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referenceSwap
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referenceSwap
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def swapRefs():
import maya.cmds as cmds
import pymel.core as pm
"""
Reference swap:
ToDo:
* Make it work for multiple creatures
* Choose asset (so is works on multiple projects)
Have a dialogue with checkboxes for creatures to switch, switch on those.
* Get full path from Shotgun
* remove 'twistedTubes' from hideRigExtras when changing to proxy (and any others)
* update namespace to current setup
"""
#--------------------------Shotgun Query Highest Published Version
def getShotgunInfo(step_name, entity_type_name, asset_shot_code):
import os, sys
sys.path.append(r"/mnt/pipeline/ATK_PIPELINE/atk-api")
from atk_shotgun.ShotgunTankAccess import CustomQuery
reload(CustomQuery)
custom_query_obj = CustomQuery.Custom_Query()
# Get file path name of the latest published Maya scene file
maya_file_path_name = custom_query_obj.get_latest_maya_scene_publish(step_name, entity_type_name, asset_shot_code)['path']['local_path_linux']
return maya_file_path_name
#--------------------------Swap out references
def swapRefs(nameSpace, referenceNode, referencePath, currentState):
dogExists = pm.listNamespaces(recursive=False, internal=False)
if "Dog" in str(dogExists):
print dogExists
print "FOUND A DOG:"
if currentState == 'Render':
option= cmds.confirmDialog(title='Swap '+currentState+' rig',message="Currently {}.\n\nChoose rig to swap to:".format(currentState),button=['Proxy','Cache','Cancel'],defaultButton='Proxy',cancelButton='Cancel',dismissString='Cancel')
elif currentState == 'Proxy':
option= cmds.confirmDialog(title='Swap '+currentState+' rig',message="Currently {}.\n\nChoose rig to swap to:".format(currentState),button=['Cache','Render','Cancel'],defaultButton='Cache',cancelButton='Cancel',dismissString='Cancel')
elif currentState == 'Cache':
option= cmds.confirmDialog(title='Swap '+currentState+' rig',message="Currently {}.\n\nChoose rig to swap to:".format(currentState),button=['Proxy','Render','Cancel'],defaultButton='Render',cancelButton='Cancel',dismissString='Cancel')
if option != 'Cancel':
mayaFileType = "mayaAscii"
if option == 'Render':
step_name = "render"
maya_file_path_name = getShotgunInfo(step_name, entity_type_name, asset_shot_code)
cmds.file(maya_file_path_name,loadReference=referenceNode,type=mayaFileType,options='v=0')
print "New reference path: "+ maya_file_path_name
objectList = ['bodyResult_geo','mouthShapes_geo','bodyHighExtra_geo','bodyShapes_geo','bodyBreathing_geo','body_twistedTubes_geo']
hideRigExtras(objectList)
elif option == 'Proxy':
step_name = "proxy"
maya_file_path_name = getShotgunInfo(step_name, entity_type_name, asset_shot_code)
cmds.file(maya_file_path_name,loadReference=referenceNode,type=mayaFileType,options='v=0')
print "New reference path: "+ maya_file_path_name
objectList = ['bodyResult_geo','mouthShapes_geo','bodyHighExtra_geo','bodyShapes_geo','bodyBreathing_geo']
hideRigExtras(objectList)
elif option == 'Cache':
step_name = "cache"
maya_file_path_name = getShotgunInfo(step_name, entity_type_name, asset_shot_code)
cmds.file(maya_file_path_name,loadReference=referenceNode,type=mayaFileType,options='v=0')
print "New reference path: "+ maya_file_path_name
objectList = ['bodyResult_geo','mouthShapes_geo','bodyHighExtra_geo','bodyShapes_geo','bodyBreathing_geo','body_twistedTubes_geo']
hideRigExtras(objectList)
else:
print "Cancelled."
#Hide the extras
def hideRigExtras(objectList):
print "Hiding: "+ str(objectList)
for each in objectList:
cmds.setAttr( nameSpace+each+'.visibility', 0)
#----------------------------------
#Start here
maya_file_path_name = ""
# get the wobbleDog main CTRL namespace:
wordIn = "MAIN_CtrlShape"
sel = cmds.ls("*" + wordIn + "*", r=True)
cmds.select(sel[0]) # selects only the first one it comes across for now
# The list of objects to hide in renderRig
objectList = ""
# gets reference info of selected node
nameSpace = pm.selected()[0].namespace()
print nameSpace
referenceNode = pm.selected()[0].namespace()[:-1]+"RN"
print referenceNode
referencePath = pm.referenceQuery( nameSpace+'wobbleDog_MAIN_Ctrl',filename=True )
print "Current path: "+ referencePath
# Get latest version from Shotgun:
# Determines current state and path:
if "proxy" in referencePath:
currentState = "Proxy"
if "cache" in referencePath:
currentState = "Cache"
if "render" in referencePath:
currentState = "Render"
print "Current reference is: "+ currentState
# pass into getShotgunInfo:
entity_type_name = "Asset"
asset_shot_code = "wobbleDog_A"
swapRefs(nameSpace, referenceNode, referencePath, currentState)
#end