3dsmax python add float script to sub animations - python

I have the next setup: I have a sphere which has a morpher modifier. This morpher modifier has a certain amount of channels filled with morph targets aka sub animations. Now I want to add a controller to each of these subanimations, more specifically a controller with a float script. I have the code snippet that should work but when I go to the curve editor, the morph channels/ sub animations did not change controller, nor is the value of their controller changed.
import MaxPlus
target = MaxPlus.INode.GetINodeByName('Sphere001')
#Retrieve the morpher modifier
mod = target.GetModifier(0)
#ID of a float script controller
id = MaxPlus.Class_ID(1233584870,1911625032)
#Create float controller
float_co = MaxPlus.Factory.CreateFloatController(id)
#Retrieve the first morph channel / sub animation
sub = mod.GetSubAnim(1)
#Controller is assigned to the sub animation
sub.AssignController(float_co,1)
#Basic test which assigns 20 to the sub animation
float_co.ParameterBlock.Script.Value = '20'
When I add a wrong value to the script, for example:
float_co.ParameterBlock.Script.Value = '=20'
I receive an error and the usual window when you manually add a controller to an object or node. However the strange thing is that at the top of the window: the name of the object to which it is connected, does not show. See figure for clarification:
Can someone tell me what I'm doing wrong? Thank you!

I solved it by using the ugly way:
import MaxPlus
test = MaxPlus.FPValue()
success = MaxPlus.Core.EvalMAXScript(string_with_command,test)
This is used twice: first to create the float script controller and a second time to add the script to the controller. Be careful if anyone wants to try this, the script for the controller needs to be a string. Do not use
x as string
with the expressing you want to use as script for the float script controller since maxscript will evaluate x on the timeframe you are currently in 3ds max and will convert this value to a string. This value will be used as script for all time frames which clearly is not what you want. A small hack I used was:
script_value_example = '"amax #(0, ($sphere.position.x - cube.position.y))"'
This is still a string for python and maxscript will see the " " and will interpret it as a string. The other way around doesn't work, maxscript does not interpret ' ' as string.
Maybe this will help someone in the future. Also if someone knows the proper way to do it using the code in the question, please leave a reply, I'm interested to know.

Related

Pymel: How do I close For loop after deleting null groups?

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.

call function inside argument of a function in python

I am starting with python, and I am trying to understand the sample code that Phidget website give to me (I bought a Phidget Bridge 4 input where I have plug on 4 gauge cell). For my project I need to use python but not much use to it.
To read only one channel, sol only one gauge cell with my Phidget bridge, the website give me this code.
from Phidget22.Phidget import *
from Phidget22.Devices.VoltageRatioInput import *
import time
def onVoltageRatioChange(self, voltageRatio):
print("VoltageRatio: " + str(voltageRatio))
def main():
voltageRatioInput0 = VoltageRatioInput()
voltageRatioInput0.setOnVoltageRatioChangeHandler(onVoltageRatioChange)
voltageRatioInput0.openWaitForAttachment(5000)
time.sleep(5)
voltageRatioInput0.close()
main()
There is the function def onVoltageRatioChange(self, voltageRatio): which takes 2 arguments, self and voltageRatio, and this function is used inside setOnVoltageRatioChangeHandler(onVoltageRatioChange) with no argument. What I mean, it's that I do not get why we give as an argument onVoltageChange (which is normally a function) to the function setOnVoltageRatioChangeHandler...
It someone could explain it to me, it could help me to build my own code... at least try..
thank you
Phidget22 knows how to detect a voltage ratio change, but it doesn't know what you want to do with it: maybe you want to sound an alarm. maybe you want to send an email with the new ratio. maybe you just want to print it to the screen.
So it uses setOnVoltageRatioChangeHandler to ask you what you would like to do once it detects this voltage change, saying "hey, if you'll give me a function that takes a voltage ratio, I'll call it when I detect a change" then you can do:
setOnVoltageRatioChangeHandler(soundTheAlarm)
or
setOnVoltageRatioChangeHandler(sendAnEmail)
or:
setOnVoltageRatioChangeHandler(printToScreen)
The supplied onVoltageRatioChange will just print the new value to the screen.
Generally, passing a function as an argument is a great way to give flexibility in the way events are handled. It's basically saying "I know how to detect a certain situation or get a certain value. You let me know what you want me to do once I do"

Nuke - How to modify a node from inside a function?

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!

Getting a selection in 3ds Max into a list in Python

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)

Python GTK get selected value from the treeview

I am working on a mini GUI project , I am currently struggling to figure out how to get selected value from the list and then return that value to the main function so that I can use that value in somewhere else . Can someone help me please !!!!
####
self.device_list_store = gtk.ListStore(str,str,str,str,str)
for device in self.get_dev_list():
self.device_list_store.append(list(device))
device_list_treeview = gtk.TreeView(self.device_list_store)
selected_row = device_list_treeview.get_selection()
selected_row.connect("changed",self.item_selected)
####
def item_selected(self,selection):
model,row = selection.get_selected()
if row is not None:
selected_device = model[row][0]
at the moment ,the item_selected function is not returning anything , I want to return selected_device back to the main function so I can use it in other functions as well .
EDIT: I've edited code above to remove formatting errors #jcoppens
As you can see in the documentation, the item_selected function is called with one parameter, tree_selection. But if you define the function inside a class, it requires the self parameter too, which is normally added automatically. In your (confusing) example, there is no class defined, so I suspect the problem is your program which is incomplete.
Also, I suspect you don't want device_list_treeview = gtk.T... in the for loop:
for device in self.get_dev_list():
self.device_list_store.append(list(device))
device_list_treeview = gtk.TreeView(self.device_list_store)
And I suspect you want selected_device = mod... indented below the if:
if row is not None:
selected_device = model[row][0]
Please convert your example in a complete program, and formatted correctly.
BTW: item_selected is not a good name for the signal handler. It is also called if the item is unselected (which is why the signal is called 'changed')!
And important: Even though you should first read the basic Python tutorials and Gtk tutorials, you should then consider using lazka's excellent reference for all the Python APIs. There's a link on the page to download it completely and have it at hand in your computer.

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