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Export all skeletal meshes from a Maya scene using object sets
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| import os | |
| import maya.cmds as cmds | |
| import pymel.core as pm | |
| import pulse | |
| def exportSKSets(sourceScenePath, destDir): | |
| """ | |
| Export all SK_* sets from the given scene, unparenting all members | |
| and deleting any SK_*_DEL nodes first. | |
| """ | |
| allSets = pm.ls(type='objectSet') | |
| skSets = [s for s in allSets if s.name().startswith( | |
| "SK_") and not s.name().endswith("_DEL")] | |
| # track the sets by name, since we will need to re-open the source file repeatedly | |
| skSetNames = [s.name() for s in skSets] | |
| for skSetName in skSetNames: | |
| # cleanly re-open the file... | |
| pm.openFile(sourceScenePath, force=True) | |
| # get the set | |
| skSet = pm.PyNode(skSetName) | |
| setMembers = pm.sets(skSet, q=True) | |
| if not setMembers: | |
| pm.warning("Nothing to export from set: %s" % skSetName) | |
| continue | |
| rig = pulse.core.rigs.get_rig_from_node(setMembers[0]) | |
| if rig: | |
| # break bake node connections | |
| bake_nodes = pulse.core.rigs.Rig(rig).get_bake_nodes() | |
| for node in bake_nodes: | |
| node.t.setLocked(False) | |
| node.r.setLocked(False) | |
| node.s.setLocked(False) | |
| node.sh.setLocked(False) | |
| node.t.disconnect() | |
| node.r.disconnect() | |
| node.s.disconnect() | |
| node.sh.disconnect() | |
| # delete the 'ctls' core hierarchy from the rig | |
| ctls = pulse.core.rigs.Rig(rig).get_core_hierarchy_node('ctls') | |
| if ctls: | |
| pm.delete(ctls) | |
| # look for a _DEL set and delete its members | |
| try: | |
| skDelSet = pm.PyNode(skSetName + '_DEL') | |
| except: | |
| skDelSet = None | |
| delSetMembers = pm.sets(skDelSet, q=True) if skDelSet else [] | |
| top_nodes = pulse.nodes.get_parent_nodes(setMembers) | |
| for top_node in top_nodes: | |
| top_node.setParent(None) | |
| pm.delete(delSetMembers) | |
| destFilePath = os.path.join(destDir, skSetName + '.fbx') | |
| exportFBX(destFilePath, setMembers) | |
| # re-open the file again to finish in a clean state | |
| pm.openFile(sourceScenePath, force=True) | |
| def exportFBX(destFilePath, nodes): | |
| if not nodes: | |
| return | |
| pm.select(nodes) | |
| pm.mel.FBXResetExport() | |
| # core | |
| pm.mel.eval('FBXProperty "Export|AdvOptGrp|AxisConvGrp|UpAxis" -v "Z"') | |
| pm.mel.eval('FBXProperty "Export|IncludeGrp|InputConnectionsGrp|IncludeChildren" -v 0') | |
| # meshes | |
| pm.mel.eval('FBXProperty "Export|IncludeGrp|Geometry|SmoothingGroups" -v 1') | |
| pm.mel.eval('FBXProperty "Export|IncludeGrp|Geometry|expHardEdges" -v 0') | |
| pm.mel.eval('FBXProperty "Export|IncludeGrp|Geometry|TangentsandBinormals" -v 1') | |
| pm.mel.eval('FBXProperty "Export|IncludeGrp|Geometry|SmoothMesh" -v 1') | |
| # animation | |
| pm.mel.eval('FBXProperty "Export|IncludeGrp|Animation" -v 0') | |
| pm.mel.eval('FBXProperty "Export|IncludeGrp|Animation|BakeComplexAnimation" -v 1') | |
| pm.mel.eval('FBXProperty "Export|AdvOptGrp|Collada|FrameRate" -v 30') | |
| #export | |
| pm.mel.FBXExport(f=destFilePath, s=True) | |
| def exportSKSetsForCurrentScene(): | |
| sceneName = pm.sceneName() | |
| if not sceneName: | |
| raise ValueError("Current scene is not saved") | |
| sourceScenePath = str(sceneName).replace('\\', '/') | |
| workIndex = sourceScenePath.find('/work/') | |
| destDir = sourceScenePath[:workIndex] + '/publish/unreal' | |
| exportSKSets(sourceScenePath, destDir) | |
| exportSKSetsForCurrentScene() |
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