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| import maya.api.OpenMaya as om2 | |
| import numpy as np | |
| maya_useNewAPI = True | |
| class blendPose(om2.MPxNode): | |
| typeName = "blendPose" | |
| typeId = om2.MTypeId(0x00122717) |
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| """Build a matrix from translation values | |
| This should give you a feel for how transformation matrices actually WORK in Maya. | |
| Transformation matrices can be thought of as 3 vectors, and a point. | |
| So I made 4 objects. One representing each of the X Y and Z axis vectors | |
| And a fourth representing the translation point. | |
| Then I connected the translation values of each object to a fourByFourMatrix node which | |
| builds a matrix from 16 values. Then I connected that matrix to the model. |
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| from __future__ import absolute_import, print_function | |
| import sys | |
| import maya.api.OpenMaya as OpenMaya | |
| import maya.api.OpenMayaAnim as OpenMayaAnim | |
| from six.moves import range | |
| maya_useNewAPI = True | |
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| import os | |
| from alembic.Abc import IArchive | |
| from alembic.AbcGeom import ( | |
| IXform, | |
| IPolyMesh, | |
| ICamera, | |
| ICurves, | |
| ILight, | |
| INuPatch, | |
| IPoints, |
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