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assetManager_v02.py
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assetManager_v02.py
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import os
from functools import partial
import fnmatch
import maya.cmds as cmds
import Utilities.assetInfo as ai
import Utilities.utilityFunctions as uf
# current scene info at top
# change namespace functionality? right click
# variants option menu on each object
proj = ai.AssetInfo()
widgets = {}
refObjList = []
namespaceList = []
nameFilter = "*_main_*_v*.m?" # this means we're filtering for file name structure and ONLY 'main' type. Change this if necessary
def asset_UI_create(*args):
"""
ui
"""
if cmds.window("assetWin", exists=True):
cmds.deleteUI("assetWin")
w = 820
h = 550
widgets["win"] = cmds.window("assetWin", t="Asset Manager", w=w, h=h)
widgets["mainCLO"] = cmds.columnLayout(w=w, h=h)
widgets["mainFLO"] = cmds.formLayout(w=w, h=h, bgc=(.2,.2,.2))
widgets["phaseOM"] = cmds.optionMenu( label='Phase: ')#, changeCommand=temp)
cmds.menuItem(label="Modeling")
cmds.menuItem(label="Rigging")
cmds.menuItem(label="Animation")
cmds.optionMenu(widgets["phaseOM"], e=True, value = "Rigging")
widgets["assetsFLO"] = cmds.formLayout(w=200, h=500)
widgets["assetsTab"] = cmds.tabLayout(w=200,h=500)
widgets["charCLO"] = cmds.columnLayout("CHARS", w=200, h=500)
widgets["charTSL"] = cmds.textScrollList(w=200, h=500)
cmds.setParent(widgets["assetsTab"])
widgets["propCLO"] = cmds.columnLayout("PROPS", w=200, h=500)
widgets["propTSL"] = cmds.textScrollList(w=200, h=500)
cmds.setParent(widgets["assetsTab"])
widgets["setCLO"] = cmds.columnLayout("SETS", w=200, h=500)
widgets["setTSL"] = cmds.textScrollList(w=200, h=500)
cmds.formLayout(widgets["assetsFLO"], e=True, af = [(widgets["assetsTab"], "top", 30), (widgets["assetsTab"], "left", 0),
])
cmds.setParent(widgets["mainFLO"])
widgets["refBut"] = cmds.button(l=">>>Ref in>>>", w=70, h=30, bgc=(.5,.5,.5), c=create_new_ref)
# widgets["impBut"] = cmds.button(l=">>>Import in>>>", w=70, h=30, en=False, bgc=(.5,.5,.5), c=create_new_import)
widgets["execBut"] = cmds.button(l="Execute Changes", w=120, h=40, bgc=(.5,.5,.5), c=execute)
widgets["reloadBut"] = cmds.button(l="Reload/Refresh", w=120, h=40, bgc=(.5,.5,.5), c=reload_ref_list)
cmds.setParent(widgets["mainFLO"])
widgets["refSLO"] = cmds.scrollLayout(w=520, h=400, bgc=(0,0,0))
widgets["refCLO"] = cmds.columnLayout(w=520, rowSpacing=2, bgc = (.0,.0,.0), p=widgets["refSLO"])
cmds.formLayout(widgets["mainFLO"], e=True, af = [(widgets["assetsFLO"], "top", 20), (widgets["assetsFLO"], "left", 5),
(widgets["phaseOM"], "top", 10), (widgets["phaseOM"], "left", 0),
(widgets["refSLO"], "top", 70), (widgets["refSLO"], "left", 290),
(widgets["refBut"], "top", 100), (widgets["refBut"], "left", 210),
# (widgets["impBut"], "top", 150), (widgets["impBut"], "left", 210),
(widgets["execBut"], "top", 485), (widgets["execBut"], "left", 680),
(widgets["reloadBut"], "top", 485), (widgets["reloadBut"], "left", 540),
])
cmds.window(widgets["win"], e=True, w=5, h=5, rtf=True)
cmds.showWindow(widgets["win"])
load_asset_info()
create_ref_list()
class ReferenceObject(object):
"""
class to create UI and info for each reference in the scene (existing or proposed via the ui)
ARGS:
ns (string) - namespace
ref (string) - reference path (should include the {} if they're at the end)
deferred (bool) - is this reference deferred?
status (string) - 'current' or 'pending' - is this an existing (current) ref or a pending create ref
"""
existingRefList = []
currentObjList = []
pendingObjList = []
allObjectList = []
def __init__(self, ns, ref, deferred, status):
self.pathParse = uf.PathParser(ref)
self.compatible = self.pathParse.compatible
self.variant = None
self.ref = ref # the reference path
self.namespace = ns # the namespace
self.versionNums = [] # list of strings of the version numberss (i.e. ["0001", "0003"])
self.versionNum = "" # astring of the version number (ie. "0005")
self.status = status # status = "current" or "pending"
self.killState = False # should this be killed?
self.loadState = not deferred # should this be loaded (vs. unloaded)?
self.state = False # False means it has NOT been changed
self.vchange = False # version change state
self.lchange = False # load change state
self.kchange = False # kill change state
self.varchange = False # variant change state
if self.status == "current":
ReferenceObject.currentObjList.append(self)
if self.status == "pending":
ReferenceObject.pendingObjList.append(self)
ReferenceObject.existingRefList.append(self.ref)
ReferenceObject.allObjectList.append(self)
# create a dictionary of all variants and their versions
self.variantDict = self.create_variant_dict()
self.create_UI()
def create_UI(self):
# creates the ui for the ref object
self.mainFLO = cmds.formLayout(bgc=(.2,.2,.2), w=500, h=40, p=widgets["refCLO"])
if self.status=="pending":
cmds.formLayout(self.mainFLO, e=True, bgc=(.7, .7,.7))
self.stateBut = cmds.button(l="", w=20, h=26, p=self.mainFLO, en=False, bgc=(.5, .5, .5))
if self.status != "current":
cmds.button(self.stateBut, e=True, bgc=(0, 0, 0))
self.nsTxt = cmds.text(self.namespace, p=self.mainFLO)
cmds.popupMenu(p=self.nsTxt)
cmds.menuItem(l=self.ref)
self.variantOM = cmds.optionMenu(p=self.mainFLO, w=125, cc=self.change_variant)
if self.compatible:
# initialize variant list
self.pathParse.get_variants_list()
self.variants = self.pathParse.variantList
for v in self.variants:
cmds.menuItem(label=v)
self.verOM = cmds.optionMenu(l="V:", p=self.mainFLO, w=75, bgc=(.5, .9, .5), changeCommand=self.change_number)
if self.compatible:
self.get_versions_list()
for a in self.versionNums:
cmds.menuItem(label=a)
cmds.optionMenu(self.verOM, e=True, value=self.versionNum)
else:
cmds.optionMenu(self.verOM, e=True, bgc=(.5, .5,.5))
# set up the variant list
# if self.compatible:
# self.change_variant()
self.loadBut = cmds.button(l="L", w=20, h=26, en=False, bgc=(.5,.9,.5), c=self.unload_toggle)
if not self.loadState:
cmds.button(self.loadBut, e=True, bgc=(.9, .5, .5))
if self.status == "current":
cmds.button(self.loadBut, e=True, en=True)
self.killBut = cmds.button(l="X", w=20, h=26, bgc=(.2,.2,.2), c=self.kill_toggle)
# if it's not in the pipeline kill some options
if not self.compatible:
cmds.formLayout(self.mainFLO, e=True, bgc=(.4, .2, .2))
cmds.optionMenu(self.verOM, e=True, en=False)
cmds.formLayout(self.mainFLO, e=True, af = [
(self.stateBut, "top", 8),(self.stateBut, "left", 2),
(self.nsTxt, "top", 12),(self.nsTxt, "left", 40),
(self.verOM, "top", 12),(self.verOM, "left", 350),
(self.variantOM, "top", 12),(self.variantOM, "left", 200),
(self.loadBut, "top", 8),(self.loadBut, "left", 440),
(self.killBut, "top", 8),(self.killBut, "left", 470),
])
def change_variant(self, *args):
# construct a new name
selVar = cmds.optionMenu(self.variantOM, q=True, value=True)
path = "/".join(self.ref.split("/")[:-1]) + "/"
namelist = self.pathParse.fileName.split("_")
namelist[1] = selVar
newName = "_".join(namelist)
newPath = path+newName
vers = self.variantDict[selVar]
# delete and recreate the versionOM
cmds.deleteUI(self.verOM)
self.verOM = cmds.optionMenu(l="V:", p=self.mainFLO, w=75, bgc=(.5, .9, .5), changeCommand=self.change_number)
cmds.formLayout(self.mainFLO, e=True, af=[(self.verOM, "top", 12),(self.verOM, "left", 350)])
for a in vers:
cmds.menuItem(label=a)
cmds.optionMenu(self.verOM, e=True, value=vers[-1])
# if not the orig var, then change state
if selVar == self.pathParse.variant:
varchange = False
else:
varchange = True
self.change_state_check()
def create_variant_dict(self):
self.pathParse.get_variants_list()
phase = "/".join(self.pathParse.path.split("/")[:7])
varDict = {}
for variant in self.pathParse.variantList:
varFile = self.pathParse.fileName.split("_")
varFile[-4] = variant
varName = "_".join(varFile)
varPath = "{0}/{1}".format(self.pathParse.stagePath, varName)
tempPath = uf.PathParser(varPath)
tempPath.get_version_info()
versions = tempPath.versionNumbersString
varDict[variant] = versions
return(varDict)
def get_versions_list(self):
# just populates the existing versionNumbers instance variable
self.pathParse.get_version_info()
self.versionNums = self.pathParse.versionNumbersString
self.versionNum = self.pathParse.versionString
if self.versionNum != self.versionNums[-1]:
cmds.optionMenu(self.verOM, e=True, bgc=(.9, .5, .5))
else:
cmds.optionMenu(self.verOM, e=True, bgc=(.5, .9, .5))
def change_state_check(self):
"""
to identify that an existing ref's params have been changed
true means it has been changed
Args:
changed (bool)
"""
if self.vchange or self.lchange or self.kchange or self.varchange:
cmds.button(self.stateBut, e=True, bgc=(.9, .8, .3))
self.state = True
else:
cmds.button(self.stateBut, e=True, bgc=(.5, .5, .5))
self.state = False
def unload_toggle(self, *args):
if self.status=="current":
if self.loadState == True:
self.loadState = False
cmds.button(self.loadBut, e=True, bgc=(.9, .5,.5))
else:
self.loadState = True
cmds.button(self.loadBut, e=True, bgc=(.5,.9,.5))
deff = cmds.file(self.ref, q=True, deferReference=True)
if deff != self.loadState:
self.lchange = False
else:
self.lchange = True
self.change_state_check()
def kill_toggle(self, *args):
"""
kill option for refs, actually kills proposed objs on the spot
"""
if self.status=="current":
if self.killState == False:
self.killState = True
cmds.button(self.killBut, e=True, bgc=(.7, .2,.2))
self.kchange = True
else:
self.killState = False
cmds.button(self.killBut, e=True, bgc=(.2,.2,.2))
self.kchange = False
self.change_state_check()
else:
cmds.deleteUI(self.mainFLO)
ReferenceObject.pendingObjList.remove(self)
ReferenceObject.allObjectList.remove(self)
ReferenceObject.existingRefList.remove(self.ref)
# delete the object from all lists to delete it?
def change_number(self, *args):
# replaces the current ref file with new one based on values in ui
if self.compatible:
chngchk = self.check_vnum_against_current(cmds.optionMenu(self.verOM, q=True))
if chngchk:
self.vchange=True
else:
self.vchange=False
if self.status == "current":
self.change_state_check()
def check_vnum_against_current(self, vnum):
"""
checks whether we should revert to unchanged state
Args:
vnum (string) - the number from the ui
Returns:
changed (bool) - is the number changed from the orig ref?
"""
value = cmds.optionMenu(self.verOM, q=True, value=True)
if value == self.pathParse.versionString:
return(False)
return(True)
def gather_info(self, *args):
"""
gets the info from the UI we'll need to create/edit the refs
"""
if self.state == "default":
state = False
if self.state == "changed":
state = True
if self.compatible:
self.versionNum = cmds.optionMenu(self.verOM, q=True, value=True)
# THIS PART IS WRONG - IN SOME CASES i NEED THE ORIG REF, MAYBE AND THE NEW INFORMATION - SHOULD I USE THE RFN NODE TO DO THIS?
variant = cmds.optionMenu(self.variantOM, q=True, value=True)
name = "{0}_{1}_{2}_{3}_v{4}".format(self.pathParse.name, variant, self.pathParse.phase, self.pathParse.stage, self.versionNum)
if fnmatch.fnmatch(self.ref, "*{*}"):
brackets = "{" + self.ref.partition("{")[2]
path = uf.fix_path(self.pathParse.stagePath + "/" + name + ".mb" + brackets)
else:
path = uf.fix_path(self.pathParse.stagePath + "/" + name + ".mb")
return(path, self.state, self.namespace, self.killState, self.loadState)
else: # not compatible
return(self.ref, self.state, self.namespace, self.killState, self.loadState)
def load_asset_info(*args):
clear_asset_lists()
proj = ai.AssetInfo()
assetNames = proj.get_asset_name_list()
for asset in assetNames[0]:
cmds.textScrollList(widgets["charTSL"], e=True, a=asset)#, sc=temp)
for asset in assetNames[1]:
cmds.textScrollList(widgets["propTSL"], e=True, a=asset)#, sc=temp)
for asset in assetNames[2]:
cmds.textScrollList(widgets["setTSL"], e=True, a=asset)#, sc=temp)
select_the_first()
def select_the_first(*args):
"""
tries to select the first item in chars, if not, then props, etc. If no item, pass
"""
cmds.textScrollList(widgets["charTSL"], e=True, sii=1)
def clear_asset_lists(*args):
"""
clears all the asset text scroll lists
"""
cmds.textScrollList(widgets["charTSL"], e=True, ra=True)
cmds.textScrollList(widgets["propTSL"], e=True, ra=True)
cmds.textScrollList(widgets["setTSL"], e=True, ra=True)
def get_existing_refs(*args):
"""
gets existing refs
Returns:
Dict of refs:
keys (string) are namespaces
value is a list of:
referencepath (string)
versionList (list) - list of number strings i.e. ["0001", "0002"]
deferred (bool)
"""
refDict = {}
#get reference paths
refs = cmds.file(q=True, r=True)
for ref in refs:
#get the associated namespace
ns = cmds.file(ref, q=True, ns=True)
refDict[ns] = [ref]
deferred = cmds.file(ref, q=True, deferReference=True)
refDict[ns].append(deferred)
return(refDict)
def create_ref_list(*args):
# creates the list of refs in the scene
clear_ref_list()
refDict = get_existing_refs()
keys = [x for x in refDict.keys()]
keys.sort()
for ref in keys:
r = ReferenceObject(ref, refDict[ref][0], refDict[ref][1], "current")
namespaceList.append(ref)
def clear_ref_list(*args):
# delete instances from ref List
if ReferenceObject.existingRefList:
for obj in ReferenceObject.existingRefList:
del obj
# delete ui and remake it
cmds.deleteUI(widgets["refCLO"])
widgets["refCLO"] = cmds.columnLayout(w=700, rowSpacing = 2, bgc = (.0,.0,.0), p=widgets["refSLO"])
# clear the ref list
ReferenceObject.existingRefList = []
def reload_ref_list(*args):
clear_ref_list()
create_ref_list()
clear_all_object_info()
def create_new_ref(*args):
"""
creates a new reference obj in the UI
"""
# get selected asset, parse whether there are files in that particular phase
tab, phase, assetPath, assetFiles = [None, None, None, None]
tab, phase, assetPath, assetFiles = get_asset_info()
if not assetFiles:
cmds.warning("There are no published files for that asset")
return()
filePath = uf.fix_path(os.path.join(assetPath, assetFiles[-1]))
# create the namespace from the file path
ns = create_namespace(filePath)
# create the ref object
y = ReferenceObject(ns, filePath, False, "pending")
namespaceList.append(ns)
def get_asset_info(*args):
"""
gets info from asset sel in the ui
Returns:
tab (string): which tab is selected ("CHARS", "SETS", "PROPS")
phase (string): which phase we're in ("Modeling", "Rigging", etc)
assetPath (string): the path to the asset folder ("x://.../Assets/Character/Fish") based on above
assetFiles (list): list of asset file paths based on above
"""
asset = None
assetFiles = None
tab = cmds.tabLayout(widgets["assetsTab"], q=True, st=True)
phase = cmds.optionMenu(widgets["phaseOM"], q=True, value=True)
if tab == "CHARS":
asset = cmds.textScrollList(widgets["charTSL"], q=True, si=True)[0]
assetPath = os.path.join(proj.charPath, asset)
if tab == "PROPS":
asset = cmds.textScrollList(widgets["propTSL"], q=True, si=True)[0]
assetPath = os.path.join(proj.propPath, asset)
if tab == "SETS":
asset = cmds.textScrollList(widgets["setTSL"], q=True, si=True)[0]
assetPath = os.path.join(proj.setPath, asset)
proj.get_asset_contents(assetPath)
if phase == "Modeling":
assetPath = proj.mdlPubPath
# filtering for only matches (see global variable at top)
assetFiles = sorted(fnmatch.filter(proj.mdlPubFiles, nameFilter))
if phase == "Rigging":
assetPath = proj.rigPubPath
# filtering for only matches (see global variable at top)
assetFiles = sorted(fnmatch.filter(proj.rigPubFiles, nameFilter))
if phase == "Animation":
assetPath = proj.anmPubPath
# filtering for only matches (see global variable at top)
assetFiles = sorted(fnmatch.filter(proj.anmPubFiles, nameFilter))
return(tab, phase, assetPath, assetFiles)
def create_namespace(filepath, *args):
"""
get a file path and trim that down to new namespace, which will be incremented based on existing namespaces
ex. instead of "Fish_Main_Rigging_Publish_v0002", will be "Fish_Main_Rig" or "Fish_Main_Rig1"
ARGS:
filepath (string): the filepath to derive the name from
RETURN:
string: the incremented namespace
"""
f = uf.PathParser(filepath)
phase = f.phase
if phase == "Modeling":
phase = "Mdl"
if phase == "Rigging":
phase = "Rig"
if phase == "Animation":
phase = "Anm"
if phase == "Lighting":
phase = "Lgt"
namespace = "{0}_{1}_{2}".format(f.name, f.variant, phase)
if namespace in namespaceList:
incrementedName = increment_namespace(namespace, namespaceList)
else:
incrementedName = namespace
print "creating Namespace {0} for {1}".format(incrementedName, filepath)
return(incrementedName)
def increment_namespace(ns, nslist, *args):
"""
increments the namespace to latest
Args:
ns(string) - the proposed namespace
nslist(string) - the list of current namespaces
Returns:
string - a namespace that will be after last (ie. "Fish_main_Rig22")
"""
outns = None
print "finding {0} in {1}".format(ns, nslist)
matches = fnmatch.filter(nslist, "{0}*".format(ns))
if matches:
lastNum = matches[-1].strip(ns)
print "----------", matches[-1]
if lastNum:
lastInt = int(lastNum)
newNum = lastInt + 1
outns = ns + str(newNum)
else:
outns = ns + "1"
else:
outns = ns
return(outns)
def execute(*args):
# get list of current ref objs
currentRefs = ReferenceObject.currentObjList
for obj in currentRefs:
path, state, namespace, killstate, loadstate = obj.gather_info()
if state:
print "===== AssetManager.execute: processing namespace: {0} ---- path: {1} . . . . . ".format(namespace, path)
if killstate:
# throw up a confirm dialog?
print " --killing reference"
cmds.file(path, removeReference=True)
# do other stuff
else:
rfn = cmds.file(obj.ref, q=True, referenceNode=True)
# replace the file
if obj.vchange:
" --replacing reference file"
cmds.file(path, loadReference=rfn, type="mayaBinary")
#update the load state
if loadstate:
" --loading reference"
cmds.file(path, loadReference=rfn, type="mayaBinary")
if not loadstate:
" --unloading reference"
cmds.file(path, unloadReference=rfn)
# get list of proposed ref objs
pendingRefs = ReferenceObject.pendingObjList
for obj in pendingRefs:
path, state, namespace, killstate, loadstate = obj.gather_info()
print "===== AssetManager.execute: creating ref in namespace: {0} ---- path: {1} . . . . . ".format(namespace, path)
print " --creating and loading reference"
cmds.file(path, r=True, ns=namespace)
# clear all the lists and objs
print " clearing and reloading UI. . . "
clear_ref_list()
clear_all_object_info()
print " ref info cleared"
# refresh the whole
assetManager()
print " ui reloaded"
# def create_new_import(*args):
# pass
def clear_all_object_info(*args):
proj = ai.AssetInfo()
refObjList = []
namespaceList = []
widgets = {}
ReferenceObject.existingRefList = []
ReferenceObject.currentObjList = []
ReferenceObject.pendingObjList = []
ReferenceObject.allObjectList = []
def create_new_import(*args):
pass
def assetManager(*args):
asset_UI_create()