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Custom Python Commands

Pedrito edited this page Jan 11, 2019 · 2 revisions

PC_Basic_Tools

PC_Instances_To_Model:

Duplicate the master instanced Model for each instance selected and matches each transform

PC_ConvertModelsToNulls:

Convert each selected model to a basic null object, it preserves the children.

PC_Nurbs_To_Curves:

Extract the Nurbs curves from selected object, it lets you choose U/V/ALL and set a color for them.

PC_Curve_By_Nulls:

Create A curve from the selected Nulls and add a cluster center to each point to the null.

PC_Custom_Thickness:

Adds thickness to the selected objects. Its a Ice compound with more controls than the default SI thinckes.

PC_Multi_Compound_Exporter:

You can export multiple compound at once, specifying if you want to override categories, task, color… You must select then on the explorer, navigating through the explorer ICE Tree children

PC_Multi_Model_Exporter:

Export the selected models to the specified folder using the model name as the filename on the path.

PC_Multi_Model_Importer:

Opens an explorer where you can go adding models,objs,fbx,etc to the import List, so you can go to many folders as you want and go adding, then choose the options on the specific tabs, and import all in “batch mode”.

PC_Create_Point_Cloud_From_Positions:

Creates a pointcloud and add points in each selected object position ( first a group with all the selected objects is created and uses that for adding points ) you can choose to delete the original positions at creation time

PC_Set_Particle_Colored_Shape:

Lets you pick particles and then it Creates a Compound to allow you to set its color/Shape/Size

PC_Primitives

PC_Cubesphere:

Creates a basic CubeSphere (Cube Subdivided and reshaped to form a sphere) topology in ICE with the specified depth and radius

PC_Disc:

Creates a basic disc topology in ICE with the specified inner and outer radius

PC_Polygon:

Creates a basic polygon topology in ICE with the specified size and nb of points

PC_Basic_Gear:

Create a basic gear topology in ICE with the specified inner radius, outer radius and the nb of dents.

PC_Ice_Curve:

Creates a curve with an ICE Tree and a CustomOp, In the iceTree you specify the Control Points (as one linear array) the number per subCurve (if you want to create multiple subcurves from the total array. You also Specify the type of curve ( linear, cubic, quadratic) and if it is closed or not.

PC_Rigging_Tools

PC_Auto_Rigging_Car

PC_Path_Rig

PC_Workflow_Tools

PC_Add_To_Partition_MultiPass:

Adds the selected objects to a partition in the current pass, selected passes or in all passes. You can choose from any existing partition name or you can create a new one. You must specify if you want to create the partition in case that don’t actually exist or if you want to add it to the background objects partition, if not, it will stay where it was

PC_Set_Camera_MultiPass:

Sets the Specified Camera in the specified pass or in all passes

PC_MultiPass_Capture:

Capture each selected passes in the specified path, the name will be the pass name and the frame rate ,if you don’t override it, will be taken from the pass settings. The camera will also be taken from the pass.

PC_SetPlayControlFromPass:

It sets the in/out play control to match the pass settings ( there is also a registered event which takes care of this each time you change the pass)

PC_Store_Custom_Channel:

This affects all materials in the selection, even objects or directly materials are selected. It shows a pop up window that let you choose some options an then it creates a "Color4_Passthrough" node betwen your shader and the "surface" input port, also a "Store_Color_in_Channel" node with your inputs options so you can store thing in custom AOVS.

PC_Arnold_Framebuffer_Manager:

Opens a Window to manage which Arnold AOVS add to the render and wich not, also it allowd you to change all the names at a time.

PC_Custom_Framebuffer_Manager:

Opens a Window to manage which Custom AOVS add to the render and wich not, also it allowd you to change all the names at a time.