=1) 
  pm.connectAttr(placement.vertexUvThree, filenode.vertexUvThree, f=1) 
  pm.connectAttr(placement.vertexCameraOne, filenode.vertexCameraOne, f=1) 
  pm.connectAttr(placement.noiseUV, filenode.noiseUV, f=1) 
  pm.connectAttr(placement.offset, filenode.offset, f=1) 
  pm.connectAttr(placement.rotateUV, filenode.rotateUV, f=1)
  pm.setAttr(placement.rotateFrame, 90)
  pm.setAttr(placement.repeatU, -1)
开发者ID:maitelels,项目名称:maya_scripts,代码行数:28,代码来源:tim_newMaterial.py


示例4: binMeshAssignShader

def binMeshAssignShader(creatorShape = None, shadingGroupList=[], perFaceAssingments=[]):
    if not creatorShape:
        log.error("binMeshAssignShader: No creator shape")
        return
    
    if pm.PyNode(creatorShape).type() != "mtap_standinMeshNode":
        log.error("binMeshAssignShader: Node {0} is not a creator shape".format(creatorShape))
        return

    log.debug("binMeshAssignShader: creatorShape {0}".format(creatorShape))        
    polyShapeList = getConnectedPolyShape(creatorShape)
        
    for polyShape in polyShapeList:    
        log.debug("binMeshAssignShader: polyShape {0}".format(polyShape))        
        for index, shadingGroup in enumerate(shadingGroupList):
            binMeshCheckAndCreateShadingGroup(shadingGroup)
            
            assignments = perFaceAssingments[index]
            print assignments
            faceSelection = []
            
            for polyId in assignments:
                faceSelection.append(polyId)
            
            print "meshShape has", polyShape.numFaces(), "faces. Edeff."
            fs = polyShape.f[faceSelection]
            print "pm.sets('{0}', e=True, forceElement={1})".format(shadingGroup,str(fs))
            pm.sets(shadingGroup, e=True, forceElement=str(fs))
开发者ID:MassW,项目名称:OpenMaya,代码行数:28,代码来源:binMeshTranslator.py


示例5: assign_material

def assign_material(mtl_or_sg, *nodes):
    '''Assign a material to a bunch of nodes

    :param mtl_or_sg: The material or shadingEngine to assign
    :param nodes: The nodes to be assigned to
    '''

    class_ = mtl_or_sg.classification()

    if 'shadingEngine' in class_:
        sg = mtl_or_sg
    elif 'shader/surface' in class_:
        sgs = pmc.listConnections(mtl_or_sg, type='shadingEngine')
        if sgs:
            sg = sgs[0]
        else:
            sg = pmc.sets(
                empty=True,
                renderable=True,
                name=str(mtl_or_sg) + 'SG'
                )
            mtl_or_sg.outColor.connect(sg.surfaceShader)
    else:
        raise TypeError('{} not a shader or shadingEngine'.format(mtl_or_sg))

    for node in nodes:
        pmc.sets(sg, forceElement=node)
开发者ID:danbradham,项目名称:mtoatools,代码行数:27,代码来源:hdr.py


示例6: move_face_shell

def move_face_shell(faces, u=0, v=0):
    """ Move all uvs related to arg faces by u and v values
    """
    udim = uv_udim_convert([u,v])
    uvs = pm.polyListComponentConversion(faces, tuv=True)
    pm.polyEditUV(uvs, u=-(u-1), v=-(v-1))
    pm.sets(faces, n=set_name%str(udim))
开发者ID:AndresMWeber,项目名称:aw,代码行数:7,代码来源:lib_udim.py


示例7: create_dominant_color_shader

def create_dominant_color_shader(dag, tex_name_surfix=['co', 'color', 'diffuse', 'dif', 'base'],
                                 sample_rate=None, max_auto_sample=50,
                                 default_shader='aiStandardSurface', default_channel='baseColor'):
    """
    Create an auto average-color lambert shader and assign it to input object.
    Maybe does not work with TIFF texture ( cannot extract color ).
    """

    if type(dag) == pm.nodetypes.Transform:
        mesh = dag.getShape()
        if not type(mesh) == pm.nodetypes.Mesh:
            return None
    elif type(dag) == pm.nodetypes.Mesh:
        mesh = dag
    else:
        return None
    avg_color = _detect_dominant_color(mesh, tex_name_surfix, sample_rate,
                                       max_auto_sample, default_shader, default_channel)
    if not avg_color:
        return None

    color_shader, sg = pm.createSurfaceShader('lambert')
    color_shader.color.set(avg_color)
    pm.connectAttr(color_shader.color, sg.surfaceShader, f=1)
    pm.sets(sg, forceElement=mesh)

    return color_shader
开发者ID:duyyudus,项目名称:yudus-td,代码行数:27,代码来源:dominant_color.py


示例8: custom_sets

    def custom_sets(self, *args):
        self.log.clear()
        self.log.insertText('Create Custom Sets...\n')
        self.log.insertText('\nFind all controls under the groups: \n  "Placer", "rig_arc", and "Face_UI|Panels"\n\nGenerate two sets as result : \n  "ctrlSet" contains all tagged controls\n  "_NON_TAGGED_CURVES" contains all non-tagged controls\n')
                
        ctrlSets = pm.ls("*ctrlSet")
        if not ctrlSets:
            self.controlSet = pm.sets(empty=True, name = "ctrlSet")
        
        grps = [grp for grp in ['Placer', 'rig_arc'] if pm.objExists(grp)]
        pm.select(grps, hi=True)
        all_curve = pm.ls(sl=True, type="nurbsCurve")
        pm.select(clear=True)

        all_ctrl = [ctrl.getParent() for ctrl in all_curve]
        
        if pm.objExists('Panels'):
            pm.select('Panels', hi=True)
            all_facial_curve = pm.ls(sl=True, type="nurbsCurve")
            pm.select(clear=True)
            all_ctrl.extend([curve.getParent() for curve in all_facial_curve if curve.getParent().tz.isLocked()]) 
            #pm.sets(all_ctrl, name="_ALL_CURVES")
        
        no_tags = [ctrl for ctrl in all_ctrl if not pm.attributeQuery ('ClientAnimCtrl', node= ctrl, ex=True)]
        pm.sets(no_tags, name="_NON_TAGGED_CURVES")
        
        tags = [ctrl for ctrl in all_ctrl if pm.attributeQuery ('ClientAnimCtrl', node= ctrl, ex=True)]
        self.controlSet.addMembers(tags)
开发者ID:adamfok,项目名称:afok_toolset,代码行数:28,代码来源:asset_check_tool.py


示例9: create

    def create(self):
        """creates Maya objects
        """
        import pymel.core as pm
        self.parent_node = self.get_parent()
        self.shape_node = pm.nt.Mesh(name='%sShape' % self.node_name)
        self.transform_node = self.shape_node.getParent()
        self.transform_node.rename(self.node_name)

        self.rs_proxy_node = \
            pm.nt.RedshiftProxyMesh(name='%sRsProxy' % self.node_name)
        self.rs_proxy_node.outMesh >> self.shape_node.inMesh
        self.rs_proxy_node.fileName.set(self.instance_file)

        # self.transform_node.t.set(self.pos)
        # self.transform_node.r.set(self.rot)
        # self.transform_node.s.set([self.sca, self.sca, self.sca])
        self.parent_node.t.set(self.pos)
        self.parent_node.r.set(self.rot)
        self.parent_node.s.set([self.sca, self.sca, self.sca])

        # assign default shader
        lambert1 = pm.ls('lambert1')[0]
        lambert1_shading_group = \
            lambert1.outputs(type='shadingEngine')[0]
        pm.sets(lambert1_shading_group, fe=self.transform_node)

        pm.parent(self.transform_node, self.parent_node, r=1)
开发者ID:eoyilmaz,项目名称:anima,代码行数:28,代码来源:redshift.py


示例10: _restoreShaders

 def _restoreShaders(self, shadersDict):
     objsInScene = set(map(str, pm.ls()))
     for obj, shs in shadersDict.iteritems():
         if (str(obj) in objsInScene):
             for shader in shs:
                 if (str(shader) in objsInScene):
                     pm.select(obj)
                     pm.sets(shader, fe=1)
开发者ID:jonntd,项目名称:ABCConvert_QT,代码行数:8,代码来源:Converter.py


示例11: assignTriPlanarShader

def assignTriPlanarShader(objA, tX=None, tY=None, tZ=None):
    shdNode, shdGrp, placement = createTriPlanarShader(txtX=tX, txtY=tY, txtZ=tZ)
    pm.sets(shdGrp, edit=True, forceElement=objA)
    pm.mel.eval("source AEplace3dTextureTemplate.mel;")
    for i in placement:
        try:
            pm.mel.eval("PSfitPlacementToGroup %s;" % i.name())
        except pm.MelUnknownProcedureError:
            pass
开发者ID:atvKumar,项目名称:mkUtils,代码行数:9,代码来源:mkUtils.py


示例12: rig_crankshaft

def rig_crankshaft():
	#cmds.file("/jobs/pennzoilPennzoilNaturalGas_5402237/build/piston/release/work/mayaScene/pistonBuild/vLatest/mayaScene_pistonBuild_vLatest.ma",
	#          i=True, type="mayaAscii", ignoreVersion=True,rpr="mayaScene_pistonBuild_vLatest",options="v=0",pr=True,loadReferenceDepth="all")
	#setup variables for existing nodes
	global_ctrl=pm.PyNode('global_CTRL')
	global_loc=pm.PyNode('global_LOC')
	crankshaft_ctrl = pm.PyNode('crankshaft_CTRL')
	crankshaft_loc = pm.PyNode('crankshaft_LOC')
	display_ctrl = mpc.rig_makeCtrlLabel('display')
	
	#create piston controls
	for piston in range(0,global_loc.numPistons.get()):
		ctrl_offset = mpc.rig_ctrlDuplicate(crankshaft_ctrl, 'piston'+string.uppercase[piston]+'_mover')
		weight_loc = pm.PyNode('weight%s_LOC'%string.uppercase[piston])
		rod_loc = pm.PyNode('rod%s_LOC'%string.uppercase[piston])
		head_loc = pm.PyNode('head%s_LOC'%string.uppercase[piston])
		piston_loc = pm.PyNode('piston%s_LOC'%string.uppercase[piston])
		if ctrl_offset[0]:
			pm.delete( pm.parentConstraint(weight_loc, ctrl_offset[0] ) )
			ctrl_offset[0].rx.set(90)
			pm.parentConstraint(ctrl_offset[2], piston_loc, mo=True)
		else:
			pm.delete( pm.parentConstraint(weight_loc, ctrl_offset[1] ) )
			pm.parentConstraint(ctrl_offset[2], piston_loc, mo=True)
		mpc.rig_ctrlLock([ctrl_offset[1]], ['tx','ty','tz','rz','ry','sx','sy','sz','v'], setKeyable=False, lock=True)
		mpc.rig_ctrlColor(ctrl_offset[1], 15)
		
	#setup connections
	pm.delete( pm.parentConstraint(  crankshaft_ctrl.getParent(), crankshaft_loc ) )
	pm.parentConstraint( crankshaft_ctrl, crankshaft_loc,  mo=True )
	
	#parent + create groups + lock down ctrls
	grp_csr = pm.group(em=True,n='crankshaftRig_GRP')
	grp_model = pm.group(em=True,n='model_GRP')
	grp_nodes = pm.group(em=True,n='nodes_GRP')
	grp_model.setParent(grp_csr)
	grp_nodes.setParent(grp_csr)
	global_ctrl.getParent().setParent(grp_csr)
	global_loc.setParent(grp_nodes)
	global_loc.visibility.set(0)
	display_ctrl.getParent().setParent(global_ctrl)
	display_ctrl.getParent().ty.set(pm.xform('headA_LOC', q=True , t=True, ws=True)[1])
	mpc.rig_ctrlLock([crankshaft_ctrl], ['tx','ty','tz','rz','ry','sx','sy','sz','v'], setKeyable=False, lock=True)
	pm.scaleConstraint( global_ctrl, grp_nodes, mo=True )
	display_ctrl.addAttr('displayLocators', at='long', min=0,max=1, k=True)
	display_ctrl.displayLocators.connect(global_loc.v, f=True)
	
	if pm.objExists('pistons_lodA_GRP'):
		pm.PyNode('pistons_lodA_GRP').setParent(grp_model)
	
	#Create Sets
	rp_set = mpc.rig_setsCreateHubSet([grp_csr], 'crankshaft', 'rigPuppet')
	ac_set = mpc.rig_setsCreateHubSet(pm.ls('*CTRL'), 'crankshaft','animCurves')
	gc_set = mpc.rig_setsCreateHubSet(pm.ls('*GEO'), 'crankshaft','geometryCache')
	pm.delete('hubMayaScenePistonBuildSet')
	pm.sets(rp_set, add=(ac_set, gc_set))
开发者ID:AndresMWeber,项目名称:jobScripts,代码行数:56,代码来源:rig_crankShaft.py


示例13: matAsign

def matAsign(): # ASIGN MATERIAL FOR ALL OBJECTS
    listAtrRoot = pm.ls('*.mtoa_constant_mMat')
    listAtrRef = pm.ls('*:*.mtoa_constant_mMat')
    listAtr = set(listAtrRef + listAtrRoot) # combine lists for REFERENCED and ROOT geo
    for i in listAtr: 
        object = pm.PyNode(i.split('.')[0]) # Create object based on <<  mMat >>
        ins = pm.ls(object, ap = 1, dag = 1 ) # select instances
        if i.get():
            if pm.objExists((i.get()+ 'SG')):
                pm.sets((i.get()+ 'SG'), forceElement = ins)
开发者ID:kiryha,项目名称:AnimationDNA,代码行数:10,代码来源:renderManager.py


示例14: __mirrorShapes__

def __mirrorShapes__(elts, across='x', direction='L_'):
    if elts==None:
        # get each element inside CONTROL
        if pmc.objExists('CONTROLS'):
            elts = pmc.sets('CONTROLS', query=True)
            i=0
            while i<len(elts):
                if pmc.objectType(elts[i]) == 'objectSet':
                    elts.extend(pmc.sets(elts[i], query=True))
                    elts.pop(i)
                    i -= 1
                i += 1
            
            # delete element at center meaning without L_ or R_
            
            for i in reversed(range(len(elts))):
                if (elts[i].name().startswith(direction)==False):
                    elts.pop(i)
        else:
            vp.vPrint('No CONTROLS set funded', 1)
            
    else:
        # delete element at center meaning without L_ or R_
        for i in reversed(range(len(elts))):
            if (elts[i].name().startswith('L_')==False) and (elts[i].name().startswith('R_')==False):
                elts.pop(i)
    
    # creating the vector inverse depending on the across variable
    if across=='x':
        vectInverse = [-1,1,1]
    if across=='y':
        vectInverse = [1,-1,1]
    if across=='z':
        vectInverse = [1,1,-1]
    
    # loop into each element
    for elt in elts:
        # finding the opposite transform
        if elt.startswith('L_'):
            eltInv = various.checkObj( elt.name().replace('L_', 'R_'), type=['transform', 'joint'] )
        else:
            eltInv = various.checkObj( elt.name().replace('R_', 'L_'), type=['transform', 'joint'] )
        
        if eltInv:
            # getting atoms from both element
            atoms    = various.getAtoms(elt,    flat=False)
            atomsInv = various.getAtoms(eltInv, flat=False)
            # finding the smallest object just in case one has less atoms than the other
            if len(atoms) > len(atomsInv):
                size = len(atomsInv)
            else:
                size = len(atoms)
            # working on each atoms
            for i in range(size):
                pmc.move(atomsInv[i], atoms[i].getPosition(space='world')*vectInverse, absolute=True)
开发者ID:loichuss,项目名称:maya,代码行数:55,代码来源:__init__.py


示例15: cbsTrans

def cbsTrans(*args, **kwargs):
    
    sculptTrans = kwargs.setdefault('sculptTrans', pm.ls(sl=True)[0])# (string) The mesh to get the tweak edits extracted from
    shape = kwargs.setdefault('shape') # (string) The shape node of the sculptTrans node
    tweak = kwargs.setdefault('tweak') # (string) The tweak node that is going to be cleared
    skin = kwargs.setdefault('skin') # (string) The skinCluster node that drives the base mesh
    base = kwargs.setdefault('base') # (string) The base mesh for the character

    #get some info
    sculptTrans, shape, tweak, skin =  gatherInfo(sculptTrans, shape, tweak, skin)
    if not 'baseTransform' in pm.listAttr(sculptTrans, ud=True):
        pm.error('This model has not been prepared for sculpting. If you accidentally started, simply run Clear Tweaks to extract what has been done')
    if not base:
        base = sculptTrans.baseTransform.get()

    baseRef = sculptTrans.baseReference.get()

    #turn off a couple things that might mess with things
    pm.symmetricModelling(e=True, symmetry= False)
    pm.softSelect(e=True, softSelectEnabled=False)

    #first, let's unlock the guys from the old function
    pm.lockNode(base, l=False)
    pm.lockNode(sculptTrans, l=False)
    pm.setAttr('%s.v'%base, True)

    #extract from the sculpted shape
    newShape = clearTweaks(base=base, tweak=tweak)

    pm.delete(sculptTrans)

    newOrig = pm.duplicate(base, n='%s_editReference'%base)[0]
    pm.connectAttr(('%s.outMesh' %newOrig.getShapes()[1]), ('%s.inMesh' %newOrig.getShape()))

    pm.select(cl=True)
    deviation = False
    for v in range(pm.polyEvaluate(base, v=True)):
        refPos = pm.xform('%s.vtx[%i]'%(baseRef, v), q=True, t=True)
        adjPos = pm.xform('%s.vtx[%i]'%(newOrig, v), q=True, t=True)

        if not refPos == adjPos:
            deviation=True
            pm.move('%s.vtx[%i]' %(newShape, v), (refPos[0]-adjPos[0], refPos[1]-adjPos[1], refPos[2]-adjPos[2]), r=True)
            pm.move('%s.vtx[%i]'%(base, v), (refPos[0]-adjPos[0], refPos[1]-adjPos[1], refPos[2]-adjPos[2]), os=True, r=True)
            pm.select('%s.vtx[%i]' %(base, v), add=True)

    if deviation:
        pm.warning('It appears there were issues extracting from the mesh, steps have been taken to try and remedy, but unexpected results may occur')

    #apply a texture to the new shape.
    pm.select(newShape, r=True)
    pm.sets('initialShadingGroup', e=True, forceElement=True)

    pm.delete(newOrig, baseRef)
    return newShape
开发者ID:jadamburke,项目名称:abxStudio,代码行数:55,代码来源:na_bsCorrectiveSculpt.py


示例16: lowerBell

def lowerBell(allCtrl):
    lowerBellCtrls = []
    lowerBellJoints = []
    for dict_ in lowerBellLocs:
        loc = dict_.keys()[0]
        attrs = dict_.values()[0]

        name = loc.split('_')[0]
        loc = pm.PyNode(loc)
                
        parentJoint = utils.placeXform(name=name + '_%s' % defines.BIND, 
                                       mtype='joint',
                                       matrix=loc.getMatrix(worldSpace=True),
                                       worldSpace=True)
        parent = attrs['parent']
        if parent:
            parent = parent + '_%s' % defines.BIND
        parentJoint.setParent(parent)
        parentCtrl = InlineOffset(
                parentJoint, controlRadius=1, controlShape='circle',
                controlColor=attrs['color']).controls[0]
        lowerBellCtrls.append(parentCtrl)
        lowerBellJoints.append(parentJoint)
        children = loc.listRelatives(children=True, type='transform')
        for endloc in children:
            endname = endloc.name().split('_')[0]
            endjoint = utils.placeXform(
                    name=endname+'_%s'%defines.BIND,mtype='joint',
                    matrix=endloc.getMatrix(worldSpace=True),
                    worldSpace=True)
            ikjoint = pm.duplicate(
                    parentJoint,
                    name=endname+'_%s'%(defines.IK+defines.JOINT.title()),
                    parentOnly=True)[0]
            ikjoint = pm.PyNode(ikjoint)
            ikjoint.setParent(parentJoint)
            endjoint.setParent(ikjoint)
            ik = IkSC(startJoint=ikjoint, endJoint=endjoint, 
                      name=endname, controlColor=attrs['color'], 
                      controlRadius=0.5)
            lowerBellCtrls.extend(ik.controls)
            ik.controls[0].getParent().setParent(parentJoint)

            lowerBellJoints.append(endjoint)

    pm.addAttr(allCtrl, longName='lowerBellCtrls',
               attributeType='bool', defaultValue=True, keyable=True)
    for ctrl in lowerBellCtrls:
        allCtrl.lowerBellCtrls >> ctrl.visibility

    ctrls.extend(lowerBellCtrls)
    pm.sets(lowerBellCtrls,name='lowerBellCtrls')
    
    return {'ctrls':lowerBellCtrls, 'joints':lowerBellJoints}
开发者ID:bensledge,项目名称:dparigbuilder,代码行数:54,代码来源:rigPirateCaptain.py


示例17: makeIdSets

def makeIdSets(i=None):
    if not i:
        i = checkMaskLayers()
    sel = pm.ls(sl=True)
    pm.select(clear=True)
    name = 'aiMask' + str(i)
    rSet = pm.sets(n=name + '_red')
    gSet = pm.sets(n=name + '_green')
    bSet = pm.sets(n=name + '_blue')
    pm.sets(rSet, gSet, bSet, n=name)
    pm.select(sel)
    return rSet, gSet, bSet
开发者ID:mkolar,项目名称:Tapp,代码行数:12,代码来源:arnold.py


示例18: revertToLambert

  def revertToLambert(cls, shader, textureSampler='.diffuseMapSampler', *args, **kwargs):
    """ create lambert copies of all the cgfx shaders and connect the diffuse texture """
    if pm.getAttr(shader+'.shader'):
      diffuseTexNode = pm.connectionInfo(shader+textureSampler, sourceFromDestination=True)
      lambert = pm.shadingNode('lambert', asShader=True, name='L_'+shader )
      lambertSG = pm.sets(renderable=True, noSurfaceShader=True, empty=True, name='L_'+shader+'SG' )
      pm.connectAttr(lambert+'.outColor', lambertSG+'.surfaceShader', force=True)
      if diffuseTexNode:
        pm.connectAttr(diffuseTexNode, lambert+'.color', force=True)

      pm.hyperShade(objects=shader)
      pm.sets(lambertSG, edit=True, forceElement=True)
      pm.select(clear=True)
开发者ID:kotchin,项目名称:mayaSettings,代码行数:13,代码来源:lcShader.py


示例19: createRenderNode

 def createRenderNode(self, nodeType=None):
     log.debug("createRenderNode callback for renderer {0} with node: {1}".format(self.rendererName.lower(), nodeType))
     if nodeType == "TheaMaterial":
         mat = pm.shadingNode("TheaMaterial", asShader=True)
         bsdf = pm.shadingNode("BasicBSDF", asShader=True)
         bsdf.outColor >> mat.bsdf
         shadingGroup = pm.sets(renderable=True, noSurfaceShader=True, empty=True, name="{0}SG".format(mat))
         mat.outColor >> shadingGroup.surfaceShader
         return
     
     mat = pm.shadingNode(nodeType, asShader=True)
     shadingGroup = pm.sets(renderable=True, noSurfaceShader=True, empty=True, name="{0}SG".format(mat))
     mat.outColor >> shadingGroup.surfaceShader
开发者ID:MassW,项目名称:OpenMaya,代码行数:13,代码来源:mtth_initialize.py


示例20: assignShader

  def assignShader (cls, shader, objs, *args, **kwargs):
    ''' assign the shader to the list '''
    shadingGroup = pm.connectionInfo(shader.outColor, dfs=True)
    try:
      shadingGroup = shadingGroup[0].split('.')[0]
    except:
      pm.warning('This Shader has no Shading Group')

    if objs:
      for obj in objs:
        pm.select(obj, r=True)
        pm.sets(shadingGroup, edit=True, forceElement=True)
      pm.select(clear=True)
开发者ID:kotchin,项目名称:mayaSettings,代码行数:13,代码来源:lcShader.py



注:本文中的pymel.core.sets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。


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Python core.shadingNode函数代码示例发布时间:2022-05-27
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