ayon-core/pype/hosts/maya/lib.py
2020-11-03 10:56:53 +01:00

2635 lines
83 KiB
Python

"""Standalone helper functions"""
import re
import os
import uuid
import math
import bson
import json
import logging
import contextlib
from collections import OrderedDict, defaultdict
from math import ceil
from maya import cmds, mel
import maya.api.OpenMaya as om
from avalon import api, maya, io, pipeline
from avalon.vendor.six import string_types
import avalon.maya.lib
import avalon.maya.interactive
from pype import lib
log = logging.getLogger(__name__)
ATTRIBUTE_DICT = {"int": {"attributeType": "long"},
"str": {"dataType": "string"},
"unicode": {"dataType": "string"},
"float": {"attributeType": "double"},
"bool": {"attributeType": "bool"}}
SHAPE_ATTRS = {"castsShadows",
"receiveShadows",
"motionBlur",
"primaryVisibility",
"smoothShading",
"visibleInReflections",
"visibleInRefractions",
"doubleSided",
"opposite"}
RENDER_ATTRS = {"vray": {
"node": "vraySettings",
"prefix": "fileNamePrefix",
"padding": "fileNamePadding",
"ext": "imageFormatStr"
},
"default": {
"node": "defaultRenderGlobals",
"prefix": "imageFilePrefix",
"padding": "extensionPadding"
}
}
DEFAULT_MATRIX = [1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0]
# The maya alembic export types
_alembic_options = {
"startFrame": float,
"endFrame": float,
"frameRange": str, # "start end"; overrides startFrame & endFrame
"eulerFilter": bool,
"frameRelativeSample": float,
"noNormals": bool,
"renderableOnly": bool,
"step": float,
"stripNamespaces": bool,
"uvWrite": bool,
"wholeFrameGeo": bool,
"worldSpace": bool,
"writeVisibility": bool,
"writeColorSets": bool,
"writeFaceSets": bool,
"writeCreases": bool, # Maya 2015 Ext1+
"writeUVSets": bool, # Maya 2017+
"dataFormat": str,
"root": (list, tuple),
"attr": (list, tuple),
"attrPrefix": (list, tuple),
"userAttr": (list, tuple),
"melPerFrameCallback": str,
"melPostJobCallback": str,
"pythonPerFrameCallback": str,
"pythonPostJobCallback": str,
"selection": bool
}
INT_FPS = {15, 24, 25, 30, 48, 50, 60, 44100, 48000}
FLOAT_FPS = {23.98, 23.976, 29.97, 47.952, 59.94}
def _get_mel_global(name):
"""Return the value of a mel global variable"""
return mel.eval("$%s = $%s;" % (name, name))
def matrix_equals(a, b, tolerance=1e-10):
"""
Compares two matrices with an imperfection tolerance
Args:
a (list, tuple): the matrix to check
b (list, tuple): the matrix to check against
tolerance (float): the precision of the differences
Returns:
bool : True or False
"""
if not all(abs(x - y) < tolerance for x, y in zip(a, b)):
return False
return True
def float_round(num, places=0, direction=ceil):
return direction(num * (10**places)) / float(10**places)
def unique(name):
assert isinstance(name, string_types), "`name` must be string"
while cmds.objExists(name):
matches = re.findall(r"\d+$", name)
if matches:
match = matches[-1]
name = name.rstrip(match)
number = int(match) + 1
else:
number = 1
name = name + str(number)
return name
def uv_from_element(element):
"""Return the UV coordinate of given 'element'
Supports components, meshes, nurbs.
"""
supported = ["mesh", "nurbsSurface"]
uv = [0.5, 0.5]
if "." not in element:
type = cmds.nodeType(element)
if type == "transform":
geometry_shape = cmds.listRelatives(element, shapes=True)
if len(geometry_shape) >= 1:
geometry_shape = geometry_shape[0]
else:
return
elif type in supported:
geometry_shape = element
else:
cmds.error("Could not do what you wanted..")
return
else:
# If it is indeed a component - get the current Mesh
try:
parent = element.split(".", 1)[0]
# Maya is funny in that when the transform of the shape
# of the component elemen has children, the name returned
# by that elementection is the shape. Otherwise, it is
# the transform. So lets see what type we're dealing with here.
if cmds.nodeType(parent) in supported:
geometry_shape = parent
else:
geometry_shape = cmds.listRelatives(parent, shapes=1)[0]
if not geometry_shape:
cmds.error("Skipping %s: Could not find shape." % element)
return
if len(cmds.ls(geometry_shape)) > 1:
cmds.warning("Multiple shapes with identical "
"names found. This might not work")
except TypeError as e:
cmds.warning("Skipping %s: Didn't find a shape "
"for component elementection. %s" % (element, e))
return
try:
type = cmds.nodeType(geometry_shape)
if type == "nurbsSurface":
# If a surfacePoint is elementected on a nurbs surface
root, u, v = element.rsplit("[", 2)
uv = [float(u[:-1]), float(v[:-1])]
if type == "mesh":
# -----------
# Average the U and V values
# ===========
uvs = cmds.polyListComponentConversion(element, toUV=1)
if not uvs:
cmds.warning("Couldn't derive any UV's from "
"component, reverting to default U and V")
raise TypeError
# Flatten list of Uv's as sometimes it returns
# neighbors like this [2:3] instead of [2], [3]
flattened = []
for uv in uvs:
flattened.extend(cmds.ls(uv, flatten=True))
uvs = flattened
sumU = 0
sumV = 0
for uv in uvs:
try:
u, v = cmds.polyEditUV(uv, query=True)
except Exception:
cmds.warning("Couldn't find any UV coordinated, "
"reverting to default U and V")
raise TypeError
sumU += u
sumV += v
averagedU = sumU / len(uvs)
averagedV = sumV / len(uvs)
uv = [averagedU, averagedV]
except TypeError:
pass
return uv
def shape_from_element(element):
"""Return shape of given 'element'
Supports components, meshes, and surfaces
"""
try:
# Get either shape or transform, based on element-type
node = cmds.ls(element, objectsOnly=True)[0]
except Exception:
cmds.warning("Could not find node in %s" % element)
return None
if cmds.nodeType(node) == 'transform':
try:
return cmds.listRelatives(node, shapes=True)[0]
except Exception:
cmds.warning("Could not find shape in %s" % element)
return None
else:
return node
def collect_animation_data():
"""Get the basic animation data
Returns:
OrderedDict
"""
# get scene values as defaults
start = cmds.playbackOptions(query=True, animationStartTime=True)
end = cmds.playbackOptions(query=True, animationEndTime=True)
fps = mel.eval('currentTimeUnitToFPS()')
# build attributes
data = OrderedDict()
data["frameStart"] = start
data["frameEnd"] = end
data["handles"] = 0
data["step"] = 1.0
data["fps"] = fps
return data
@contextlib.contextmanager
def attribute_values(attr_values):
"""Remaps node attributes to values during context.
Arguments:
attr_values (dict): Dictionary with (attr, value)
"""
# NOTE(antirotor): this didn't work for some reason for Yeti attributes
# original = [(attr, cmds.getAttr(attr)) for attr in attr_values]
original = []
for attr in attr_values:
type = cmds.getAttr(attr, type=True)
value = cmds.getAttr(attr)
original.append((attr, str(value) if type == "string" else value))
try:
for attr, value in attr_values.items():
if isinstance(value, string_types):
cmds.setAttr(attr, value, type="string")
else:
cmds.setAttr(attr, value)
yield
finally:
for attr, value in original:
if isinstance(value, string_types):
cmds.setAttr(attr, value, type="string")
else:
cmds.setAttr(attr, value)
@contextlib.contextmanager
def keytangent_default(in_tangent_type='auto',
out_tangent_type='auto'):
"""Set the default keyTangent for new keys during this context"""
original_itt = cmds.keyTangent(query=True, g=True, itt=True)[0]
original_ott = cmds.keyTangent(query=True, g=True, ott=True)[0]
cmds.keyTangent(g=True, itt=in_tangent_type)
cmds.keyTangent(g=True, ott=out_tangent_type)
try:
yield
finally:
cmds.keyTangent(g=True, itt=original_itt)
cmds.keyTangent(g=True, ott=original_ott)
@contextlib.contextmanager
def undo_chunk():
"""Open a undo chunk during context."""
try:
cmds.undoInfo(openChunk=True)
yield
finally:
cmds.undoInfo(closeChunk=True)
@contextlib.contextmanager
def evaluation(mode="off"):
"""Set the evaluation manager during context.
Arguments:
mode (str): The mode to apply during context.
"off": The standard DG evaluation (stable)
"serial": A serial DG evaluation
"parallel": The Maya 2016+ parallel evaluation
"""
original = cmds.evaluationManager(query=True, mode=1)[0]
try:
cmds.evaluationManager(mode=mode)
yield
finally:
cmds.evaluationManager(mode=original)
@contextlib.contextmanager
def no_refresh():
"""Temporarily disables Maya's UI updates
Note:
This only disabled the main pane and will sometimes still
trigger updates in torn off panels.
"""
pane = _get_mel_global('gMainPane')
state = cmds.paneLayout(pane, query=True, manage=True)
cmds.paneLayout(pane, edit=True, manage=False)
try:
yield
finally:
cmds.paneLayout(pane, edit=True, manage=state)
@contextlib.contextmanager
def empty_sets(sets, force=False):
"""Remove all members of the sets during the context"""
assert isinstance(sets, (list, tuple))
original = dict()
original_connections = []
# Store original state
for obj_set in sets:
members = cmds.sets(obj_set, query=True)
original[obj_set] = members
try:
for obj_set in sets:
cmds.sets(clear=obj_set)
if force:
# Break all connections if force is enabled, this way we
# prevent Maya from exporting any reference nodes which are
# connected with placeHolder[x] attributes
plug = "%s.dagSetMembers" % obj_set
connections = cmds.listConnections(plug,
source=True,
destination=False,
plugs=True,
connections=True) or []
original_connections.extend(connections)
for dest, src in lib.pairwise(connections):
cmds.disconnectAttr(src, dest)
yield
finally:
for dest, src in lib.pairwise(original_connections):
cmds.connectAttr(src, dest)
# Restore original members
for origin_set, members in original.iteritems():
cmds.sets(members, forceElement=origin_set)
@contextlib.contextmanager
def renderlayer(layer):
"""Set the renderlayer during the context
Arguments:
layer (str): Name of layer to switch to.
"""
original = cmds.editRenderLayerGlobals(query=True,
currentRenderLayer=True)
try:
cmds.editRenderLayerGlobals(currentRenderLayer=layer)
yield
finally:
cmds.editRenderLayerGlobals(currentRenderLayer=original)
class delete_after(object):
"""Context Manager that will delete collected nodes after exit.
This allows to ensure the nodes added to the context are deleted
afterwards. This is useful if you want to ensure nodes are deleted
even if an error is raised.
Examples:
with delete_after() as delete_bin:
cube = maya.cmds.polyCube()
delete_bin.extend(cube)
# cube exists
# cube deleted
"""
def __init__(self, nodes=None):
self._nodes = list()
if nodes:
self.extend(nodes)
def append(self, node):
self._nodes.append(node)
def extend(self, nodes):
self._nodes.extend(nodes)
def __iter__(self):
return iter(self._nodes)
def __enter__(self):
return self
def __exit__(self, type, value, traceback):
if self._nodes:
cmds.delete(self._nodes)
def get_renderer(layer):
with renderlayer(layer):
return cmds.getAttr("defaultRenderGlobals.currentRenderer")
def get_current_renderlayer():
return cmds.editRenderLayerGlobals(query=True, currentRenderLayer=True)
@contextlib.contextmanager
def no_undo(flush=False):
"""Disable the undo queue during the context
Arguments:
flush (bool): When True the undo queue will be emptied when returning
from the context losing all undo history. Defaults to False.
"""
original = cmds.undoInfo(query=True, state=True)
keyword = 'state' if flush else 'stateWithoutFlush'
try:
cmds.undoInfo(**{keyword: False})
yield
finally:
cmds.undoInfo(**{keyword: original})
def get_shader_assignments_from_shapes(shapes, components=True):
"""Return the shape assignment per related shading engines.
Returns a dictionary where the keys are shadingGroups and the values are
lists of assigned shapes or shape-components.
Since `maya.cmds.sets` returns shader members on the shapes as components
on the transform we correct that in this method too.
For the 'shapes' this will return a dictionary like:
{
"shadingEngineX": ["nodeX", "nodeY"],
"shadingEngineY": ["nodeA", "nodeB"]
}
Args:
shapes (list): The shapes to collect the assignments for.
components (bool): Whether to include the component assignments.
Returns:
dict: The {shadingEngine: shapes} relationships
"""
shapes = cmds.ls(shapes,
long=True,
shapes=True,
objectsOnly=True)
if not shapes:
return {}
# Collect shading engines and their shapes
assignments = defaultdict(list)
for shape in shapes:
# Get unique shading groups for the shape
shading_groups = cmds.listConnections(shape,
source=False,
destination=True,
plugs=False,
connections=False,
type="shadingEngine") or []
shading_groups = list(set(shading_groups))
for shading_group in shading_groups:
assignments[shading_group].append(shape)
if components:
# Note: Components returned from maya.cmds.sets are "listed" as if
# being assigned to the transform like: pCube1.f[0] as opposed
# to pCubeShape1.f[0] so we correct that here too.
# Build a mapping from parent to shapes to include in lookup.
transforms = {shape.rsplit("|", 1)[0]: shape for shape in shapes}
lookup = set(shapes + transforms.keys())
component_assignments = defaultdict(list)
for shading_group in assignments.keys():
members = cmds.ls(cmds.sets(shading_group, query=True), long=True)
for member in members:
node = member.split(".", 1)[0]
if node not in lookup:
continue
# Component
if "." in member:
# Fix transform to shape as shaders are assigned to shapes
if node in transforms:
shape = transforms[node]
component = member.split(".", 1)[1]
member = "{0}.{1}".format(shape, component)
component_assignments[shading_group].append(member)
assignments = component_assignments
return dict(assignments)
@contextlib.contextmanager
def shader(nodes, shadingEngine="initialShadingGroup"):
"""Assign a shader to nodes during the context"""
shapes = cmds.ls(nodes, dag=1, objectsOnly=1, shapes=1, long=1)
original = get_shader_assignments_from_shapes(shapes)
try:
# Assign override shader
if shapes:
cmds.sets(shapes, edit=True, forceElement=shadingEngine)
yield
finally:
# Assign original shaders
for sg, members in original.items():
if members:
cmds.sets(members, edit=True, forceElement=sg)
@contextlib.contextmanager
def displaySmoothness(nodes,
divisionsU=0,
divisionsV=0,
pointsWire=4,
pointsShaded=1,
polygonObject=1):
"""Set the displaySmoothness during the context"""
# Ensure only non-intermediate shapes
nodes = cmds.ls(nodes,
dag=1,
shapes=1,
long=1,
noIntermediate=True)
def parse(node):
"""Parse the current state of a node"""
state = {}
for key in ["divisionsU",
"divisionsV",
"pointsWire",
"pointsShaded",
"polygonObject"]:
value = cmds.displaySmoothness(node, query=1, **{key: True})
if value is not None:
state[key] = value[0]
return state
originals = dict((node, parse(node)) for node in nodes)
try:
# Apply current state
cmds.displaySmoothness(nodes,
divisionsU=divisionsU,
divisionsV=divisionsV,
pointsWire=pointsWire,
pointsShaded=pointsShaded,
polygonObject=polygonObject)
yield
finally:
# Revert state
for node, state in originals.iteritems():
if state:
cmds.displaySmoothness(node, **state)
@contextlib.contextmanager
def no_display_layers(nodes):
"""Ensure nodes are not in a displayLayer during context.
Arguments:
nodes (list): The nodes to remove from any display layer.
"""
# Ensure long names
nodes = cmds.ls(nodes, long=True)
# Get the original state
lookup = set(nodes)
original = {}
for layer in cmds.ls(type='displayLayer'):
# Skip default layer
if layer == "defaultLayer":
continue
members = cmds.editDisplayLayerMembers(layer,
query=True,
fullNames=True)
if not members:
continue
members = set(members)
included = lookup.intersection(members)
if included:
original[layer] = list(included)
try:
# Add all nodes to default layer
cmds.editDisplayLayerMembers("defaultLayer", nodes, noRecurse=True)
yield
finally:
# Restore original members
for layer, members in original.iteritems():
cmds.editDisplayLayerMembers(layer, members, noRecurse=True)
@contextlib.contextmanager
def namespaced(namespace, new=True):
"""Work inside namespace during context
Args:
new (bool): When enabled this will rename the namespace to a unique
namespace if the input namespace already exists.
Yields:
str: The namespace that is used during the context
"""
original = cmds.namespaceInfo(cur=True)
if new:
namespace = avalon.maya.lib.unique_namespace(namespace)
cmds.namespace(add=namespace)
try:
cmds.namespace(set=namespace)
yield namespace
finally:
cmds.namespace(set=original)
def polyConstraint(components, *args, **kwargs):
"""Return the list of *components* with the constraints applied.
A wrapper around Maya's `polySelectConstraint` to retrieve its results as
a list without altering selections. For a list of possible constraints
see `maya.cmds.polySelectConstraint` documentation.
Arguments:
components (list): List of components of polygon meshes
Returns:
list: The list of components filtered by the given constraints.
"""
kwargs.pop('mode', None)
with no_undo(flush=False):
with maya.maintained_selection():
# Apply constraint using mode=2 (current and next) so
# it applies to the selection made before it; because just
# a `maya.cmds.select()` call will not trigger the constraint.
with reset_polySelectConstraint():
cmds.select(components, r=1, noExpand=True)
cmds.polySelectConstraint(*args, mode=2, **kwargs)
result = cmds.ls(selection=True)
cmds.select(clear=True)
return result
@contextlib.contextmanager
def reset_polySelectConstraint(reset=True):
"""Context during which the given polyConstraint settings are disabled.
The original settings are restored after the context.
"""
original = cmds.polySelectConstraint(query=True, stateString=True)
try:
if reset:
# Ensure command is available in mel
# This can happen when running standalone
if not mel.eval("exists resetPolySelectConstraint"):
mel.eval("source polygonConstraint")
# Reset all parameters
mel.eval("resetPolySelectConstraint;")
cmds.polySelectConstraint(disable=True)
yield
finally:
mel.eval(original)
def is_visible(node,
displayLayer=True,
intermediateObject=True,
parentHidden=True,
visibility=True):
"""Is `node` visible?
Returns whether a node is hidden by one of the following methods:
- The node exists (always checked)
- The node must be a dagNode (always checked)
- The node's visibility is off.
- The node is set as intermediate Object.
- The node is in a disabled displayLayer.
- Whether any of its parent nodes is hidden.
Roughly based on: http://ewertb.soundlinker.com/mel/mel.098.php
Returns:
bool: Whether the node is visible in the scene
"""
# Only existing objects can be visible
if not cmds.objExists(node):
return False
# Only dagNodes can be visible
if not cmds.objectType(node, isAType='dagNode'):
return False
if visibility:
if not cmds.getAttr('{0}.visibility'.format(node)):
return False
if intermediateObject and cmds.objectType(node, isAType='shape'):
if cmds.getAttr('{0}.intermediateObject'.format(node)):
return False
if displayLayer:
# Display layers set overrideEnabled and overrideVisibility on members
if cmds.attributeQuery('overrideEnabled', node=node, exists=True):
override_enabled = cmds.getAttr('{}.overrideEnabled'.format(node))
override_visibility = cmds.getAttr('{}.overrideVisibility'.format(
node))
if override_enabled and override_visibility:
return False
if parentHidden:
parents = cmds.listRelatives(node, parent=True, fullPath=True)
if parents:
parent = parents[0]
if not is_visible(parent,
displayLayer=displayLayer,
intermediateObject=False,
parentHidden=parentHidden,
visibility=visibility):
return False
return True
def extract_alembic(file,
startFrame=None,
endFrame=None,
selection=True,
uvWrite=True,
eulerFilter=True,
dataFormat="ogawa",
verbose=False,
**kwargs):
"""Extract a single Alembic Cache.
This extracts an Alembic cache using the `-selection` flag to minimize
the extracted content to solely what was Collected into the instance.
Arguments:
startFrame (float): Start frame of output. Ignored if `frameRange`
provided.
endFrame (float): End frame of output. Ignored if `frameRange`
provided.
frameRange (tuple or str): Two-tuple with start and end frame or a
string formatted as: "startFrame endFrame". This argument
overrides `startFrame` and `endFrame` arguments.
dataFormat (str): The data format to use for the cache,
defaults to "ogawa"
verbose (bool): When on, outputs frame number information to the
Script Editor or output window during extraction.
noNormals (bool): When on, normal data from the original polygon
objects is not included in the exported Alembic cache file.
renderableOnly (bool): When on, any non-renderable nodes or hierarchy,
such as hidden objects, are not included in the Alembic file.
Defaults to False.
stripNamespaces (bool): When on, any namespaces associated with the
exported objects are removed from the Alembic file. For example, an
object with the namespace taco:foo:bar appears as bar in the
Alembic file.
uvWrite (bool): When on, UV data from polygon meshes and subdivision
objects are written to the Alembic file. Only the current UV map is
included.
worldSpace (bool): When on, the top node in the node hierarchy is
stored as world space. By default, these nodes are stored as local
space. Defaults to False.
eulerFilter (bool): When on, X, Y, and Z rotation data is filtered with
an Euler filter. Euler filtering helps resolve irregularities in
rotations especially if X, Y, and Z rotations exceed 360 degrees.
Defaults to True.
"""
# Ensure alembic exporter is loaded
cmds.loadPlugin('AbcExport', quiet=True)
# Alembic Exporter requires forward slashes
file = file.replace('\\', '/')
# Pass the start and end frame on as `frameRange` so that it
# never conflicts with that argument
if "frameRange" not in kwargs:
# Fallback to maya timeline if no start or end frame provided.
if startFrame is None:
startFrame = cmds.playbackOptions(query=True,
animationStartTime=True)
if endFrame is None:
endFrame = cmds.playbackOptions(query=True,
animationEndTime=True)
# Ensure valid types are converted to frame range
assert isinstance(startFrame, _alembic_options["startFrame"])
assert isinstance(endFrame, _alembic_options["endFrame"])
kwargs["frameRange"] = "{0} {1}".format(startFrame, endFrame)
else:
# Allow conversion from tuple for `frameRange`
frame_range = kwargs["frameRange"]
if isinstance(frame_range, (list, tuple)):
assert len(frame_range) == 2
kwargs["frameRange"] = "{0} {1}".format(frame_range[0],
frame_range[1])
# Assemble options
options = {
"selection": selection,
"uvWrite": uvWrite,
"eulerFilter": eulerFilter,
"dataFormat": dataFormat
}
options.update(kwargs)
# Validate options
for key, value in options.copy().items():
# Discard unknown options
if key not in _alembic_options:
log.warning("extract_alembic() does not support option '%s'. "
"Flag will be ignored..", key)
options.pop(key)
continue
# Validate value type
valid_types = _alembic_options[key]
if not isinstance(value, valid_types):
raise TypeError("Alembic option unsupported type: "
"{0} (expected {1})".format(value, valid_types))
# Ignore empty values, like an empty string, since they mess up how
# job arguments are built
if isinstance(value, (list, tuple)):
value = [x for x in value if x.strip()]
# Ignore option completely if no values remaining
if not value:
options.pop(key)
continue
options[key] = value
# The `writeCreases` argument was changed to `autoSubd` in Maya 2018+
maya_version = int(cmds.about(version=True))
if maya_version >= 2018:
options['autoSubd'] = options.pop('writeCreases', False)
# Format the job string from options
job_args = list()
for key, value in options.items():
if isinstance(value, (list, tuple)):
for entry in value:
job_args.append("-{} {}".format(key, entry))
elif isinstance(value, bool):
# Add only when state is set to True
if value:
job_args.append("-{0}".format(key))
else:
job_args.append("-{0} {1}".format(key, value))
job_str = " ".join(job_args)
job_str += ' -file "%s"' % file
# Ensure output directory exists
parent_dir = os.path.dirname(file)
if not os.path.exists(parent_dir):
os.makedirs(parent_dir)
if verbose:
log.debug("Preparing Alembic export with options: %s",
json.dumps(options, indent=4))
log.debug("Extracting Alembic with job arguments: %s", job_str)
# Perform extraction
print("Alembic Job Arguments : {}".format(job_str))
# Disable the parallel evaluation temporarily to ensure no buggy
# exports are made. (PLN-31)
# TODO: Make sure this actually fixes the issues
with evaluation("off"):
cmds.AbcExport(j=job_str, verbose=verbose)
if verbose:
log.debug("Extracted Alembic to: %s", file)
return file
def maya_temp_folder():
scene_dir = os.path.dirname(cmds.file(query=True, sceneName=True))
tmp_dir = os.path.abspath(os.path.join(scene_dir, "..", "tmp"))
if not os.path.isdir(tmp_dir):
os.makedirs(tmp_dir)
return tmp_dir
# region ID
def get_id_required_nodes(referenced_nodes=False, nodes=None):
"""Filter out any node which are locked (reference) or readOnly
Args:
referenced_nodes (bool): set True to filter out reference nodes
nodes (list, Optional): nodes to consider
Returns:
nodes (set): list of filtered nodes
"""
lookup = None
if nodes is None:
# Consider all nodes
nodes = cmds.ls()
else:
# Build a lookup for the only allowed nodes in output based
# on `nodes` input of the function (+ ensure long names)
lookup = set(cmds.ls(nodes, long=True))
def _node_type_exists(node_type):
try:
cmds.nodeType(node_type, isTypeName=True)
return True
except RuntimeError:
return False
# `readOnly` flag is obsolete as of Maya 2016 therefore we explicitly
# remove default nodes and reference nodes
camera_shapes = ["frontShape", "sideShape", "topShape", "perspShape"]
ignore = set()
if not referenced_nodes:
ignore |= set(cmds.ls(long=True, referencedNodes=True))
# list all defaultNodes to filter out from the rest
ignore |= set(cmds.ls(long=True, defaultNodes=True))
ignore |= set(cmds.ls(camera_shapes, long=True))
# Remove Turtle from the result of `cmds.ls` if Turtle is loaded
# TODO: This should be a less specific check for a single plug-in.
if _node_type_exists("ilrBakeLayer"):
ignore |= set(cmds.ls(type="ilrBakeLayer", long=True))
# Establish set of nodes types to include
types = ["objectSet", "file", "mesh", "nurbsCurve", "nurbsSurface"]
# Check if plugin nodes are available for Maya by checking if the plugin
# is loaded
if cmds.pluginInfo("pgYetiMaya", query=True, loaded=True):
types.append("pgYetiMaya")
# We *always* ignore intermediate shapes, so we filter them out directly
nodes = cmds.ls(nodes, type=types, long=True, noIntermediate=True)
# The items which need to pass the id to their parent
# Add the collected transform to the nodes
dag = cmds.ls(nodes, type="dagNode", long=True) # query only dag nodes
transforms = cmds.listRelatives(dag,
parent=True,
fullPath=True) or []
nodes = set(nodes)
nodes |= set(transforms)
nodes -= ignore # Remove the ignored nodes
if not nodes:
return nodes
# Ensure only nodes from the input `nodes` are returned when a
# filter was applied on function call because we also iterated
# to parents and alike
if lookup is not None:
nodes &= lookup
# Avoid locked nodes
nodes_list = list(nodes)
locked = cmds.lockNode(nodes_list, query=True, lock=True)
for node, lock in zip(nodes_list, locked):
if lock:
log.warning("Skipping locked node: %s" % node)
nodes.remove(node)
return nodes
def get_id(node):
"""
Get the `cbId` attribute of the given node
Args:
node (str): the name of the node to retrieve the attribute from
Returns:
str
"""
if node is None:
return
sel = om.MSelectionList()
sel.add(node)
api_node = sel.getDependNode(0)
fn = om.MFnDependencyNode(api_node)
if not fn.hasAttribute("cbId"):
return
try:
return fn.findPlug("cbId", False).asString()
except RuntimeError:
log.warning("Failed to retrieve cbId on %s", node)
return
def generate_ids(nodes, asset_id=None):
"""Returns new unique ids for the given nodes.
Note: This does not assign the new ids, it only generates the values.
To assign new ids using this method:
>>> nodes = ["a", "b", "c"]
>>> for node, id in generate_ids(nodes):
>>> set_id(node, id)
To also override any existing values (and assign regenerated ids):
>>> nodes = ["a", "b", "c"]
>>> for node, id in generate_ids(nodes):
>>> set_id(node, id, overwrite=True)
Args:
nodes (list): List of nodes.
asset_id (str or bson.ObjectId): The database id for the *asset* to
generate for. When None provided the current asset in the
active session is used.
Returns:
list: A list of (node, id) tuples.
"""
if asset_id is None:
# Get the asset ID from the database for the asset of current context
asset_data = io.find_one({"type": "asset",
"name": api.Session["AVALON_ASSET"]},
projection={"_id": True})
assert asset_data, "No current asset found in Session"
asset_id = asset_data['_id']
node_ids = []
for node in nodes:
_, uid = str(uuid.uuid4()).rsplit("-", 1)
unique_id = "{}:{}".format(asset_id, uid)
node_ids.append((node, unique_id))
return node_ids
def set_id(node, unique_id, overwrite=False):
"""Add cbId to `node` unless one already exists.
Args:
node (str): the node to add the "cbId" on
unique_id (str): The unique node id to assign.
This should be generated by `generate_ids`.
overwrite (bool, optional): When True overrides the current value even
if `node` already has an id. Defaults to False.
Returns:
None
"""
exists = cmds.attributeQuery("cbId", node=node, exists=True)
# Add the attribute if it does not exist yet
if not exists:
cmds.addAttr(node, longName="cbId", dataType="string")
# Set the value
if not exists or overwrite:
attr = "{0}.cbId".format(node)
cmds.setAttr(attr, unique_id, type="string")
def remove_id(node):
"""Remove the id attribute from the input node.
Args:
node (str): The node name
Returns:
bool: Whether an id attribute was deleted
"""
if cmds.attributeQuery("cbId", node=node, exists=True):
cmds.deleteAttr("{}.cbId".format(node))
return True
return False
# endregion ID
def get_reference_node(path):
"""
Get the reference node when the path is found being used in a reference
Args:
path (str): the file path to check
Returns:
node (str): name of the reference node in question
"""
try:
node = cmds.file(path, query=True, referenceNode=True)
except RuntimeError:
log.debug('File is not referenced : "{}"'.format(path))
return
reference_path = cmds.referenceQuery(path, filename=True)
if os.path.normpath(path) == os.path.normpath(reference_path):
return node
def set_attribute(attribute, value, node):
"""Adjust attributes based on the value from the attribute data
If an attribute does not exists on the target it will be added with
the dataType being controlled by the value type.
Args:
attribute (str): name of the attribute to change
value: the value to change to attribute to
node (str): name of the node
Returns:
None
"""
value_type = type(value).__name__
kwargs = ATTRIBUTE_DICT[value_type]
if not cmds.attributeQuery(attribute, node=node, exists=True):
log.debug("Creating attribute '{}' on "
"'{}'".format(attribute, node))
cmds.addAttr(node, longName=attribute, **kwargs)
node_attr = "{}.{}".format(node, attribute)
if "dataType" in kwargs:
attr_type = kwargs["dataType"]
cmds.setAttr(node_attr, value, type=attr_type)
else:
cmds.setAttr(node_attr, value)
def apply_attributes(attributes, nodes_by_id):
"""Alter the attributes to match the state when publishing
Apply attribute settings from the publish to the node in the scene based
on the UUID which is stored in the cbId attribute.
Args:
attributes (list): list of dictionaries
nodes_by_id (dict): collection of nodes based on UUID
{uuid: [node, node]}
"""
for attr_data in attributes:
nodes = nodes_by_id[attr_data["uuid"]]
attr_value = attr_data["attributes"]
for node in nodes:
for attr, value in attr_value.items():
set_attribute(attr, value, node)
# region LOOKDEV
def list_looks(asset_id):
"""Return all look subsets for the given asset
This assumes all look subsets start with "look*" in their names.
"""
# # get all subsets with look leading in
# the name associated with the asset
subset = io.find({"parent": bson.ObjectId(asset_id),
"type": "subset",
"name": {"$regex": "look*"}})
return list(subset)
def assign_look_by_version(nodes, version_id):
"""Assign nodes a specific published look version by id.
This assumes the nodes correspond with the asset.
Args:
nodes(list): nodes to assign look to
version_id (bson.ObjectId): database id of the version
Returns:
None
"""
# Get representations of shader file and relationships
look_representation = io.find_one({"type": "representation",
"parent": version_id,
"name": "ma"})
json_representation = io.find_one({"type": "representation",
"parent": version_id,
"name": "json"})
# See if representation is already loaded, if so reuse it.
host = api.registered_host()
representation_id = str(look_representation['_id'])
for container in host.ls():
if (container['loader'] == "LookLoader" and
container['representation'] == representation_id):
log.info("Reusing loaded look ..")
container_node = container['objectName']
break
else:
log.info("Using look for the first time ..")
# Load file
loaders = api.loaders_from_representation(api.discover(api.Loader),
representation_id)
Loader = next((i for i in loaders if i.__name__ == "LookLoader"), None)
if Loader is None:
raise RuntimeError("Could not find LookLoader, this is a bug")
# Reference the look file
with maya.maintained_selection():
container_node = pipeline.load(Loader, look_representation)
# Get container members
shader_nodes = cmds.sets(container_node, query=True)
# Load relationships
shader_relation = api.get_representation_path(json_representation)
with open(shader_relation, "r") as f:
relationships = json.load(f)
# Assign relationships
apply_shaders(relationships, shader_nodes, nodes)
def assign_look(nodes, subset="lookDefault"):
"""Assigns a look to a node.
Optimizes the nodes by grouping by asset id and finding
related subset by name.
Args:
nodes (list): all nodes to assign the look to
subset (str): name of the subset to find
"""
# Group all nodes per asset id
grouped = defaultdict(list)
for node in nodes:
pype_id = get_id(node)
if not pype_id:
continue
parts = pype_id.split(":", 1)
grouped[parts[0]].append(node)
for asset_id, asset_nodes in grouped.items():
# create objectId for database
try:
asset_id = bson.ObjectId(asset_id)
except bson.errors.InvalidId:
log.warning("Asset ID is not compatible with bson")
continue
subset_data = io.find_one({"type": "subset",
"name": subset,
"parent": asset_id})
if not subset_data:
log.warning("No subset '{}' found for {}".format(subset, asset_id))
continue
# get last version
# with backwards compatibility
version = io.find_one({"parent": subset_data['_id'],
"type": "version",
"data.families":
{"$in": ["look"]}
},
sort=[("name", -1)],
projection={"_id": True, "name": True})
log.debug("Assigning look '{}' <v{:03d}>".format(subset,
version["name"]))
assign_look_by_version(asset_nodes, version['_id'])
def apply_shaders(relationships, shadernodes, nodes):
"""Link shadingEngine to the right nodes based on relationship data
Relationship data is constructed of a collection of `sets` and `attributes`
`sets` corresponds with the shaderEngines found in the lookdev.
Each set has the keys `name`, `members` and `uuid`, the `members`
hold a collection of node information `name` and `uuid`.
Args:
relationships (dict): relationship data
shadernodes (list): list of nodes of the shading objectSets (includes
VRayObjectProperties and shadingEngines)
nodes (list): list of nodes to apply shader to
Returns:
None
"""
attributes = relationships.get("attributes", [])
shader_data = relationships.get("relationships", {})
shading_engines = cmds.ls(shadernodes, type="objectSet", long=True)
assert shading_engines, "Error in retrieving objectSets from reference"
# region compute lookup
nodes_by_id = defaultdict(list)
for node in nodes:
nodes_by_id[get_id(node)].append(node)
shading_engines_by_id = defaultdict(list)
for shad in shading_engines:
shading_engines_by_id[get_id(shad)].append(shad)
# endregion
# region assign shading engines and other sets
for data in shader_data.values():
# collect all unique IDs of the set members
shader_uuid = data["uuid"]
member_uuids = [member["uuid"] for member in data["members"]]
filtered_nodes = list()
for m_uuid in member_uuids:
filtered_nodes.extend(nodes_by_id[m_uuid])
id_shading_engines = shading_engines_by_id[shader_uuid]
if not id_shading_engines:
log.error("No shader found with cbId "
"'{}'".format(shader_uuid))
continue
elif len(id_shading_engines) > 1:
log.error("Skipping shader assignment. "
"More than one shader found with cbId "
"'{}'. (found: {})".format(shader_uuid,
id_shading_engines))
continue
if not filtered_nodes:
log.warning("No nodes found for shading engine "
"'{0}'".format(id_shading_engines[0]))
continue
cmds.sets(filtered_nodes, forceElement=id_shading_engines[0])
# endregion
apply_attributes(attributes, nodes_by_id)
# endregion LOOKDEV
def get_isolate_view_sets():
"""Return isolate view sets of all modelPanels.
Returns:
list: all sets related to isolate view
"""
view_sets = set()
for panel in cmds.getPanel(type="modelPanel") or []:
view_set = cmds.modelEditor(panel, query=True, viewObjects=True)
if view_set:
view_sets.add(view_set)
return view_sets
def get_related_sets(node):
"""Return objectSets that are relationships for a look for `node`.
Filters out based on:
- id attribute is NOT `pyblish.avalon.container`
- shapes and deformer shapes (alembic creates meshShapeDeformed)
- set name ends with any from a predefined list
- set in not in viewport set (isolate selected for example)
Args:
node (str): name of the current node to check
Returns:
list: The related sets
"""
# Ignore specific suffices
ignore_suffices = ["out_SET", "controls_SET", "_INST", "_CON"]
# Default nodes to ignore
defaults = {"defaultLightSet", "defaultObjectSet"}
# Ids to ignore
ignored = {"pyblish.avalon.instance", "pyblish.avalon.container"}
view_sets = get_isolate_view_sets()
sets = cmds.listSets(object=node, extendToShape=False)
if not sets:
return []
# Fix 'no object matches name' errors on nodes returned by listSets.
# In rare cases it can happen that a node is added to an internal maya
# set inaccessible by maya commands, for example check some nodes
# returned by `cmds.listSets(allSets=True)`
sets = cmds.ls(sets)
# Ignore `avalon.container`
sets = [s for s in sets if
not cmds.attributeQuery("id", node=s, exists=True) or
not cmds.getAttr("%s.id" % s) in ignored]
# Exclude deformer sets (`type=2` for `maya.cmds.listSets`)
deformer_sets = cmds.listSets(object=node,
extendToShape=False,
type=2) or []
deformer_sets = set(deformer_sets) # optimize lookup
sets = [s for s in sets if s not in deformer_sets]
# Ignore when the set has a specific suffix
sets = [s for s in sets if not any(s.endswith(x) for x in ignore_suffices)]
# Ignore viewport filter view sets (from isolate select and
# viewports)
sets = [s for s in sets if s not in view_sets]
sets = [s for s in sets if s not in defaults]
return sets
def get_container_transforms(container, members=None, root=False):
"""Retrieve the root node of the container content
When a container is created through a Loader the content
of the file will be grouped under a transform. The name of the root
transform is stored in the container information
Args:
container (dict): the container
members (list): optional and convenience argument
root (bool): return highest node in hierachy if True
Returns:
root (list / str):
"""
if not members:
members = cmds.sets(container["objectName"], query=True)
results = cmds.ls(members, type="transform", long=True)
if root:
root = get_highest_in_hierarchy(results)
if root:
results = root[0]
return results
def get_highest_in_hierarchy(nodes):
"""Return highest nodes in the hierarchy that are in the `nodes` list.
The "highest in hierarchy" are the nodes closest to world: top-most level.
Args:
nodes (list): The nodes in which find the highest in hierarchies.
Returns:
list: The highest nodes from the input nodes.
"""
# Ensure we use long names
nodes = cmds.ls(nodes, long=True)
lookup = set(nodes)
highest = []
for node in nodes:
# If no parents are within the nodes input list
# then this is a highest node
if not any(n in lookup for n in iter_parents(node)):
highest.append(node)
return highest
def iter_parents(node):
"""Iter parents of node from its long name.
Note: The `node` *must* be the long node name.
Args:
node (str): Node long name.
Yields:
str: All parent node names (long names)
"""
while True:
split = node.rsplit("|", 1)
if len(split) == 1:
return
node = split[0]
yield node
def remove_other_uv_sets(mesh):
"""Remove all other UV sets than the current UV set.
Keep only current UV set and ensure it's the renamed to default 'map1'.
"""
uvSets = cmds.polyUVSet(mesh, query=True, allUVSets=True)
current = cmds.polyUVSet(mesh, query=True, currentUVSet=True)[0]
# Copy over to map1
if current != 'map1':
cmds.polyUVSet(mesh, uvSet=current, newUVSet='map1', copy=True)
cmds.polyUVSet(mesh, currentUVSet=True, uvSet='map1')
current = 'map1'
# Delete all non-current UV sets
deleteUVSets = [uvSet for uvSet in uvSets if uvSet != current]
uvSet = None
# Maya Bug (tested in 2015/2016):
# In some cases the API's MFnMesh will report less UV sets than
# maya.cmds.polyUVSet. This seems to happen when the deletion of UV sets
# has not triggered a cleanup of the UVSet array attribute on the mesh
# node. It will still have extra entries in the attribute, though it will
# not show up in API or UI. Nevertheless it does show up in
# maya.cmds.polyUVSet. To ensure we clean up the array we'll force delete
# the extra remaining 'indices' that we don't want.
# TODO: Implement a better fix
# The best way to fix would be to get the UVSet indices from api with
# MFnMesh (to ensure we keep correct ones) and then only force delete the
# other entries in the array attribute on the node. But for now we're
# deleting all entries except first one. Note that the first entry could
# never be removed (the default 'map1' always exists and is supposed to
# be undeletable.)
try:
for uvSet in deleteUVSets:
cmds.polyUVSet(mesh, delete=True, uvSet=uvSet)
except RuntimeError as exc:
log.warning('Error uvSet: %s - %s', uvSet, exc)
indices = cmds.getAttr('{0}.uvSet'.format(mesh),
multiIndices=True)
if not indices:
log.warning("No uv set found indices for: %s", mesh)
return
# Delete from end to avoid shifting indices
# and remove the indices in the attribute
indices = reversed(indices[1:])
for i in indices:
attr = '{0}.uvSet[{1}]'.format(mesh, i)
cmds.removeMultiInstance(attr, b=True)
def get_id_from_history(node):
"""Return first node id in the history chain that matches this node.
The nodes in history must be of the exact same node type and must be
parented under the same parent.
Args:
node (str): node to retrieve the
Returns:
str or None: The id from the node in history or None when no id found
on any valid nodes in the history.
"""
def _get_parent(node):
"""Return full path name for parent of node"""
return cmds.listRelatives(node, parent=True, fullPath=True)
node = cmds.ls(node, long=True)[0]
# Find all similar nodes in history
history = cmds.listHistory(node)
node_type = cmds.nodeType(node)
similar_nodes = cmds.ls(history, exactType=node_type, long=True)
# Exclude itself
similar_nodes = [x for x in similar_nodes if x != node]
# The node *must be* under the same parent
parent = _get_parent(node)
similar_nodes = [i for i in similar_nodes if _get_parent(i) == parent]
# Check all of the remaining similar nodes and take the first one
# with an id and assume it's the original.
for similar_node in similar_nodes:
_id = get_id(similar_node)
if _id:
return _id
# Project settings
def set_scene_fps(fps, update=True):
"""Set FPS from project configuration
Args:
fps (int, float): desired FPS
update(bool): toggle update animation, default is True
Returns:
None
"""
fps_mapping = {'15': 'game',
'24': 'film',
'25': 'pal',
'30': 'ntsc',
'48': 'show',
'50': 'palf',
'60': 'ntscf',
'23.98': '23.976fps',
'23.976': '23.976fps',
'29.97': '29.97fps',
'47.952': '47.952fps',
'47.95': '47.952fps',
'59.94': '59.94fps',
'44100': '44100fps',
'48000': '48000fps'}
# pull from mapping
# this should convert float string to float and int to int
# so 25.0 is converted to 25, but 23.98 will be still float.
dec, ipart = math.modf(fps)
if dec == 0.0:
fps = int(ipart)
unit = fps_mapping.get(str(fps), None)
if unit is None:
raise ValueError("Unsupported FPS value: `%s`" % fps)
# Get time slider current state
start_frame = cmds.playbackOptions(query=True, minTime=True)
end_frame = cmds.playbackOptions(query=True, maxTime=True)
# Get animation data
animation_start = cmds.playbackOptions(query=True, animationStartTime=True)
animation_end = cmds.playbackOptions(query=True, animationEndTime=True)
current_frame = cmds.currentTime(query=True)
log.info("Setting scene FPS to: '{}'".format(unit))
cmds.currentUnit(time=unit, updateAnimation=update)
# Set time slider data back to previous state
cmds.playbackOptions(edit=True, minTime=start_frame)
cmds.playbackOptions(edit=True, maxTime=end_frame)
# Set animation data
cmds.playbackOptions(edit=True, animationStartTime=animation_start)
cmds.playbackOptions(edit=True, animationEndTime=animation_end)
cmds.currentTime(current_frame, edit=True, update=True)
# Force file stated to 'modified'
cmds.file(modified=True)
def set_scene_resolution(width, height):
"""Set the render resolution
Args:
width(int): value of the width
height(int): value of the height
Returns:
None
"""
control_node = "defaultResolution"
current_renderer = cmds.getAttr("defaultRenderGlobals.currentRenderer")
# Give VRay a helping hand as it is slightly different from the rest
if current_renderer == "vray":
vray_node = "vraySettings"
if cmds.objExists(vray_node):
control_node = vray_node
else:
log.error("Can't set VRay resolution because there is no node "
"named: `%s`" % vray_node)
log.info("Setting scene resolution to: %s x %s" % (width, height))
cmds.setAttr("%s.width" % control_node, width)
cmds.setAttr("%s.height" % control_node, height)
def set_context_settings():
"""Apply the project settings from the project definition
Settings can be overwritten by an asset if the asset.data contains
any information regarding those settings.
Examples of settings:
fps
resolution
renderer
Returns:
None
"""
# Todo (Wijnand): apply renderer and resolution of project
project_doc = io.find_one({"type": "project"})
project_data = project_doc["data"]
asset_data = lib.get_asset()["data"]
# Set project fps
fps = asset_data.get("fps", project_data.get("fps", 25))
api.Session["AVALON_FPS"] = fps
set_scene_fps(fps)
# Set project resolution
width_key = "resolutionWidth"
height_key = "resolutionHeight"
width = asset_data.get(width_key, project_data.get(width_key, 1920))
height = asset_data.get(height_key, project_data.get(height_key, 1080))
set_scene_resolution(width, height)
# Set frame range.
avalon.maya.interactive.reset_frame_range()
# Valid FPS
def validate_fps():
"""Validate current scene FPS and show pop-up when it is incorrect
Returns:
bool
"""
fps = lib.get_asset()["data"]["fps"]
# TODO(antirotor): This is hack as for framerates having multiple
# decimal places. FTrack is ceiling decimal values on
# fps to two decimal places but Maya 2019+ is reporting those fps
# with much higher resolution. As we currently cannot fix Ftrack
# rounding, we have to round those numbers coming from Maya.
current_fps = float_round(mel.eval('currentTimeUnitToFPS()'), 2)
if current_fps != fps:
from avalon.vendor.Qt import QtWidgets
from ...widgets import popup
# Find maya main window
top_level_widgets = {w.objectName(): w for w in
QtWidgets.QApplication.topLevelWidgets()}
parent = top_level_widgets.get("MayaWindow", None)
if parent is None:
pass
else:
dialog = popup.Popup2(parent=parent)
dialog.setModal(True)
dialog.setWindowTitle("Maya scene not in line with project")
dialog.setMessage("The FPS is out of sync, please fix")
# Set new text for button (add optional argument for the popup?)
toggle = dialog.widgets["toggle"]
update = toggle.isChecked()
dialog.on_show.connect(lambda: set_scene_fps(fps, update))
dialog.show()
return False
return True
def bake(nodes,
frame_range=None,
step=1.0,
simulation=True,
preserve_outside_keys=False,
disable_implicit_control=True,
shape=True):
"""Bake the given nodes over the time range.
This will bake all attributes of the node, including custom attributes.
Args:
nodes (list): Names of transform nodes, eg. camera, light.
frame_range (list): frame range with start and end frame.
or if None then takes timeSliderRange
simulation (bool): Whether to perform a full simulation of the
attributes over time.
preserve_outside_keys (bool): Keep keys that are outside of the baked
range.
disable_implicit_control (bool): When True will disable any
constraints to the object.
shape (bool): When True also bake attributes on the children shapes.
step (float): The step size to sample by.
Returns:
None
"""
# Parse inputs
if not nodes:
return
assert isinstance(nodes, (list, tuple)), "Nodes must be a list or tuple"
# If frame range is None fall back to time slider playback time range
if frame_range is None:
frame_range = [cmds.playbackOptions(query=True, minTime=True),
cmds.playbackOptions(query=True, maxTime=True)]
# If frame range is single frame bake one frame more,
# otherwise maya.cmds.bakeResults gets confused
if frame_range[1] == frame_range[0]:
frame_range[1] += 1
# Bake it
with keytangent_default(in_tangent_type='auto',
out_tangent_type='auto'):
cmds.bakeResults(nodes,
simulation=simulation,
preserveOutsideKeys=preserve_outside_keys,
disableImplicitControl=disable_implicit_control,
shape=shape,
sampleBy=step,
time=(frame_range[0], frame_range[1]))
def bake_to_world_space(nodes,
frame_range=None,
simulation=True,
preserve_outside_keys=False,
disable_implicit_control=True,
shape=True,
step=1.0):
"""Bake the nodes to world space transformation (incl. other attributes)
Bakes the transforms to world space (while maintaining all its animated
attributes and settings) by duplicating the node. Then parents it to world
and constrains to the original.
Other attributes are also baked by connecting all attributes directly.
Baking is then done using Maya's bakeResults command.
See `bake` for the argument documentation.
Returns:
list: The newly created and baked node names.
"""
def _get_attrs(node):
"""Workaround for buggy shape attribute listing with listAttr"""
attrs = cmds.listAttr(node,
write=True,
scalar=True,
settable=True,
connectable=True,
keyable=True,
shortNames=True) or []
valid_attrs = []
for attr in attrs:
node_attr = '{0}.{1}'.format(node, attr)
# Sometimes Maya returns 'non-existent' attributes for shapes
# so we filter those out
if not cmds.attributeQuery(attr, node=node, exists=True):
continue
# We only need those that have a connection, just to be safe
# that it's actually keyable/connectable anyway.
if cmds.connectionInfo(node_attr,
isDestination=True):
valid_attrs.append(attr)
return valid_attrs
transform_attrs = set(["t", "r", "s",
"tx", "ty", "tz",
"rx", "ry", "rz",
"sx", "sy", "sz"])
world_space_nodes = []
with delete_after() as delete_bin:
# Create the duplicate nodes that are in world-space connected to
# the originals
for node in nodes:
# Duplicate the node
short_name = node.rsplit("|", 1)[-1]
new_name = "{0}_baked".format(short_name)
new_node = cmds.duplicate(node,
name=new_name,
renameChildren=True)[0]
# Connect all attributes on the node except for transform
# attributes
attrs = _get_attrs(node)
attrs = set(attrs) - transform_attrs if attrs else []
for attr in attrs:
orig_node_attr = '{0}.{1}'.format(node, attr)
new_node_attr = '{0}.{1}'.format(new_node, attr)
# unlock to avoid connection errors
cmds.setAttr(new_node_attr, lock=False)
cmds.connectAttr(orig_node_attr,
new_node_attr,
force=True)
# If shapes are also baked then connect those keyable attributes
if shape:
children_shapes = cmds.listRelatives(new_node,
children=True,
fullPath=True,
shapes=True)
if children_shapes:
orig_children_shapes = cmds.listRelatives(node,
children=True,
fullPath=True,
shapes=True)
for orig_shape, new_shape in zip(orig_children_shapes,
children_shapes):
attrs = _get_attrs(orig_shape)
for attr in attrs:
orig_node_attr = '{0}.{1}'.format(orig_shape, attr)
new_node_attr = '{0}.{1}'.format(new_shape, attr)
# unlock to avoid connection errors
cmds.setAttr(new_node_attr, lock=False)
cmds.connectAttr(orig_node_attr,
new_node_attr,
force=True)
# Parent to world
if cmds.listRelatives(new_node, parent=True):
new_node = cmds.parent(new_node, world=True)[0]
# Unlock transform attributes so constraint can be created
for attr in transform_attrs:
cmds.setAttr('{0}.{1}'.format(new_node, attr), lock=False)
# Constraints
delete_bin.extend(cmds.parentConstraint(node, new_node, mo=False))
delete_bin.extend(cmds.scaleConstraint(node, new_node, mo=False))
world_space_nodes.append(new_node)
bake(world_space_nodes,
frame_range=frame_range,
step=step,
simulation=simulation,
preserve_outside_keys=preserve_outside_keys,
disable_implicit_control=disable_implicit_control,
shape=shape)
return world_space_nodes
def load_capture_preset(path=None, data=None):
import capture_gui
import capture
if data:
preset = data
else:
path = path
preset = capture_gui.lib.load_json(path)
print(preset)
options = dict()
# CODEC
id = 'Codec'
for key in preset[id]:
options[str(key)] = preset[id][key]
# GENERIC
id = 'Generic'
for key in preset[id]:
if key.startswith('isolate'):
pass
# options['isolate'] = preset[id][key]
else:
options[str(key)] = preset[id][key]
# RESOLUTION
id = 'Resolution'
options['height'] = preset[id]['height']
options['width'] = preset[id]['width']
# DISPLAY OPTIONS
id = 'Display Options'
disp_options = {}
for key in preset['Display Options']:
if key.startswith('background'):
disp_options[key] = preset['Display Options'][key]
else:
disp_options['displayGradient'] = True
options['display_options'] = disp_options
# VIEWPORT OPTIONS
temp_options = {}
id = 'Renderer'
for key in preset[id]:
temp_options[str(key)] = preset[id][key]
temp_options2 = {}
id = 'Viewport Options'
light_options = {
0: "default",
1: 'all',
2: 'selected',
3: 'flat',
4: 'nolights'}
for key in preset[id]:
if key == 'high_quality':
if preset[id][key] == True:
temp_options2['multiSampleEnable'] = True
temp_options2['multiSampleCount'] = 4
temp_options2['textureMaxResolution'] = 1024
temp_options2['enableTextureMaxRes'] = True
temp_options2['textureMaxResMode'] = 1
else:
temp_options2['multiSampleEnable'] = False
temp_options2['multiSampleCount'] = 4
temp_options2['textureMaxResolution'] = 512
temp_options2['enableTextureMaxRes'] = True
temp_options2['textureMaxResMode'] = 0
if key == 'ssaoEnable':
if preset[id][key] == True:
temp_options2['ssaoEnable'] = True
else:
temp_options2['ssaoEnable'] = False
if key == 'alphaCut':
temp_options2['transparencyAlgorithm'] = 5
temp_options2['transparencyQuality'] = 1
if key == 'headsUpDisplay':
temp_options['headsUpDisplay'] = True
if key == 'displayLights':
temp_options[str(key)] = light_options[preset[id][key]]
else:
temp_options[str(key)] = preset[id][key]
for key in ['override_viewport_options',
'high_quality',
'alphaCut',
'gpuCacheDisplayFilter']:
temp_options.pop(key, None)
for key in ['ssaoEnable']:
temp_options.pop(key, None)
options['viewport_options'] = temp_options
options['viewport2_options'] = temp_options2
# use active sound track
scene = capture.parse_active_scene()
options['sound'] = scene['sound']
cam_options = dict()
cam_options['overscan'] = 1.0
cam_options['displayFieldChart'] = False
cam_options['displayFilmGate'] = False
cam_options['displayFilmOrigin'] = False
cam_options['displayFilmPivot'] = False
cam_options['displayGateMask'] = False
cam_options['displayResolution'] = False
cam_options['displaySafeAction'] = False
cam_options['displaySafeTitle'] = False
# options['display_options'] = temp_options
return options
def get_attr_in_layer(attr, layer):
"""Return attribute value in specified renderlayer.
Same as cmds.getAttr but this gets the attribute's value in a
given render layer without having to switch to it.
Warning for parent attribute overrides:
Attributes that have render layer overrides to their parent attribute
are not captured correctly since they do not have a direct connection.
For example, an override to sphere.rotate when querying sphere.rotateX
will not return correctly!
Note: This is much faster for Maya's renderLayer system, yet the code
does no optimized query for render setup.
Args:
attr (str): attribute name, ex. "node.attribute"
layer (str): layer name
Returns:
The return value from `maya.cmds.getAttr`
"""
try:
if cmds.mayaHasRenderSetup():
log.debug("lib.get_attr_in_layer is not "
"optimized for render setup")
with renderlayer(layer):
return cmds.getAttr(attr)
except AttributeError:
pass
# Ignore complex query if we're in the layer anyway
current_layer = cmds.editRenderLayerGlobals(query=True,
currentRenderLayer=True)
if layer == current_layer:
return cmds.getAttr(attr)
connections = cmds.listConnections(attr,
plugs=True,
source=False,
destination=True,
type="renderLayer") or []
connections = filter(lambda x: x.endswith(".plug"), connections)
if not connections:
return cmds.getAttr(attr)
# Some value types perform a conversion when assigning
# TODO: See if there's a maya method to allow this conversion
# instead of computing it ourselves.
attr_type = cmds.getAttr(attr, type=True)
conversion = None
if attr_type == "time":
conversion = mel.eval('currentTimeUnitToFPS()') # returns float
elif attr_type == "doubleAngle":
# Radians to Degrees: 180 / pi
# TODO: This will likely only be correct when Maya units are set
# to degrees
conversion = 57.2957795131
elif attr_type == "doubleLinear":
raise NotImplementedError("doubleLinear conversion not implemented.")
for connection in connections:
if connection.startswith(layer + "."):
attr_split = connection.split(".")
if attr_split[0] == layer:
attr = ".".join(attr_split[0:-1])
value = cmds.getAttr("%s.value" % attr)
if conversion:
value *= conversion
return value
else:
# When connections are present, but none
# to the specific renderlayer than the layer
# should have the "defaultRenderLayer"'s value
layer = "defaultRenderLayer"
for connection in connections:
if connection.startswith(layer):
attr_split = connection.split(".")
if attr_split[0] == "defaultRenderLayer":
attr = ".".join(attr_split[0:-1])
value = cmds.getAttr("%s.value" % attr)
if conversion:
value *= conversion
return value
return cmds.getAttr(attr)
def fix_incompatible_containers():
"""Return whether the current scene has any outdated content"""
host = avalon.api.registered_host()
for container in host.ls():
loader = container['loader']
print(container['loader'])
if loader in ["MayaAsciiLoader",
"AbcLoader",
"ModelLoader",
"CameraLoader",
"RigLoader",
"FBXLoader"]:
cmds.setAttr(container["objectName"] + ".loader",
"ReferenceLoader", type="string")
def _null(*args):
pass
class shelf():
'''A simple class to build shelves in maya. Since the build method is empty,
it should be extended by the derived class to build the necessary shelf
elements. By default it creates an empty shelf called "customShelf".'''
###########################################################################
'''This is an example shelf.'''
# class customShelf(_shelf):
# def build(self):
# self.addButon(label="button1")
# self.addButon("button2")
# self.addButon("popup")
# p = cmds.popupMenu(b=1)
# self.addMenuItem(p, "popupMenuItem1")
# self.addMenuItem(p, "popupMenuItem2")
# sub = self.addSubMenu(p, "subMenuLevel1")
# self.addMenuItem(sub, "subMenuLevel1Item1")
# sub2 = self.addSubMenu(sub, "subMenuLevel2")
# self.addMenuItem(sub2, "subMenuLevel2Item1")
# self.addMenuItem(sub2, "subMenuLevel2Item2")
# self.addMenuItem(sub, "subMenuLevel1Item2")
# self.addMenuItem(p, "popupMenuItem3")
# self.addButon("button3")
# customShelf()
###########################################################################
def __init__(self, name="customShelf", iconPath="", preset={}):
self.name = name
self.iconPath = iconPath
self.labelBackground = (0, 0, 0, 0)
self.labelColour = (.9, .9, .9)
self.preset = preset
self._cleanOldShelf()
cmds.setParent(self.name)
self.build()
def build(self):
'''This method should be overwritten in derived classes to actually
build the shelf elements. Otherwise, nothing is added to the shelf.'''
for item in self.preset['items']:
if not item.get('command'):
item['command'] = self._null
if item['type'] == 'button':
self.addButon(item['name'],
command=item['command'],
icon=item['icon'])
if item['type'] == 'menuItem':
self.addMenuItem(item['parent'],
item['name'],
command=item['command'],
icon=item['icon'])
if item['type'] == 'subMenu':
self.addMenuItem(item['parent'],
item['name'],
command=item['command'],
icon=item['icon'])
def addButon(self, label, icon="commandButton.png",
command=_null, doubleCommand=_null):
'''
Adds a shelf button with the specified label, command,
double click command and image.
'''
cmds.setParent(self.name)
if icon:
icon = os.path.join(self.iconPath, icon)
print(icon)
cmds.shelfButton(width=37, height=37, image=icon, label=label,
command=command, dcc=doubleCommand,
imageOverlayLabel=label, olb=self.labelBackground,
olc=self.labelColour)
def addMenuItem(self, parent, label, command=_null, icon=""):
'''
Adds a shelf button with the specified label, command,
double click command and image.
'''
if icon:
icon = os.path.join(self.iconPath, icon)
print(icon)
return cmds.menuItem(p=parent, label=label, c=command, i="")
def addSubMenu(self, parent, label, icon=None):
'''
Adds a sub menu item with the specified label and icon to
the specified parent popup menu.
'''
if icon:
icon = os.path.join(self.iconPath, icon)
print(icon)
return cmds.menuItem(p=parent, label=label, i=icon, subMenu=1)
def _cleanOldShelf(self):
'''
Checks if the shelf exists and empties it if it does
or creates it if it does not.
'''
if cmds.shelfLayout(self.name, ex=1):
if cmds.shelfLayout(self.name, q=1, ca=1):
for each in cmds.shelfLayout(self.name, q=1, ca=1):
cmds.deleteUI(each)
else:
cmds.shelfLayout(self.name, p="ShelfLayout")
def _get_render_instance():
objectset = cmds.ls("*.id", long=True, type="objectSet",
recursive=True, objectsOnly=True)
for objset in objectset:
if not cmds.attributeQuery("id", node=objset, exists=True):
continue
id_attr = "{}.id".format(objset)
if cmds.getAttr(id_attr) != "pyblish.avalon.instance":
continue
has_family = cmds.attributeQuery("family",
node=objset,
exists=True)
if not has_family:
continue
if cmds.getAttr("{}.family".format(objset)) == 'rendering':
return objset
return None
renderItemObserverList = []
class RenderSetupListObserver:
def listItemAdded(self, item):
print("--- adding ...")
self._add_render_layer(item)
def listItemRemoved(self, item):
print("--- removing ...")
self._remove_render_layer(item.name())
def _add_render_layer(self, item):
render_set = _get_render_instance()
layer_name = item.name()
if not render_set:
return
members = cmds.sets(render_set, query=True) or []
if not "LAYER_{}".format(layer_name) in members:
print(" - creating set for {}".format(layer_name))
set = cmds.sets(n="LAYER_{}".format(layer_name), empty=True)
cmds.sets(set, forceElement=render_set)
rio = RenderSetupItemObserver(item)
print("- adding observer for {}".format(item.name()))
item.addItemObserver(rio.itemChanged)
renderItemObserverList.append(rio)
def _remove_render_layer(self, layer_name):
render_set = _get_render_instance()
if not render_set:
return
members = cmds.sets(render_set, query=True)
if "LAYER_{}".format(layer_name) in members:
print(" - removing set for {}".format(layer_name))
cmds.delete("LAYER_{}".format(layer_name))
class RenderSetupItemObserver():
def __init__(self, item):
self.item = item
self.original_name = item.name()
def itemChanged(self, *args, **kwargs):
if self.item.name() == self.original_name:
return
render_set = _get_render_instance()
if not render_set:
return
members = cmds.sets(render_set, query=True)
if "LAYER_{}".format(self.original_name) in members:
print(" <> renaming {} to {}".format(self.original_name,
self.item.name()))
cmds.rename("LAYER_{}".format(self.original_name),
"LAYER_{}".format(self.item.name()))
self.original_name = self.item.name()
renderListObserver = RenderSetupListObserver()
def add_render_layer_change_observer():
import maya.app.renderSetup.model.renderSetup as renderSetup
rs = renderSetup.instance()
render_set = _get_render_instance()
if not render_set:
return
members = cmds.sets(render_set, query=True)
layers = rs.getRenderLayers()
for layer in layers:
if "LAYER_{}".format(layer.name()) in members:
rio = RenderSetupItemObserver(layer)
print("- adding observer for {}".format(layer.name()))
layer.addItemObserver(rio.itemChanged)
renderItemObserverList.append(rio)
def add_render_layer_observer():
import maya.app.renderSetup.model.renderSetup as renderSetup
print("> adding renderSetup observer ...")
rs = renderSetup.instance()
rs.addListObserver(renderListObserver)
pass
def remove_render_layer_observer():
import maya.app.renderSetup.model.renderSetup as renderSetup
print("< removing renderSetup observer ...")
rs = renderSetup.instance()
try:
rs.removeListObserver(renderListObserver)
except ValueError:
# no observer set yet
pass
def update_content_on_context_change():
"""
This will update scene content to match new asset on context change
"""
scene_sets = cmds.listSets(allSets=True)
new_asset = api.Session["AVALON_ASSET"]
new_data = lib.get_asset()["data"]
for s in scene_sets:
try:
if cmds.getAttr("{}.id".format(s)) == "pyblish.avalon.instance":
attr = cmds.listAttr(s)
print(s)
if "asset" in attr:
print(" - setting asset to: [ {} ]".format(new_asset))
cmds.setAttr("{}.asset".format(s),
new_asset, type="string")
if "frameStart" in attr:
cmds.setAttr("{}.frameStart".format(s),
new_data["frameStart"])
if "frameEnd" in attr:
cmds.setAttr("{}.frameEnd".format(s),
new_data["frameEnd"],)
except ValueError:
pass
def show_message(title, msg):
from avalon.vendor.Qt import QtWidgets
from ...widgets import message_window
# Find maya main window
top_level_widgets = {w.objectName(): w for w in
QtWidgets.QApplication.topLevelWidgets()}
parent = top_level_widgets.get("MayaWindow", None)
if parent is None:
pass
else:
message_window.message(title=title, message=msg, parent=parent)