![maya python ls selection maya python ls selection](https://welseykeeling.files.wordpress.com/2015/03/ssds.png)
Sgq = mc. The lscommand returns the names (and optionally the type names) of objects in the scene.
Maya python ls selection plus#
Plus since the hyperSahder function works only on a selection, you don't have to select objects before assigning them, this will be faster in large scene and provide you with better control in the long run.
![maya python ls selection maya python ls selection](https://i.stack.imgur.com/9S7r6.png)
A bit more complex but you get much more control. To select all objects, you need the following: lect(cmds.ls(slTrue)) When trying to find a list of all objects of a specific type, one approach might be to list all objects and then use the nodeType command to then filter the list. Python examples import maya.cmds as cmds create some primitives and go into component selection mode cmds.sphere( n'sphere1' ) ne( n'cone1' ) lectMode( componentTrue ) Use the current modelPanel for isolation isolatedpanel cmds.paneLayout('viewPanes', qTrue, pane1True) turn on isolate select mode for a particular 3d view. SqBindPose.store_pose(pymel.PyNode(item))Ĭmds.setAttr(masterGrp+".controlList", ctrlString, type="string")Ĭmds.setAttr(masterGrp+".I prefer using the set function, and control everything myself. A command to select all objects such as 'select ls' will fail because the object lookup can't resolve which 'circle1' object is intended. This way it becomes easy to assign the shader of the first. ho and also you can continue these function to get the sg from an object for example. If sqBindPose.is_pose_outdated(nCurNode): def assignSelectionToShader (shaderNone): sel mc.ls (slTrue, lTrue) if sel: assignObjectListToShader (sel, shader) assignSelectionToShader ('lambert2') masternull 13:20:06 UTC 4. (cmds.getAttr(nodeItem+"."+masterGrpAttr, type=True) = "bool" or \Ĭmds.getAttr(nodeItem+"."+masterGrpAttr, type=True) = "long") and \Ĭmds.getAttr(nodeItem+"."+masterGrpAttr) = 1: If cmds.objExists(nodeItem+"."+masterGrpAttr) and \ # add selected items in the empyt target scroll listĬmds.textScrollList(self.targetScrollList, edit=True, append=selMeshList) # check if there is any selected object in order to continueĬurrentList = cmds.textScrollList(self.targetScrollList, query=True, allItems=True)Ĭmds.textScrollList(self.targetScrollList, edit=True, removeAll=True)Ĭmds.textScrollList(self.targetScrollList, edit=True, append=currentList) The non deletable object can still be selected by explicitly specifying their name as in 'select time1 '. When using the '-all', 'adn/allDependencyNodes' or '-ado/allDagObjects' flags, only the deletable objects are selected. """ Add selected items to target textscroll list All objects (dag and dependency nodes) in the scene can be obtained using the 'ls' command without any arguments. SortedJointList = utils.filterName(jointName, jointList, " ")Ĭmds.textScrollList( self.allUIs, edit=True, removeAll=True)Ĭmds.textScrollList( self.allUIs, edit=True, append=sortedJointList) JointName = cmds.textField(self.allUIs, query=True, text=True) If cmds.objExists(jointNode+'.'+BASE_NAME+'joint'): JntSelectedRadioButton = cmds.radioCollection(self.allUIs, query=True, select=True)ĬhooseJnt = cmds.radioButton(jntSelectedRadioButton, query=True, annotation=True)ĪllJointList = cmds.ls(selection=False, type="joint")Ĭmds.checkBox(self.allUIs, edit=True, enable=False)Ĭmds.checkBox(self.allUIs, edit=True, enable=True)ĭisplayJnt = cmds.checkBox(self.allUIs, query=True, value=True)ĭisplayJis = cmds.checkBox(self.allUIs, query=True, value=True) # get current jointType (all or just dpAutoRig joints): """ This function is responsable to list all joints or only dpAR joints in the interface in order to use in skinning. # working about action to do, like new control, add shape or replace shapes: tControlDirection(self.cvCurve, self.cvDirection) In other words, the user is supposed to be able to click an object, run the script, have the GUI pop up, click export, be prompted to save the scene to a directory and name it, and the file will show up in that location.
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# set control direction for the control curve: Hey guys, I'm doing a simple project for a python scripting class that requires me to export objects in a scene to a new scene through the use of a GUI and save function. Self.cvCurve = self.createCurve(self.cvName, self.cvDegree, self.cvPointList, self.cvKnotList, self.cvPeriodic, dpGuide) # getting curve info to be created based on choose degree: Self.cvCurve = self.generateCombineCurves(useUI, self.cvID, self.cvName, self.cvSize, self.cvDegree, self.cvDirection) def importFBX (filepath): defines importFBX as a file directory. import os importing operate system preferences. # combine or create curve using the parameters: import maya.cmds as mc imports MEL commands as Python wrapper. Self.cvName = utils.validateName(cvName, self.suffix) # check if the given name is good or add a sequencial number on it: Return the transform curve or a list of selected destination items.ĭestinationList = cmds.ls(selection=True, type="transform") """ Check if we need to get parameters from UI. Def cvCreate(self, useUI, cvID, cvName='Control_Ctrl', cvSize=1.0, cvDegree=1, cvDirection='+Y', cvRot=(0, 0, 0), cvAction=1, dpGuide=False, combine=False, *args):