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r""" | |
Module contains methods for setting up Dot Product relationships and vectorProduct nodes in Autodesk Maya. | |
Future features: | |
Cross Product implementation. | |
""" | |
import pymel.core as py | |
def create_dot_relationship(**kwargs): |
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def my_method( objects = [], dh = True, freeze = ( None, None, None ) ): | |
if not objects: | |
# Get selected objects | |
pass | |
if dh: | |
# Delete history | |
pass | |
if freeze == True: |
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import pymel.core | |
SKIN_CLUSTER_NAME = 'skinCluster1' # <-- Replace with 'name_of_my_skincluster' but keep the quotes! | |
# Get the skin cluster from the shape node | |
skin_cluster = pymel.core.PyNode(SKIN_CLUSTER_NAME) | |
# Get the objects associated with that skincluster (mostly bones) | |
influence_list = skin_cluster.influenceObjects() |
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def applyBtnCmd(self, *args): | |
# Grab and check info from UI lists and scroll areas. | |
attributes_to_mirror_list = self.driverScroll.getSelectItem() | |
driven_object_attribute_list = self.objAttrScroll.getSelectItem() | |
if len(attributes_to_mirror_list) < 1: | |
cmds.warning( 'No attribute to mirror selected' ) | |
return False | |
if len(driven_object_attribute_list) < 1: |
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import maya.cmds as cmds | |
def wireframeSwitcher(): | |
# Get the viewport object | |
viewport = cmds.getPanel( withFocus = True) | |
# If there is a model panel... | |
if 'modelPanel' in viewport: | |
currentState = cmds.modelEditor( viewport, q = True, displayAppearance= True ) | |
if currentState.lower() == 'wireframe': | |
cmds.modelEditor( viewport, edit = True, displayAppearance = 'smoothShaded' ) |
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def toggle_parallel_settings( func ): | |
def _wrapper( *args, **kwargs ): | |
# Store the initial values. | |
evaluate_manager = pyfbsdk.FBEvaluateManager() | |
p_evaluation = evaluate_manager.ParallelEvaluation | |
p_pipeline = evaluate_manager.ParallelPipeline | |
p_deformation = evaluate_manager.ParallelDeformation | |
# Turn them all off | |
evaluate_manager.ParallelEvaluation = False |
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''' | |
Utility methods for getting and setting reference properties ( aka - the blue properties ) in MotionBuilder. | |
''' | |
import pyfbsdk | |
def get_reference_property( obj, prop_name ): | |
''' | |
Gets a reference property from an object by name |
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#Establish a bit of chaos | |
import random | |
#Establish a bit of order | |
LIGHT_GODS = True | |
DARK_GODS = False | |
DIVINE_MAP = {True: 'Light', False: 'Dark'} | |
CELESTIAL_ODDS = (-20, 20) | |
COMMANDMENTS_LIST = [ 'Praise be to the {divine_order} Gods, begin your quest on frame {offering}.', | |
'For the {divine_order} Gods looked down and saw the animation, and it started on frame {offering}. It was okay.' ] |
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import maya.cmds | |
PARTICLE_DEFAULT_NAME = 'spring_particle' | |
def setup_spring(obj, time_range = None, spring_weight = 0.5): | |
''' | |
Sets up spring physics system around a given object | |
:param obj: obj to apply physics system to | |
:param time_range: time range of animation to process, tuple |
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import pymel.core as pm | |
def delete_keys_on_sel(): | |
selected = pm.selected() | |
if not selected: | |
return False | |
nodes_to_delete = [] | |
for obj in selected: |
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