I want to make it so that my program will stop running and print object is out of bounds if an object goes say into the negative z part of the plane in blender.
the objects name is Cube.031. I will sudo code what I want to do I just am not sure about sure how to do the syntax for it.
if(Cube.031.zLocation < 0)
print(object is out of bounds)
end
If you know some programming, learning python won't take long.
For the blender specific info, almost everything is accessed through the bpy module, the API reference is online.
You can refer to an object by name in bpy.data.objects[]. There are also other lists available, like bpy.context.selected_objects[] and bpy.context.visible_objects[].
An objects location is an array of three values (x,y,z), you can either access the z location as location.z or location[2].
import bpy
obj = bpy.data.objects['Cube.031']
if obj.location.z < 0:
print('object is out of bounds')
If you wanted to go through all selected objects
for obj in bpy.context.selected_objects:
if obj.location.z < 0:
print('object {} is out of bounds'.format(obj.name))
Note that v2.80 is due for release soon and has some changes to the API, if you are just starting with blender you may want to start with 2.80. You will also find blender.stackexchange a better place to ask for blender specific help.
Related
I have some code that uses Python to read some data from a file, and then while still using Python generates an object in Maya based on the file. Everything is working good and the object comes out looking correctly. The problem is however that non of the segments that the object is made up of has a correct actual position, the Translate XYZ is set to 0 for all of them, even though they look correctly. The problem with this is that when I later on import the model into Unity3D I can't interact with the objects properly as the position is still at 0 while the mesh is were it should be. Is there some correct way to generate objects to make them have a position?
The code calls multiple functions to make different segments (one example of one of these functions is shown below). Then it uses maya.cmds.polyUnite to make it into one object. This is then repeated using a for-loop that runs for some amount of times (specified in the file). This for-loop calls cmds.duplicate(object made above) and moves the new object in the z-axis using cmds.move(0, 0, z, duped object). Due to some bad coding the code then calls polyUnite to make it all into one big object and then calls polySeperate to split it into small segements again. Is it possible that this is causing the problem?
Each segment is generated something like this:
cmds.polyCube(n='leftWall', w=w, h=h, d=d, sw=w, sh=h, sd=d)
cmds.setAttr('leftWall.translateX', -Bt/float(2)-(THICKNESS/float(2)))
cmds.setAttr('leftWall.translateY', a)
cmds.setAttr('leftWall.rotateZ', -90)
cmds.polyNormal('leftWall', nm=0, unm=0)
cmds.polyCube(n='rightWall', w=w, h=h, d=d, sw=w, sh=h, sd=d)
cmds.setAttr('rightWall.translateX', Bt/float(2)+(THICKNESS/float(2)))
cmds.setAttr('rightWall.translateY', a)
cmds.setAttr('rightWall.rotateZ', 90)
cmds.polyNormal('rightWall', nm=0, unm=0)
cmds.polyUnite('leftWall', 'rightWall', n='walls')
addTexture('walls', 'wall.jpg')
As I continue to study For Loops: I've run into some annoying errors. The problem is the script does exactly what I want it to. It deletes the null groups under the demo joints: but unlike other loops I've made for renaming which can be closed with a transform flag in the cmds.ls command: cmds.listRelatives doesn't allow a transform flag to close out the loop. You run the script by simply clicking Build Examples then hitting Delete Waste Groups
I've tried every flag according to the Maya documentation: but nothing seems to be closing the loop. I dont know if I need another variable, or a combination of some flags: or if I am using the wrong type of wording: but ideally what I would like this script to do is simply close out the loop so I dont get the error Error: No object matches name: curve
'''
import DS_wasteGroup_cleanerDemo
reload (DS_wasteGroup_cleanerDemo)
DS_wasteGroup_cleanerDemo.gui()
'''
import re
import maya.cmds as cmds
import maya.mel as mel
if cmds.window("renameWin", exists =True):
cmds.deleteUI("renameWin", window = True)
myWindow = cmds.window("renameWin",t='DS_wasteGroup_cleanerDemo',w=200, h=500, toolbox=True)
column = cmds.columnLayout(adj=True)
def gui():
cmds.button( label="Build Examples", c = buildExamples)
cmds.separator( w=200, h=3)
cmds.button( label="Delete Waste Groups", c = deleteWasteGrp)
cmds.separator( w=200, h=9)
cmds.setParent('..')
cmds.showWindow(myWindow)
def buildExamples(*args):
cmds.group(n='exampleGroup1',world=True,empty=True)
cmds.joint(n='demoJoint1')
cmds.group(n='curve1',world=True,empty=True)
cmds.parent('curve1','demoJoint1')
cmds.joint(n='demoJoint2')
cmds.parent('demoJoint2','exampleGroup1')
cmds.group(n='curve2',world=True,empty=True)
cmds.parent('curve2','demoJoint2')
cmds.joint(n='demoJoint3')
cmds.parent('demoJoint3','exampleGroup1')
cmds.group(n='curve3',world=True,empty=True)
cmds.parent('curve3','demoJoint3')
cmds.joint(n='demoJoint4')
cmds.parent('demoJoint4','exampleGroup1')
cmds.group(n='curve4',world=True,empty=True)
cmds.parent('curve4','demoJoint4')
cmds.joint(n='demoJoint5')
cmds.parent('demoJoint5','exampleGroup1')
cmds.group(n='curve5',world=True,empty=True)
cmds.parent('curve5','demoJoint5')
def deleteWasteGrp(*args):
grpList = cmds.listRelatives('demoJoint*',p=True,f=True)
for name in grpList:
print(grpList)
cmds.delete('curve*')
My apologies if I'm posting simple questions. I do write Python scripts to automate the most tedious tasks in rigging: but my knowledge is only intermediate. I want to learn more python so my scripts arent so clunky and brute forced: as well as the fact that I need them to be more adaptable to various types of characters: so any resources that dumb all this down would also be appreciated. Thank you for your help.
The error is correct, because the very first time the for loop executes, all "curve" obects are deleted, then in the next iteration, the same command does not find any curve objects because they are already deleted. If you place the delete command outside the for loop, the error should disappear.
Honestly I would take a whole different approach as you're hard-coding everything which could easily lead to disaster. When I mean hard-code, I mean you're trying to parent, let's say, "demoJoint2" to an object. This is bad because why are you assuming that "demoJoint2" even exists? If you create an object with a specific name that already exists, Maya will auto-rename the new object, and now you're referencing the wrong one right off the bat! Instead when you create your objects, capture their names in a variable then work with that, otherwise you'll be constantly shooting yourself in the foot.
Here's the same script with an approach I would try instead:
import maya.cmds as cmds
def gui():
if cmds.window("renameWin", exists=True):
cmds.deleteUI("renameWin", window=True)
myWindow = cmds.window("renameWin", t="DS_wasteGroup_cleanerDemo", w=200, h=500, toolbox=True)
column = cmds.columnLayout(adj=True)
cmds.button(label="Build Examples", c=buildExamples)
cmds.separator(w=200, h=3)
cmds.button(label="Delete Waste Groups", c=deleteWasteGrp)
cmds.separator(w=200, h=9)
cmds.setParent("..")
cmds.showWindow(myWindow)
def buildExamples(*args):
root = cmds.group(n="exampleGroup1", world=True, empty=True)
for i in range(5): # Loop to the amount of joints you want to create.
jnt = cmds.createNode("joint", name="demoJoint" + str(i + 1)) # Use `i` to help name the object.
jnt = cmds.parent(jnt, root)[0] # Parenting changes its long name, so recapture the joint in a variable.
crv = cmds.group(n="curve" + str(i + 1), world=True, empty=True) # Create empty group.
cmds.parent(crv, jnt) # Parent curve to joint.
def deleteWasteGrp(*args):
jnts = cmds.ls("demoJoint*", long=True, type="joint") # Get all `demoJoints`.
children = cmds.listRelatives(jnts, f=True, children=True, type="transform") or [] # Get all of their children, and only get transform types.
curves = [obj for obj in children if obj.split("|")[-1].startswith("curve")] # Don't assume we got the right objects. Run a final loop to collect any object that starts with `curve`. Need to use split as we're looping through long names but need to check its short name.
if curves: # `cmds.delete` will error if this list is empty, so don't assume.
cmds.delete(curves) # Delete all curves at once.
gui()
Now I can hit the build button as much as I want with no issues, and delete all the curves when pressing the delete button.
A few more notes:
Notice in buildExamples I'm using a loop to create all the objects instead of reusing redundant code that does the same thing. You could even have a spinbox in your gui that defines how many joints it creates now, where as before it wasn't possible because the count was hard-coded.
cmds.listRelatives does have a way to filter objects by transforms by setting parameter type="transform". In fact you'll see many commands have this same parameter (again start checking docs).
cmds.listRelatives('demoJoint*',p=True,f=True) was grabbing the joint's parent, not its children. The docs clearly state this.
Running cmds.delete('curve*') is going to delete ALL objects with names that start with curve, and since you're running this in a loop it's trying to do this multiple times.
maya.cmds is not pymel. There's a whole separate module called pymel.
If you're unsure with any parts of the code try adding in a print statement to see what it's doing.
I feel like you're going about this whole process a bit wrong, and I would love to elaborate if you're interested, but for now here is a fix for your loop situation:
def deleteWasteGrp(*args):
curveList = cmds.ls('curve*',transforms=True)
try:
cmds.delete(curveList)
print('Deleted the following objects: {}'.format(curveList))
except Exception as e:
cmds.warning('Cleanup failed: {}'.format(e))
The cmds.delete method accepts a list parameter, which in your case is the easiest way to get the job done. Keep in mind that when you delete a parent object, you also delete its children, so depending on your circumstances deleting objects can be order-specific.
Throwing any "likely to fail" calls in a try/except clause is generally a good idea, as it lets you handle the error gracefully. Be careful, however, to not suppress it and just move on -- you at the very least need to alert the user adequately.
Lastly, your buildExamples method will most likely fail if you run it more than once. Because you are addressing objects by string literals (hard coded names) instead of keeping track of their actual names (and full path). You will likely see this error eventually:
# Error: ValueError: file <maya console> line ??: More than one object matches name: demoJoint1 #
Edit: Some elaborations as requested
The commands cmds.group and cmds.joint return a string value indicating the actual name of the object created (in create mode). It's usually a good idea of storing this value in case Maya decides to name your object slightly differently than what you are expecting, usually when there is a naming clash. Eg:
print cmds.group(name='test', world=True, empty=True)
# Returns: test
print cmds.group(name='test', world=True, empty=True)
# Returns: test1
Example of how to capture object names as you create them. I've concatenated your five identical(ish) calls to create joints and curves in this loop:
import maya.cmds as cmds
topGroupName = 'exampleGroup'
actualTopGroupName = None
# Create top level group
actualTopGroupName = cmds.group(n=topGroupName, world=True, empty=True)
# Loop through 5 times and do the following:
for i in range(5):
# PS: hash character in name indicates "next available number"
cmds.select(clear=True)
jnt = cmds.joint(n='demoJoint#')
crv = cmds.group(n='curve#',world=True,empty=True)
cmds.parent(crv, jnt)
cmds.parent(jnt, actualTopGroupName)
Example of how to narrow down which objects to search for with cmds.ls:
topGroupName = 'exampleGroup'
print cmds.ls('|{}*|*|curve*'.format(topGroupName))
# Returns: [u'curve1', u'curve2', u'curve3', u'curve4', u'curve5']
# The string .format() expression is just a dynamic way of writing this:
# |exampleGroup*|*|curve*
Vertical pipes (|) indicate levels in a hierarchy, similar to how slashes (/) work in URLs. And asterisks/wildcards (*) indicate "any character, or none".
Hope this helps you along your way a little bit.
In order to get well acquainted with Python for Nuke I am creating a small game that takes place in the Node Graph, but I hit a snag while trying to move my "character" around using a function. The character is a Dot and the function is trying to read its position in X and Y to determine in which direction it can move, then provide the player with those options and finally move the character in the direction chosen. The function must receive the character as an input but that's where I am having trouble, this is the simplified version of that part of the code:
global currentPosX
global currentPosY
currentPosX = 0
currentPosY = 0
def moveArea(self, node):
charT = node
print = currentPosX
currentPosX = charT['xpos'].value()
currentPosY = charT['ypos'].value()
char = nuke.nodes.Dot(hide_input=1, xpos=490, ypos=70)
moveArea(char)
I have tried many things and this code you see here is where I just couldn't think of any other options, I believe the problem is in how I input the 'char' node into the function but I could not find any resource that made it clear. Any help would be appreciated!
I've created a simplified function with some useful nuke commands thrown in that might be useful to you. For example, a function outside of a class doesn't need a self argument. This code only creates a characterDot if one doesn't already exist, so you'll be able to execute it multiple times and see the dot move further.
def moveArea(node, moveX=0, moveY=0):
# query current position of input node
currentPosX = node['xpos'].value()
currentPosY = node['ypos'].value()
# calculate new position based on arguments
newPosX = currentPosX + moveX
newPosY = currentPosY + moveY
# actually move the node
print "moving %s from (%s,%s) to (%s,%s)" % (node.name(), currentPosX, currentPosY, newPosX, newPosY)
node['xpos'].setValue(newPosX)
node['ypos'].setValue(newPosY)
# create the node for the very first time with a unique name (if it doesn't exist)
if not nuke.exists('characterDot'):
characterDot = nuke.nodes.Dot(hide_input=1, xpos=490, ypos=70, name='characterDot')
# find the node based on the name whenever you want
char = nuke.toNode('characterDot')
# run the move function on the character
moveArea(char, 100, 20)
Some syntax errors aside, your original code wasn't hugely problematic - though you never actually set new values to the node (using setValue) and only queried the nodes positions. Passing in the entire object is acceptable practice as far as I'm concerned! Though as part of working with nuke will likely involve lots of selecting, creating and deselecting nodes - so I've added a bit of code that will find the dot again based on its unique name.
My advice would be to create a class for the character dot, which has move functions that find it then move it.
Let me know if that helps, or if you can provide a slightly more complex demonstration of the issue you're having!
I am writing in Python, sometimes calling certain aspects of maxscript and I have gotten most of the basics to work. However, I still don't understand FPValues. I don't even understand while looking through the examples and the max help site how to get anything meaningful out of them. For example:
import MaxPlus as MP
import pymxs
MPEval = MP.Core.EvalMAXScript
objectList = []
def addBtnCheck():
select = MPEval('''GetCurrentSelection()''')
objectList.append(select)
print(objectList)
MPEval('''
try (destroyDialog unnamedRollout) catch()
rollout unnamedRollout "Centered" width:262 height:350
(
button 'addBtn' "Add Selection to List" pos:[16,24] width:88 height:38
align:#left
on 'addBtn' pressed do
(
python.Execute "addBtnCheck()"
)
)
''')
MP.Core.EvalMAXScript('''createDialog unnamedRollout''')
(I hope I got the indentation right, pretty new at this)
In the above code I successfully spawned my rollout, and used a button press to call a python function and then I try to put the selection of a group of objects in a variable that I can control through python.
The objectList print gives me this:
[<MaxPlus.FPValue; proxy of <Swig Object of type 'Autodesk::Max::FPValue *' at 0x00000000846E5F00> >]
When used on a selection of two objects. While I would like the object names, their positions, etc!
If anybody can point me in the right direction, or explain FPValues and how to use them like I am an actual five year old, I would be eternally grateful!
Where to start, to me the main issue seems to be the way you're approaching it:
why use MaxPlus at all, that's an low-level SDK wrapper as unpythonic (and incomplete) as it gets
why call maxscript from python for things that can be done in python (getCurrentSelection)
why use maxscript to create UI, you're in python, use pySide
if you can do it in maxscript, why would you do it in python in the first place? Aside from faster math ops, most of the scene operations will be orders of magnitude slower in python. And if you want, you can import and use python modules in maxscript, too.
import MaxPlus as MP
import pymxs
mySel = mp.SelectionManager.Nodes
objectList = []
for each in mySel:
x = each.Name
objectList.append(x)
print objectList
The easiest way I know is with the
my_selection = rt.selection
command...
However, I've found it works a little better for me to throw it into a list() function as well so I can get it as a Python list instead of a MAXscript array. This isn't required but some things get weird when using the default return from rt.selection.
my_selection = list(rt.selection)
Once you have the objects in a list you can just access its attributes by looking up what its called for MAXscript.
for obj in my_selection:
print(obj.name)
Was wondering if it is possible to retrieve the name of the last object deleted.
I have looked into listHistory, but that seems to list the history of a selected or named object. I have also looked into undoHistory printqueue, which prints out the undo history into the script editor, but i can't retrieve that information from the console.
Any ideas? I've looked around and can't find any info on this. Thanks in advance.
You can get the list with:
undoInfo -q -pq;
There are a few really really good use cases for scalping Maya undo. Such as determining selection order after the fact. In any case it may be difficult to know what it actually was form the queue so you may need to undo and redo to get what the deleted object was.
So this may or may not work, mileage may vary.
As a side note since your restoring stuff why not save the object list at time of save. The order is going to be the same (ensured), so you can see the changes in the end and deletions as missing objects. See the objects in in a plain ls are in creation order. You can use this for rudimentary diff from import to import for example. Same works for deletions.
Catching any individual deletion after the fact is not possible. However you can stick an attributeDeleted scriptJob on objects you want to monitor - it will fire when they are deleted. If you really want to catch every object, a scriptJob listening for the event DagObjectCreated will let you hook the other scriptJob to each new object - however that's not a good idea most of the time, since it will create a ton of scriptJobs in your scene (plus you'd have to also loop through the scene on load and attach the same deletion callback to existing objects as well...)
import maya.cmds as cmds
from functools import partial
def objectDeleted(obj):
print "%s was deleted" % obj
def catch_deletion(obj):
cmds.scriptJob ( attributeDeleted = ( (obj + ".tx"), partial(objectDeleted, obj) ) )
catch_deletion('pCube1')