本文整理汇总了Python中pymel.core.sceneName函数的典型用法代码示例。如果您正苦于以下问题:Python sceneName函数的具体用法?Python sceneName怎么用?Python sceneName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sceneName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: refresh_engine
def refresh_engine(engine_name, prev_context, menu_name):
"""
refresh the current engine
"""
current_engine = tank.platform.current_engine()
# first make sure that the disabled menu is reset, if it exists...
if pm.menu("ShotgunMenuDisabled", exists=True):
pm.deleteUI("ShotgunMenuDisabled")
# if the scene opened is actually a file->new, then maintain the current
# context/engine.
if pm.sceneName() == "":
return current_engine
new_path = pm.sceneName().abspath()
# this file could be in another project altogether, so create a new Tank
# API instance.
try:
tk = tank.tank_from_path(new_path)
except tank.TankError, e:
OpenMaya.MGlobal.displayInfo("Shotgun: Engine cannot be started: %s" % e)
# render menu
create_tank_disabled_menu(menu_name)
# (AD) - this leaves the engine running - is this correct?
return current_engine
开发者ID:framestore,项目名称:tk-maya,代码行数:28,代码来源:engine.py
示例2: refresh_engine
def refresh_engine(engine_name, prev_context, menu_name):
"""
refresh the current engine
"""
current_engine = tank.platform.current_engine()
# first make sure that the disabled menu is removed, if it exists...
menu_was_disabled = remove_sgtk_disabled_menu()
# determine the tk instance and ctx to use:
tk = current_engine.sgtk
ctx = prev_context
if pm.sceneName() == "":
# if the scene opened is actually a file->new, then maintain the current
# context/engine.
if not menu_was_disabled:
# just return the current engine - no need to restart it!
return current_engine
else:
# loading a scene file
new_path = pm.sceneName().abspath()
# this file could be in another project altogether, so create a new
# API instance.
try:
tk = tank.tank_from_path(new_path)
except tank.TankError, e:
OpenMaya.MGlobal.displayInfo("Shotgun: Engine cannot be started: %s" % e)
# build disabled menu
create_sgtk_disabled_menu(menu_name)
return current_engine
# and construct the new context for this path:
ctx = tk.context_from_path(new_path, prev_context)
开发者ID:thirstydevil,项目名称:tk-maya,代码行数:34,代码来源:engine.py
示例3: _Load_ChairMAsset_Simple
def _Load_ChairMAsset_Simple(force=True):
_file = "\\\\SERVER9\\Maya-Tools\\testFiles\\eMetaData\\ChairMAsset_Simple.mb"
if pCore.sceneName() == _file:
if force:
pCore.openFile(_file, f=True)
else:
pCore.openFile(_file, f=True)
开发者ID:thirstydevil,项目名称:mayaMetaData,代码行数:7,代码来源:test_mAsset.py
示例4: __init__
def __init__(self):
self.name = "MusterSubmitClass"
self.widgets = {}
self.pools = []
self.userPass = {}
self.renderers = []
self.cameras = pm.ls(ca = True)
self.scene = pm.sceneName()
self.priority = self.__class__.defaults['priority']
self.childrenTabs = []
self.startFrame = pm.SCENE.defaultRenderGlobals.startFrame.get()
self.endFrame = pm.SCENE.defaultRenderGlobals.endFrame.get()
self.mustertool = None
self._saveUser = None
self._saveRenderer = None
self._savePool = None
self.fileInfo = PT.PRAFileInfo(self.scene)
try:
self.output = os.path.join(self.__class__.renderDrive, self.fileInfo.getProject(), self.fileInfo.getEpShotName()).replace("\\","/")
except TypeError: #file info returned None
self.output = ''
try:
self._getData() #this bit is slow. use threadding maybe?
except:
pm.confirmDialog(title = "Confirm", Message = "Error connecting to muster database / executable. Speak to your IT helpdesk. \nContinuing using Demo mode", buttonm = ['OK'] )
开发者ID:jessedenton,项目名称:musterSubmit,代码行数:30,代码来源:musterUI.py
示例5: updateFileNamePrefix
def updateFileNamePrefix(self, *args):
if self.rendererTabUiDict.has_key("common"):
uiDict = self.rendererTabUiDict["common"]
prefix = uiDict["fileNamePrefixField"].getText()
sceneName = ".".join(pm.sceneName().basename().split(".")[:-1])
if len(prefix) == 0:
prefix = sceneName
uiDict["imgname"].setLabel("File Name: " + sceneName)
settings = pm.api.MCommonRenderSettingsData()
pm.api.MRenderUtil.getCommonRenderSettings(settings)
cams = [cam for cam in pm.ls(type="camera") if cam.renderable.get()]
if len(cams) < 1:
log.error("No renderable camera. please make at least one camera renderable.")
prefix = ""
for c in pm.ls(type="camera"):
if "perspShape" in c:
cams.append(c)
break
prefix = prefix.replace("<Camera>", cams[0].name())
prefix = prefix.replace("<Scene>", sceneName)
ext = self.renderNode.imageFormat.getEnums().keys()[self.renderNode.imageFormat.get()].lower()
numberFormat = ""
paddedFrameString = "{0:0" + str(settings.framePadding) + "d}."
if settings.isAnimated():
numberFormat = paddedFrameString.format(int(pm.SCENE.defaultRenderGlobals.startFrame.get()))
completeFileName = "{prefix}.{numbering}{ext}".format(prefix=prefix, numbering=numberFormat, ext=ext)
uiDict["imgname"].setLabel("File Name: " + completeFileName)
"""
开发者ID:dictoon,项目名称:appleseed-maya,代码行数:33,代码来源:commonglobals.py
示例6: scan_scene
def scan_scene(self):
# first let's look at maya references
for x in pm.listReferences():
node_name = x.refNode.longName()
# get the path and make it platform dependent
# (maya uses C:/style/paths)
maya_path = x.path.replace("/", os.path.sep)
self.refs.append( {"node": node_name, "type": "reference", "path": maya_path})
# now look at file texture nodes
for file_node in cmds.ls(l=True, type="file"):
# ensure this is actually part of this scene and not referenced
if cmds.referenceQuery(file_node, isNodeReferenced=True):
# this is embedded in another reference, so don't include it in the breakdown
continue
# get path and make it platform dependent (maya uses C:/style/paths)
path = cmds.getAttr("%s.fileTextureName" % file_node).replace("/", os.path.sep)
self.refs.append( {"node": file_node, "type": "file", "path": path})
# Append scene file
self.refs.append( {"node": None, "type": "scene", "path": pm.sceneName()})
return self.refs
开发者ID:Kif11,项目名称:aau_sg_launchers,代码行数:27,代码来源:app.py
示例7: saveSceneForVersion
def saveSceneForVersion():
filePath = _pmCore.sceneName()
fileID = _Database.getIDByFilePath(filePath)[0]
_pmCore.saveFile()
versionNum, _, thumbnailPath = _Database.addVersion(filePath, _os.environ.get('AM_USERNAME'))
_makeThumbnail(128, 128, thumbnailPath)
return fileID, versionNum, thumbnailPath
开发者ID:juewang,项目名称:AssetManager2,代码行数:7,代码来源:MayaFunctions.py
示例8: SNV
def SNV(*args):
sceneNameFull = pm.sceneName() # full scene name with path, version, ext
scenePath = os.path.dirname(sceneNameFull) # scene path
sceneNameVerExt = sceneNameFull.split('/')[-1] # scene name with version an ext
sceneNameVer, ext = sceneNameVerExt.split('.') # get EXT
ver = sceneNameVer.split('_')[-1] # get VERSION
verNext = int(ver) + 1
partQnt = len(sceneNameVer.split('_')) - 1 # get quantity of scene name parts, separated with '_'
sceneNameParts = sceneNameVer.split('_')[0 : partQnt]
sceneName = '' # recreate scene name from parts
for i in range (0 , partQnt):
sceneName += sceneNameParts[i] + '_'
sceneNameFullNew = '{0}/{1}{2:0>3}.{3}'.format(scenePath, sceneName, verNext, ext)
if os.path.exists(sceneNameFullNew):
confirm = pm.confirmDialog ( title = 'File exists!', message= 'Overwrite file?' + '\r\n\r\n' + str('{0}{1:0>3}.{2}'.format( sceneName, verNext, ext)), button=['Yes','No'], defaultButton='Yes', cancelButton='No', dismissString='No' )
if confirm == 'Yes':
pm.saveAs(sceneNameFullNew)
pm.mel.addRecentFile (sceneNameFullNew, 'mayaBinary')
print 'File overrited: ' + str(sceneNameFullNew)
else:
sys.exit()
else:
pm.saveAs(sceneNameFullNew)
pm.mel.addRecentFile (sceneNameFullNew, 'mayaBinary')
print 'File saved: ' + str(sceneNameFullNew)
开发者ID:kiryha,项目名称:AnimationDNA,代码行数:26,代码来源:dnaCore.py
示例9: fileTokenScene
def fileTokenScene(path, tokens, **kwargs):
import pymel.core as pm
if '<Scene>' in path and 'Scene' not in tokens:
sceneName = pm.sceneName().namebase
if sceneName == '':
sceneName = 'untitled'
tokens['Scene'] = sceneName
开发者ID:Quazo,项目名称:breakingpoint,代码行数:7,代码来源:hooks.py
示例10: openSelectedFile
def openSelectedFile(self):
try:
item = self.previewAnimTable.selectedItems()[0]
if item.column() == 0:
self.openMayaFile(item.text(),'preview')
elif item.column() == 2:
if item.text() == 'Yes':
filename = self.previewAnimTable.item(item.row(),0).text()
self.openMovFile(filename,'preview')
except:
pass
try:
item = self.wipAnimTable.selectedItems()[0]
if item.column() ==0:
self.openMayaFile(item.text(),'wip')
elif item.column() == 2:
if item.text() == 'Yes':
filename = self.wipAnimTable.item(item.row(),0).text()
self.openMovFile(filename)
except:
pass
currentFile = pm.sceneName()
pm.optionVar(stringValueAppend=('RecentFilesList', currentFile))
pm.optionVar(stringValueAppend=('RecentFilesTypeList', 'mayaAscii'))
self.bdPopulateFiles()
开发者ID:Mortaciunea,项目名称:bdScripts,代码行数:27,代码来源:bdAnimationTool.py
示例11: anilizeCurrent
def anilizeCurrent(assetField,textPublisher,fieldGEO, fieldRIG, fieldFUR, fieldMAT, fieldEDA):
print '<< ANALIZING CURRENT ASSET >>'
fileNameFull = pm.sceneName()
dataFileName = dna.fileActs(fileNameFull) # Get filename details (name, ver, ext etc)
phase = dataFileName['filePhase'] # Get PHASE (MODELLING, RENDER, LOOKDEV etc)
key = dataFileName['filePrefix']
# Get asset DATA from FTRACK
assetName = dataFileName['assetName']
assetType = dataFileName['assetType']
assetCat = dataFileName['assetCat']
# RUN SETUP
if phase == 'ASSETS': # SETUP ASSETS
if key == 'ENV': # SETUP << ENVIRONMENT >>
print 'assetType: << ENVIRONMENT >>'
value = dataFileName['fileNameFull']
textPublisher(assetName, 'GEO', value, type, assetField, fieldGEO, fieldRIG, fieldFUR, fieldMAT, fieldEDA)
elif key == 'FUR' or key == 'GEO' or key == 'RIG': # SETUP << CHARACTERS + DYNAMIC PROPS + EDA >>
if assetType == 'characters':
print 'assetType: << CHARACTERS >>'
value = dataFileName['fileNameFull']
textPublisher(assetName,key,value,type,assetField,fieldGEO, fieldRIG, fieldFUR, fieldMAT, fieldEDA)
elif assetType == 'props':
print 'assetType: << DYNAMIC PROPS >>'
value = '{0}/{1}/{2}'.format(assetCat, key, dataFileName['fileNameFull'])
textPublisher(assetName,key,value,type,assetField,fieldGEO, fieldRIG, fieldFUR, fieldMAT, fieldEDA)
elif assetType == 'eda':
print 'assetType: << ENVIRONMENT DYNAMIC ASSET >>'
value = fileNameFull.split('{0}{1}'.format(rootScene, envPath))[-1]
textPublisher(assetName,key,value,type,assetField,fieldGEO, fieldRIG, fieldFUR, fieldMAT, fieldEDA)
elif phase == 'LOOKDEV': # SETUP MATERIALS
print 'assetType: << MTERIAL LIBRARY >>'
value = dataFileName['fileNameFull']
textPublisher(assetName,key,value,type,assetField,fieldGEO, fieldRIG, fieldFUR, fieldMAT, fieldEDA)
开发者ID:kiryha,项目名称:AnimationDNA,代码行数:34,代码来源:dataPublisher.py
示例12: _collect_info
def _collect_info():
lines = []
lines.append('Scene Info')
lines.append(' Maya Scene: ' + pmc.sceneName())
lines.append('Maya/Python Info')
lines.append(' Maya Version: ' + pmc.about(version=True))
lines.append(' Qt Version: ' + pmc.about(qtVersion=True))
lines.append(' Maya64: ' + str(pmc.about(is64=True)))
lines.append(' PyVersion: ' + sys.version)
lines.append(' PyExe: ' + sys.executable)
lines.append('Machine Info')
lines.append(' OS: ' + pmc.about(os=True))
lines.append(' Node: ' + platform.node())
lines.append(' OSRelease: ' + platform.release())
lines.append(' OSVersion: ' + platform.version())
lines.append(' Machine: ' + platform.machine())
lines.append(' Processor: ' + platform.processor())
lines.append('Environment Info')
lines.append(' EnvVars')
for k in sorted(os.environ.keys()):
lines.append(' %s: %s' % (k, os.environ[k]))
lines.append(' SysPath')
for p in sys.path:
lines.append(' ' + p)
return lines
开发者ID:AdricEpic,项目名称:practicalmayapython,代码行数:28,代码来源:excepthandling.py
示例13: setWipFolder
def setWipFolder(self):
currentScene = pm.sceneName()
if currentScene:
projectPath,fileName = os.path.split(currentScene)
wipFolder = ''
try:
wipFolder = pm.fileDialog2(dir=projectPath,ds=2,fm=3,okc='Select Folder')[0]
except:
pm.warning('No folder was selected')
if wipFolder:
self.wipFolderEdit.setText(wipFolder)
self.wipFolderPath = wipFolder
self.bdPopulateFiles()
else:
projectPath = pm.workspace.path
charactersFolder = os.path.abspath(os.path.join(projectPath,'scenes','characters'))
path = ''
try:
path = pm.fileDialog2(dir=charactersFolder,ds=2,fm=3,okc='Select Folder')[0]
except:
pm.warning('No folder was selected')
if path:
self.wipFolderEdit.setText(path)
self.wipFolderPath = path
self.bdPopulateFiles()
开发者ID:Mortaciunea,项目名称:bdScripts,代码行数:26,代码来源:animToolUI.py
示例14: setImageName
def setImageName(self):
self.renderGlobalsNode.basePath.set(pm.workspace.path)
try:
self.renderGlobalsNode.imagePath.set(pm.workspace.path + pm.workspace.fileRules['images'])
except:
self.renderGlobalsNode.imagePath.set(pm.workspace.path + 'images')
sceneName = ".".join(pm.sceneName().basename().split(".")[:-1])
# get rid of the number extension which is created by maya if we start a batchrendering from the UI
numberPart = sceneName.split("__")[-1]
try:
number = int(numberPart)
if number > 999:
sceneName = sceneName.replace("__" + numberPart, "")
except:
pass
imageName = sceneName
prefix = pm.SCENE.defaultRenderGlobals.imageFilePrefix.get()
if prefix:
if len(prefix) > 0:
settings = pm.api.MCommonRenderSettingsData()
pm.api.MRenderUtil.getCommonRenderSettings(settings)
cams = [cam for cam in pm.ls(type='camera') if cam.renderable.get()]
if len(cams) < 1:
log.error("No renderable camera.")
prefix = ""
prefix = prefix.replace("<Camera>", cams[0].name())
prefix = prefix.replace("<Scene>", sceneName)
imageName = prefix
self.renderGlobalsNode.imageName.set(imageName)
开发者ID:dictoon,项目名称:appleseed-maya,代码行数:32,代码来源:renderer.py
示例15: playblastCurrent
def playblastCurrent(self):
playblastFormat = self.animFormatComboBox.currentText()
print playblastFormat
qtPlayblastMelCmd = 'playblast -format qt -sequenceTime 0 -clearCache 1 -viewer 1 -showOrnaments 1 -fp 4 -percent 100 -compression "H.264" -quality 100 -widthHeight 1280 720;';
xvidPlayblastMelCmd = 'playblast -format avi -sequenceTime 0 -clearCache 1 -viewer 1 -showOrnaments 1 -fp 4 -percent 100 -compression "XVID" -quality 100 -widthHeight 1280 720;';
uncommpresedPlayblastMelCmd = 'playblast -format avi -sequenceTime 0 -clearCache 1 -viewer 1 -showOrnaments 1 -fp 4 -percent 100 -compression "none" -quality 100 -widthHeight 1280 720;';
tempFile = ''
if playblastFormat == 'mov':
tempFile = pm.mel.eval(qtPlayblastMelCmd)
elif playblastFormat == 'avi':
tempFile = pm.mel.eval(xvidPlayblastMelCmd)
elif playblastFormat == 'uncompressed':
tempFile = pm.mel.eval(uncommpresedPlayblastMelCmd)
if os.path.isfile(tempFile):
path,fileName = os.path.split(pm.sceneName())
extension = '.mov'
if playblastFormat == 'avi' or playblastFormat == 'uncompressed':
extension = '.avi'
movFile = fileName.split('.')[0] + extension
try:
shutil.copy2(tempFile, os.path.join(path,movFile))
except:
pm.error("Coulnd't copy the temp blast")
self.updatePlayblastStatus(fileName)
开发者ID:Mortaciunea,项目名称:bdScripts,代码行数:26,代码来源:animToolUI.py
示例16: _get_shotgun_fields_from_file_name_
def _get_shotgun_fields_from_file_name_():
import sgtk
libUtilities.pyLog.info('Getting info from Shotgun')
path = pm.sceneName()
tk = sgtk.sgtk_from_path(path)
template_obj = tk.template_from_path(path)
fields = template_obj.get_fields(path)
return template_obj, fields, tk
开发者ID:mds-dev,项目名称:mds_repository,代码行数:8,代码来源:MDSShotgun.py
示例17: bdGetMapping
def bdGetMapping():
animScene = pm.sceneName()
fileName = animScene.split('/')[-1]
shadowAnimFile = animScene.replace(fileName,'') + 'shadowAnim/tsm2_to_rsmg.map'
if os.path.isfile(shadowAnimFile):
f = open(shadowAnimFile,'r')
mapping = f.read().split(' ')
f.close()
return mapping
开发者ID:Mortaciunea,项目名称:bdScripts,代码行数:9,代码来源:bdShadowRig.py
示例18: setRelativeReferences
def setRelativeReferences():
"""
Changes unresolved paths of references to relative paths.
"""
scene_path = pm.sceneName().parent
for ref_node in pm.listReferences():
rel_path = scene_path.relpathto( ref_node.path.realpath() )
if ref_node.unresolvedPath() != rel_path:
ref_node.load( rel_path )
print "// set relative (%s)" % rel_path
开发者ID:kinetifex,项目名称:maya-kinetifex,代码行数:11,代码来源:scene.py
示例19: getWipFolder
def getWipFolder(self):
currentSceneName = pm.sceneName()
if 'wip' in currentSceneName:
path,sceneName = os.path.split(currentSceneName)
self.wipFolderEdit.setText(path)
self.wipFolderPath = path
self.bdPopulateFiles()
else:
projectPath = pm.workspace.name
charactersFolder = os.path.join(projectPath,'scenes','characters')
self.wipFolderEdit.setText(charactersFolder)
开发者ID:Mortaciunea,项目名称:bdScripts,代码行数:11,代码来源:bdAnimationTool.py
示例20: _getExportPaths
def _getExportPaths(self, node, subdir, ext):
# get export path
mf = MayaFile(pm.sceneName())
exportDir = mf.package.subdirPath(subdir)
exportName = '{0}_{1}{2}'.format(mf.baseName, node.nodeName(), ext)
exportPath = cleanJoin(exportDir, exportName)
# get export history path
exportHistoryDir = mf.package.subdirPath('{0}/history'.format(subdir))
exportHistoryBasePath = cleanJoin(exportHistoryDir, exportName)
historyVersion = versions.getLatestVersion(exportHistoryBasePath) + 1
exportHistoryPath = versions.setVersion(exportHistoryBasePath, historyVersion)
return exportPath, exportHistoryPath
开发者ID:etic,项目名称:mayabox,代码行数:12,代码来源:core.py
注:本文中的pymel.core.sceneName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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