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')
Related
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.
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)
So because I have the unity-gtk-module installed, all gtk-applications export their menu over the dbus SessionBus. My goal is to extract a list of all available menu entries. I've already implemented this with the help of pydbus, but for some reason, this solution is highly unstable and some applications just flat out crash. The unity-gtk-module uses Gio's g_dbus_connection_export_menu_model () to export its GMenuModel modeled menu over dbus, so I thought it would make sense to try to use Gio to process the exported menu. Gio uses the GDBusMenuModel class to retrieve a menu from the bus. Python uses PyGObject for wrapping Gio:
from gi.repository import Gio
connection = Gio.bus_get_sync(Gio.BusType.SESSION, None)
menuModel = Gio.DBusMenuModel.get(connection, [bus-name e.g. ":1.5"], [object-path e.g. "/com/canonical/unity/gtk/window/0"])
Now menuModel should be wrapping the GMenuModel from my application. At this point I'm honestly a bit confused about how exactly the GMenuModel works (the Description is not really helping) but it seems I have to use a GMenuAttributeIter object to iterate through the entries. But when I try this:
iter = Gio.MenuModel.iterate_item_attributes(menuModel, 0) #0 is the index of the root node
this happens:
GLib-GIO-CRITICAL **: g_dbus_menu_model_get_item_attributes: assertion 'proxy->items' failed
GLib-GIO-CRITICAL **: GMenuModel implementation 'GDBusMenuModel' doesn't override iterate_item_attributes() and fails to return sane calues from get_item_attributes()
This probably happens because GDBusMenuModel inherits GMenuModel which provides these methods, but is abstract, so GDBusMenuModel should override them, which it doesn't (see link above, it provides just g_dbus_menu_model_get ()). If this is the case, how am I supposed to actually use this class as a proxy? And if it's not, what am I doing wrong?
I justed logged in to SO the first time after a few years and remembered that I've actually found a solution to this question (I think). Honestly, I can't remember what half of these words even mean, but at the time I wrote a script to accomplish the task posed in the title, and as far as I remember, in the end, it worked out: https://gist.github.com/encomiastical/caa0ee955300bc2a40ef55d123b06212
My Python script uses an ADODB.Recordset object. I use an ADODB.Command object with a collection of ADODB.Parameter objects to update a record in the set. After that, I check the state of the recordset, and it was 1, which is adStateOpen. But when I call MyRecordset.Close(), I get an exception complaining that the operation is invalid in the set's current state. What state could an open recordset be in that would make it invalid to close it, and what can I do to fix it?
Code is scattered between a couple of files. I'll work on getting an illustration together.
Yes, that was the problem. Once I change the value of one of a recordset's ADODB.Field objects, I have to either update the recordset using ADODB.Recordset.Update() or call CancelUpdate().
The reason I'm going through all this rigarmarole of the ADODB.Command object is that ADODB.Recordset.Update() fails at random (or so it seems to me) times, complaining that "query-based update failed because row to update cannot be found". I've never been able to predict when that will happen or find a reliable way to keep it from happening. My only choice when that happens is to replace the ADODB.Recordset.Update() call with the construction of a complete update query and executing it using an ADODB.Connection or ADODB.Command object.
Most of this is background, skip the next 3 paragraphs for the question:
I have developed a tool that calls some installers, changes registry items, and moves files around to help me test a product which has a fairly fast update cycle. So far so good, I have a GUI which runs in a separate process to the business logic to prevent it locking due to the GIL, everything works etc, however I have concerns with a section of my code where I make calls to msiexec.
Specifically it's the uninstall part which gives me concerns. Currently the GUID does not change so I am able to uninstall the product using an os.system('msiexec /x "{GUID}" /passive') sort of thing. It's actually a bit more complicated as I'm using subprocess.Popen and polling it until it finished from within an event loop to allow for concurrency with other steps.
My concern is that should the GUID change, obviously this will not work. I don't want to point msiexec directly at the installation source, as this would mean that it wouldn't work if I were to 'lose' the msi file, which I store in a temporary directory.
What I am looking for, is a way of querying by program name to get the GUID, or even a wrapper for msiexec that would do all of this, including the uninstall, for me. I thought of scanning through the registry, but the _winreg module seems very slow, so I'd prefer to avoid this if at all possible. If there's a better way to scan the registry, I'm all ears, as this would speed up other parts of the tool also.
Update0
Performance on this is critical as one of the design goals is to make the process which the tool follows faster than any other method, manual or otherwise, in order to gain wholesale adoption.
Update1
I have tried a slight variation of the registry version below however it consistently returns None. I'm not quite sure how this is happening - it seems like it is failing to open the appropriate key as I have inserted a breakpoint after the with statement which is never reached...
def get_guid_by_name(name):
from _winreg import (OpenKey,
QueryInfoKey,
EnumKey,
QueryValueEx,
HKEY_LOCAL_MACHINE,
)
with OpenKey(HKEY_LOCAL_MACHINE,
r'SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall') as key:
subkeys, _0, _1 = QueryInfoKey(key) # The breakpoint here is never reached
del _0, _1
for i in range(subkeys):
subkey = EnumKey(key, i)
if subkey[0] != '{' or subkey[-1] != '}':
continue
with OpenKey(key, subkey) as _subkey:
if name in QueryValueEx(_subkey, 'DisplayName')[0]:
return subkey
return None
print get_guid_by_name('Microsoft Visual Studio')
Update2
Strike that - I'm a fool who doesn't check his indentation thoroughly enough - print get_guid_by_name('Microsoft Visual Studio') was within get_guid_by_name...
I'm not sure about the _winreg module being all that slow. I suppose if you were trying to enumerate the entire registry to find all instances of a string that might take a while, but with a decently targeted query it seems reasonably fast.
Here's an example:
from _winreg import *
def get_guid_by_name(name):
# Open the uninstaller key
with OpenKey(HKEY_LOCAL_MACHINE, r'Software\Microsoft\Windows\CurrentVersion\Uninstall') as key:
# We only care about subkeys of the installer key
subkeys, _, _ = QueryInfoKey(key)
for i in range(subkeys):
subkey = EnumKey(key, i)
# Since we're looking for uninstallers for MSI products,
# the key name will always be the GUID. We assume that any
# key starting with '{' and ending with '}' is a GUID, but
# if not the name won't match.
if subkey[0] != '{' or subkey[-1] != '}':
continue
# Query the display name or other property of the key to
# see if it's the one we want
with OpenKey(key, subkey) as _subkey:
if QueryValueEx(_subkey, 'DisplayName')[0] == name:
return subkey
return None
On my machine, querying for ActiveState's Komodo Edit (I actually used a regular expression rather than straight-value comparison), 1000 iterations of this took 8.18 seconds (timed using timeit), which seems like a negligible amount of time to me. Better yet, you can pull the UninstallString key from the registry and pass that straight to your subprocess (though you may want to add the /passive switch to the end.
Edit
Microsoft does, of course, provide a WMI class (Win32_Product) that provides a rather convenient interface to do all of this. Using Tim Golden's excellent WMI wrapper, one could initiate an install like this:
import wmi
c = wmi.WMI()
c.Win32_Product(Name = 'ProductName')[0].Uninstall()
However, as noted in this blog post, the Win32_Product class is extremely, painfully slow to use.