Sunday, March 31, 2013

Chapter 9 Conclution


Chapter 9 is all about understanding Maya API. Since the API documentation is written by C++, so I have to at least understand some basic knowledge about C++.

Maya's C++ API contains many classes and function sets that are accessible through various Python modules. These modules use SWIG to automatically convert Python parameters into data for C++, as well as a lack of perfect correspondence between C++ and Python, programmers working with the Python API must have some basic understanding of C++ to read the documentation, understand some limitations they will face, and better grasp classes like MScriptUtil.

Though it is somewhat different from ordinary Python scripting in Maya, the Maya Python API provides an accessible way to rapidly develop powerful tools for Maya.

PS: Maya API Reference: http://docs.autodesk.com/MAYAUL/2013/ENU/Maya-API-Documentation/index.html

Saturday, March 23, 2013

Cannot install Qt SDK

Chapter 8 is all about Qt. So first, I have to install it. But I encountered some problems because the book only told us how to install it for Maya 2011 and Maya 2012. I followed the instruction but it cannot work.

Then, I searched for a long time and found out that many people have same problem with me. Finally, I found the reason: PyQt 4.9.1 built against Qt4.7.1.

Unfortunately, I didn't find a solution to solve this problem. But I can keep on learning without studying Chapter 8. So, next week, I will move on to Chapter 9: Understanding C++ and the API Documentation. From this week's learning, I knew Qt is a WYSIWYG (what you see is what you get) tool. So, it must be very powerful and easy to use. I would like to learn it later on if I have chance.

Monday, March 18, 2013

Chapter 7 Conclution

To be honest, this is the longest chapter I have learned so far. I nearly spent my whole week (spring break, OMG!) to finish reading it. But it's really useful, and I developed two awesome tools which satisfied me. So in the beginning of this chapter, I first learnt some core technical concepts related to Maya's GUI and then develop a base class for tool option windows. Then, explore some of Maya's built-in GUI controls and demonstrate how could easily extend this class to quickly create new tools. Finally, I learnt some advanced topics related to tool creation, such as serializing data and working with files.

In addition to have mastered some basic GUI commands, I have another hands-on example of some of the benefits of object-oriented programming in Maya using Python. By creating basic classes for common tool GUIs, I can introduce new tools much more easily than using MEL or manually creating new windows for every new tool. Moreover, I have learned best practices for executing commands with GUI controls, organizing GUI windows, and architecting GUI code in a larger code base.

Saturday, March 16, 2013

Pose Management Tool


import maya.cmds as cmds
import maya.mel as mel
import os, cPickle, sys, time

kPoseFileExtension = 'pse'

def showUI():
    """A function to instantiate the pose manager window"""
    return AR_PoseManagerWindow.showUI()

class AR_PoseManagerWindow(object):
    """A class for a basic pose manager window"""
    @classmethod
    def showUI(cls):
        win = cls()
        win.create()
        return win
    def __init__(self):
        """Initialize data attributes"""
        ## a unique window handle
        self.window = 'ar_poseManagerWindow'
        ## window title
        self.title = 'Pose Manager'
        ## window size
        self.size = (300, 174)
        if mel.eval('getApplicationVersionAsFloat()') > 2010.0:
            self.size = (300, 150)
        ## a temporary file in a writable location for storing a pose
        self.tempFile = os.path.join(
            os.path.expanduser('~'),
            'temp_pose.%s'%kPoseFileExtension
        )
        ## current clipboard status message
        self.clipboardStat = 'No pose currently copied.'
        if (os.path.exists(self.tempFile)):
            self.clipboardStat = 'Old pose currently copied to clipboard.'
        ## file filter to display in file browsers
        self.fileFilter = 'Pose (*.%s)'%kPoseFileExtension
    def create(self):
        """Draw the window"""
        # delete the window if its handle exists
        if(cmds.window(self.window, exists=True)):
            cmds.deleteUI(self.window, window=True)
        # initialize the window
        self.window = cmds.window(self.window, title=self.title, wh=self.size, s=False)
        # main form layout
        self.mainForm = cmds.formLayout()
        # frame for copy/paste
        self.copyPasteFrame = cmds.frameLayout(l='Copy and Paste Poses')
        # form layout inside of frame
        self.copyPasteForm = cmds.formLayout()
        # create buttons in a 2-column grid
        self.copyPasteGrid = cmds.gridLayout(cw=self.size[0]/2-2, nc=2)
        self.copyBtn = cmds.button(l='Copy Pose', c=self.copyBtnCmd)
        self.pasteBtn = cmds.button(l='Paste Pose', c=self.pasteBtnCmd)
        # scroll view with label for clipboard status
        cmds.setParent(self.copyPasteForm)
        self.clipboardLayout = cmds.scrollLayout(h=42, w=self.size[0]-4)
        self.clipboardLbl = cmds.text(l=self.clipboardStat)
        # attach controls in the copyPaste form
        ac = []; af = []
        ac.append([self.clipboardLayout,'top',0,self.copyPasteGrid])
        af.append([self.copyPasteGrid,'top',0])
        af.append([self.clipboardLayout,'bottom',0])
        cmds.formLayout(
            self.copyPasteForm, e=True,
            attachControl=ac, attachForm=af
        )
        # frame for save/load
        cmds.setParent(self.mainForm)
        self.loadSaveFrame = cmds.frameLayout(l='Save and Load Poses')
        # create buttons in a 2-column grid
        self.loadSaveBtnLayout = cmds.gridLayout(cw=self.size[0]/2-2, nc=2)
        self.saveBtn = cmds.button(l='Save Pose', c=self.saveBtnCmd)
        self.loadBtn = cmds.button(l='Load Pose', c=self.loadBtnCmd)
        # attach frames to main form
        ac = []; af = []
        ac.append([self.loadSaveFrame,'top',0,self.copyPasteFrame])
        af.append([self.copyPasteFrame,'top',0])
        af.append([self.copyPasteFrame,'left',0])
        af.append([self.copyPasteFrame,'right',0])
        af.append([self.loadSaveFrame,'bottom',0])
        af.append([self.loadSaveFrame,'left',0])
        af.append([self.loadSaveFrame,'right',0])
        cmds.formLayout(
            self.mainForm, e=True,
            attachControl=ac, attachForm=af
        )
        # show the window
        cmds.showWindow(self.window)
        # force window size
        cmds.window(self.window, e=True, wh=self.size)
    def getSelection(self):
        rootNodes = cmds.ls(sl=True, type='transform')
        if rootNodes is None or len(rootNodes) < 1:
            cmds.confirmDialog(t='Error', b=['OK'],
                m='Please select one or more transform nodes.')
            return None
        else: return rootNodes
    def copyBtnCmd(self, *args):
        """Called when the Copy Pose button is pressed"""
        rootNodes = self.getSelection()
        if rootNodes is None: return
        cmds.text(
            self.clipboardLbl, e=True,
            l='Pose copied at %s for %s.'%(
                time.strftime('%I:%M'),
                ''.join('%s, '%t for t in rootNodes)[:-3]
            )
        )
        exportPose(self.tempFile, rootNodes)
    def pasteBtnCmd(self, *args):
        """Called when the Paste Pose button is pressed"""
        if not os.path.exists(self.tempFile): return
        importPose(self.tempFile)
    def saveBtnCmd(self, *args):
        """Called when the Save Pose button is pressed"""
        rootNodes = self.getSelection()
        if rootNodes is None: return
        filePath = ''
        # Maya 2011 and newer use fileDialog2
        try:
            filePath = cmds.fileDialog2(
                ff=self.fileFilter, fileMode=0
            )
        # BUG: Maya 2008 and older may, on some versions of OS X, return the
        # path with no separator between the directory and file names:
        # e.g., /users/adam/Desktopuntitled.pse
        except:
            filePath = cmds.fileDialog(
                dm='*.%s'%kPoseFileExtension, mode=1
            )
        # early out of the dialog was canceled
        if filePath is None or len(filePath) < 1: return
        if isinstance(filePath, list): filePath = filePath[0]
        exportPose(filePath, cmds.ls(sl=True, type='transform'))
    def loadBtnCmd(self, *args):
        """Called when the Load Pose button is pressed"""
        filePath = ''
        # Maya 2011 and newer use fileDialog2
        try:
            filePath = cmds.fileDialog2(
                ff=self.fileFilter, fileMode=1
            )
        except:
            filePath = cmds.fileDialog(
                dm='*.%s'%kPoseFileExtension, mode=0
            )
        # early out of the dialog was canceled
        if filePath is None or len(filePath) < 1: return
        if isinstance(filePath, list): filePath = filePath[0]
        importPose(filePath)

def exportPose(filePath, rootNodes):
    """Save a pose file at filePath for rootNodes and their children"""
    # try to open the file, w=write
    try: f = open(filePath, 'w')
    except:
        cmds.confirmDialog(
            t='Error', b=['OK'],
            m='Unable to write file: %s'%filePath
        )
        raise
    # built a list of hierarchy data
    data = saveHiearchy(rootNodes, [])
    # save the serialized data
    cPickle.dump(data, f)
    # close the file
    f.close()

def saveHiearchy(rootNodes, data):
    """Append attribute values for all keyable attributes to data array"""
    # iterate through supplied nodes
    for node in rootNodes:
        # skip non-transform nodes
        nodeType = cmds.nodeType(node)
        if not (nodeType=='transform' or
            nodeType=='joint'): continue
        # get animated attributes
        keyableAttrs = cmds.listAttr(node, keyable=True)
        if keyableAttrs is not None:
            for attr in keyableAttrs:
                data.append(['%s.%s'%(node,attr),
                    cmds.getAttr('%s.%s'%(node,attr))])
        # if there are children, repeat the same process and append their data
        children = cmds.listRelatives(node, children=True)
        if children is not None: saveHiearchy(children, data)
    return data

def importPose(filePath):
    """Import the pose data stored in filePath"""
    # try to open the file, r=read
    try: f = open(filePath, 'r')
    except:
        cmds.confirmDialog(
            t='Error', b=['OK'],
            m='Unable to open file: %s'%filePath
        )
        raise
    # uncPickle the data
    pose = cPickle.load(f)
    # close the file
    f.close()
    # set the attributes to the stored pose
    errAttrs = []
    for attrValue in pose:
        try: cmds.setAttr(attrValue[0], attrValue[1])
        except:
            try: errAttrs.append(attrValue[0])
            except: errAttrs.append(attrValue)
    # display error message if needed
    if len(errAttrs) > 0:
        importErrorWindow(errAttrs)
        sys.stderr.write('Not all attributes could be loaded.')

def importErrorWindow(errAttrs):
    """An error window to display if there are unknown attributes when importing a pose"""
    win='ar_errorWindow'
    # a function to dismiss the window
    def dismiss(*args):
        cmds.deleteUI(win, window=True)
    # destroy the window if it exists
    if cmds.window(win, exists=True):
        dismiss()
    # create the window
    size = (300, 200)
    cmds.window(
        win, wh=size, s=False,
        t='Unknown Attributes'
    )
    mainForm = cmds.formLayout()
    # info label
    infoLbl = cmds.text(l='The following attributes could not be found.\nThey are being ignored.', al='left')
    # display a list of attributes that could not be loaded
    scroller = cmds.scrollLayout(w=size[0])
    errStr = ''.join('\t- %s\n'%a for a in errAttrs).rstrip()
    cmds.text(l=errStr, al='left')
    # dismiss button
    btn = cmds.button(l='OK', c=dismiss, p=mainForm, h=26)
    # attach controls
    ac = []; af=[];
    ac.append([scroller,'top',5,infoLbl])
    ac.append([scroller,'bottom',5,btn])
    af.append([infoLbl,'top',5])
    af.append([infoLbl,'left',5])
    af.append([infoLbl,'right',5])
    af.append([scroller,'left',0])
    af.append([scroller,'right',0])
    af.append([btn,'left',5])
    af.append([btn,'right',5])
    af.append([btn,'bottom',5])
    cmds.formLayout(
        mainForm, e=True,
        attachControl=ac, attachForm=af
    )
    # show the window
    cmds.window(win, e=True, wh=size)
    cmds.showWindow(win)
Result:

Thursday, March 14, 2013

Polygon Creation Tool

import maya.cmds as cmds
from optwin import AR_OptionsWindow;
class AR_PolyOptionsWindow(AR_OptionsWindow):
    def __init__(self):
        AR_OptionsWindow.__init__(self);
        self.title = 'Polygon Creation Options'; //reassign name
        self.actionName = 'Create';  //reassign action button name

    def displayOptions(self):
        self.objType = cmds.radioButtonGrp(
            label = 'Object Type:   ',
            labelArray4=[
                'Cube',
                'Cone',
                'Cylinder',
                'Sphere'
            ],
            numberOfRadioButtons=4,
            select=1  //set default selected item to 1(Cube)
        );
        self.xformGrp = cmds.frameLayout( //create a frame layout and stores it in the xformGrp attribute.
            label='Transformations',
            collapsable=True
        );
        cmds.formLayout(
            self.optionsForm, e=True,
            attachControl=(
                [self.xformGrp, 'top',2,self.objType]
            ),
            attachForm=(
            [self.xformGrp, 'left',0],
            [self.xformGrp, 'right',0]
            )
        );  
        self.xformCol = cmds.columnLayout();
        self.position = cmds.floatFieldGrp(
            label='Position: ',
            numberOfFields=3
        );
        self.rotation = cmds.floatFieldGrp(
            label='Rotation(XYZ): ',
            numberOfFields=3
        );
        self.scale = cmds.floatFieldGrp(
            label='Scale: ',
            numberOfFields=3,
            value=[1.0,1.0,1.0,1.0]  //set default value
        );
        cmds.setParent(self.optionsForm);  //call to the setParent command to make optionsForm the current parent again.

        self.color = cmds.colorSliderGrp( //add a color picker control, the colorSliderGrp command creates a color picker with a luminance slider next to it.
            label='Polygon Color: '
        );
        cmds.formLayout(
            self.optionsForm, e=True,
            attachControl=(
                [self.color, 'top',0,self.xformGrp]
            ),
            attachForm=(
                [self.color, 'left',0]
            )
        );
    def applyBtnCmd(self, *args):
        self.objIndAsCmd = { //create a dictionary to map the radio indices to different function pointers.
            1:cmds.polyCube,
            2:cmds.polyCone,
            3:cmds.polyCylinder,
            4:cmds.polySphere
        };
        objIndex = cmds.radioButtonGrp( //query the objType radio button group and use the dictionary to execute the command that corresponds to the currently selected index.
            self.objType, q=True,
            select=True
        );
        newObject = self.objIndAsCmd[objIndex]();

        pos = cmds.floatFieldGrp(  //apply translation to the newly created object's transform node
            self.position, q=True,
            value=True
        );
        rot = cmds.floatFieldGrp(  //apply rotation to the newly created object's transform node
            self.rotation, q=True,
            value=True
        );
        scale = cmds.floatFieldGrp(  //apply scale to the newly created object's transform node
            self.scale, q=True,
            value=True
        );
        cmds.xform(newObject[0], t=pos, ro=rot, s=scale);

        col = cmds.colorSliderGrp(  //apply the selected color to the new model's vertices.
            self.color, q=True,
            rgbValue=True
        );
        cmds.polyColorPerVertex(
            newObject[0],
            colorRGB=col,
            colorDisplayOption=True
        );
AR_PolyOptionsWindow.showUI();
Result:

Wednesday, March 13, 2013

Executing Commands with GUI Objects


class AR_OptionsWindow(object):
    def showUI(cls): //provides a shortcut for creating and displaying a new window instance.
        win = cls();
        win.create();
        return win;
    def __init__(self):
        self.window = 'ar_optionsWindow';
        self.title = 'Meng\'s Window';
        self.size = (546, 350);
        self.supportsToolAction = False;
        self.actionName = 'Apply and Close'; //set Apply and Close as the name that will display on the window's action button.Apply button and Close button do not need to set because most windows in Maya default to something like Apply and Close.

    def actionBtnCmd(self, *args): //invoke the Apply behavior and then the Close behavior.
        self.applyBtnCmd();
        self.closeBtnCmd();
    def applyBtnCmd(self, *args): pass //subclasses will need to override this method.
    def closeBtnCmd(self, *args): //simply closes the window
        cmds.deleteUI(self.window, window=True);

    def commonMenu(self):

        self.editMenu = cmds.menu(label='Edit');
        self.editMenuSave = cmds.menuItem(
            label='Save Settings',
            command=self.editMenuSaveCmd //pass the pointer to the editMenuSaveCmd() method.                                   
        );
        self.editMenuReset = cmds.menuItem(
            label='Reset Settings',
            command=self.editMenuResetCmd //pass the pointer to the editMenuResetCmd() method.
        );
        self.editMenuDiv = cmds.menuItem(d=True);
        self.editMenuRadio = cmds.radioMenuItemCollection();
        self.editMenuTool = cmds.menuItem(
            label='As Tool',
            radioButton=True,
            enable=self.supportsToolAction,
            command=self.editMenuActionCmd //pass the pointer to the editMenuToolCmd() method.
        );
        self.editMenuAction = cmds.menuItem(
            label='As Action',
            radioButton=True,
            enable=self.supportsToolAction,
            command=self.editMenuActionCmd //pass the pointer to the editMenuActionCmd() method.
        );

        self.helpMenu = cmds.menu(label='Help');
        self.helpMenuItem = cmds.menuItem(
            label='Help on %s'%self.title,
            command=self.helpMenuCmd //pass the pointer to the helpMenuCmd() method.
        );

    def commonButtons(self):
        self.commonBtnSize = ((self.size[0]-18)/3, 26); //specify a size for buttons as a tuple: (width,height)
        self.commonBtnLayout = cmds.rowLayout(
            numberOfColumns=3, //specify the layout should have three columns
            cw3=( 
                self.commonBtnSize[0]+3,
                self.commonBtnSize[0]+3,
                self.commonBtnSize[0]+3
            ), //set properties for column width
            ct3=('both', 'both', 'both'), //set properties for column attachment
            co3=(2,0,2), //set properties for column offset
            cl3=('center', 'center', 'center')
        ); //set properties for column text alignment
//the commonBtnLayout assignment (rowLayout call) do not scale when adjust the size of the window. Sacling in the width of the window simply clips the buttons on the right side. To fix this problem, I use a more advanced layout: formLayout as below:
        self.actionBtn = cmds.button(
            label=self.actionName,
            height=self.commonBtnSize[1],
            command=self.actionBtnCmd
        );
        self.applyBtn = cmds.button(
            label='Apply',
            height=self.commonBtnSize[1],
            command=self.applyBtnCmd
        );
        self.closeBtn = cmds.button(
            label='Close',
            height=self.commonBtnSize[1],
            command=self.closeBtnCmd
        );  

        cmds.formLayout( //the formLayout command in edit mode to configure how the buttons need to be attached in mainForm
            self.mainForm, e=True,
            attachForm=( //specifies edges on controls that pin to the bounds of the form we passed to the command.
                [self.actionBtn, 'left', 5],
                [self.actionBtn, 'bottom', 5],
                [self.applyBtn, 'bottom', 5],
                [self.closeBtn, 'right', 5],
                [self.closeBtn, 'bottom', 5]
            ),
            attachPosition=(
                [self.actionBtn, 'right',1,33],//correspond to points approximately one-third of the form's width(33/100). The middle number(1) represents a pixel offset for the attachment.
                [self.closeBtn, 'left',0,67]
            ),
            attachControl=( //specifies edges on a control that attach to another control, with an optional offset.
                [self.applyBtn, 'left',4,self.actionBtn],
                [self.applyBtn, 'right',4,self.closeBtn]
            ),
            attachNone=( //specifies edges on controls that should not attach to anything, and hence should not scale.
                [self.actionBtn, 'top'],
                [self.applyBtn, 'top'],
                [self.closeBtn, 'top']
            )
        );


    def helpMenuCmd(self, *args): //this method will load the Python Standard Library web site in a browser.
        cmds.launch(web='http://docs.python.org/2/library/');

    def editMenuSaveCmd(self, *args): pass //add four placeholder methods for child classes to override: editMenuSaveCmd(), editMenuResetCmd(), editMenuToolCmd(), editMenuActionCmd().
    def editMenuResetCmd(self, *args): pass
    def editMenuToolCmd(self, *args): pass
    def editMenuActionCmd(self, *args): pass
    def displayOptions(self): pass //This method will be overridden in child classes to actually display the contents in the main part of the options window.

    def create(self):
        if cmds.window(self.window, exists=True):
            cmds.deleteUI(self.window, window=True);
        self.window = cmds.window(
            self.window,
            title=self.title,
            widthHeight=self.size,
            menuBar=True
        );
        self.mainForm = cmds.formLayout(nd=100); //The mainForm attribute will be the parent for the next layout defined in the window (the row layout), which will be positioned at the top left of the form by default. The nd (numberOfDivisions) flag that passed to the formLayout command allows to use relative coordinates when specifying attachment positions of controls.
        self.commonMenu();
        self.commonButtons(); //add a call to commonButtons() in the create() method

        self.optionsBorder = cmds.tabLayout( //add a border for the window
            scrollable=True,
            tabsVisible=False,
            height=1
        );
        cmds.formLayout(
            self.mainForm, e=True,
            attachForm=(
                [self.optionsBorder,'top',0],
                [self.optionsBorder,'left',2],
                [self.optionsBorder,'right',2]
            ),
            attachControl=(
                [self.optionsBorder,'bottom',5,self.applyBtn]
            )
        );
        self.optionsForm = cmds.formLayout(nd=100);
        self.displayOptions();

        cmds.showWindow();
testWindow = AR_OptionsWindow();
testWindow.create();
Result:

Tuesday, March 12, 2013

Menus and menu items


class AR_OptionsWindow(object):

    def __init__(self):
        self.window = 'ar_optionsWindow';
        self.title = 'Meng\'s Window';
        self.size = (546, 350);
        self.supportsToolAction = False;
    def commonMenu(self):
        self.editMenu = cmds.menu(label='Edit');
        self.editMenuSave = cmds.menuItem(
            label='Save Settings'                                    
        );
        self.editMenuReset = cmds.menuItem(
            label='Reset Settings'
        );
        self.editMenuDiv = cmds.menuItem(d=True); //create a divider
        self.editMenuRadio = cmds.radioMenuItemCollection();  //call the radioMenuItemCollection command to initiate a sequence of items in a radio button group.
        self.editMenuTool = cmds.menuItem(
            label='As Tool',
            radioButton=True,
            enable=self.supportsToolAction
        );
        self.editMenuAction = cmds.menuItem(
            label='As Action',
            radioButton=True,
            enable=self.supportsToolAction
        );
        self.helpMenu = cmds.menu(label='Help');
        self.helpMenuItem = cmds.menuItem(
            label='Help on %s'%self.title
        );
    def create(self):
        if cmds.window(self.window, exists=True):
            cmds.deleteUI(self.window, window=True);
        self.window = cmds.window(
            self.window,
            title=self.title,
            widthHeight=self.size,
            menuBar=True
        );
        self.commonMenu();
        cmds.showWindow();
testWindow = AR_OptionsWindow();
testWindow.create();
PS: Although this menu looks pretty good by Autodesk's standards, none of its menu items actually do anything yet. At this point, I should look into adding some commands. I will do it tomorrow following the book.

Saturday, March 9, 2013

Base Window Class


class AR_OptionsWindow(object): //create the AR_OptionsWindow class
    def __init__(self):
        self.window = 'ar_optionsWindow';
        self.title = 'Meng\'s Window';
        self.size = (546, 350);
    def create(self):
        if cmds.window(self.window, exists=True):
            cmds.deleteUI(self.window, window=True);
        self.window = cmds.window(
            self.window,
            title=self.title,
            widthHeight=self.size
        );
        cmds.showWindow();
testWindow = AR_OptionsWindow(); //create a new instance of the AR_OptionsWindow class 
testWindow.create();  //call its create() method.

Friday, March 8, 2013

Create Windows


import maya.cmds as cmds;
win = cmds.window(
     'ar_optionsWindow',
     title='Meng\'s First Window', //a title bar string,\is the escape character(转义字符)
     widthHeight=(546,350) //window's size
);
cmds.showWindow(win); //to display the window

PS: You cannot change the window's name when the window is still there. To make changes to a GUI, you must destroy it, make your change, and then show it again. You can destroy your window by pressing the close button in its corner or using the deleteUI command, like the following codes:


cmds.deleteUI(win, window=True); //delete exiting window
win = cmds.window(
    'ar_optionsWindow',
    title='Meng\'s Second Window',
    widthHeight=(546,350)
);
cmds.showWindow(win);


Thursday, March 7, 2013

Moving UVs Tool

Just a simple example to show how to create your own marking menu.
1) In the main application window, open the marking menu editor by select window -- setting/preferences -- marking menu editor.
2) In the marking menus window, click the create marking menu button.
3) In the create marking menu window, the top displays a group of icons representing the different locations in the marking menu. RMB click the icon for the east item and select edit menu item from the context menu.
4) Enter the following lines in the commands input field:
    python("import maya.cmds as cmds");
    python("cmds.polyEditUV(u=1.0, v=0.0)");
5) In the label field, enter the word "Right" and press the save and close button.
6) In the marking menus window, edit the west menu item to have the following command input. Similar to the command created in step 5, this marking menu item will move the currently selected UVs one unit to the left.

    python("import maya.cmds as cmds");
    python("cmds.polyEditUV(u=-1.0, v=0.0)");
7) In the label field, enter the word "Left" and press the save and close button.
8) Keeping the create marking menu window open, create a cube and enter UV editing mode (RMB+east)
9) Open the UV texture editor window (window -- UV texture editor). 
10) Select all the cube's UVs.

11) In the create marking menu window, use the LMB in the test area (lower left) to try out the new marking menu on the cube's UVs.

12) Give this custom marking menu a name and save it.

Tuesday, March 5, 2013

Tips when designing for users

Communication 
Identifying and communicating with your customers during your tool development process is a central task.
Observation
Observing your users, either directly or indirectly, can sometimes be more illuminating than an email or even a meeting. By observing your users directly, you can often help them uncover better solutions to a problem than they originally thought they wanted.
Ready, Set, Plan!
As you plan, remember so stay focused on the problem!
Simplify and Educate
You may frequently have to strike a balance between making a tool easy to use while also leaving it open for users to apply in corner cases or even possibly extend for special uses.

Monday, March 4, 2013

LOD Window (PyMEL)

I wrote a simple PyMEL example to manage the level of detail tagging for a game using PyMEL. The basic premise is that objects can be selected and have an attribute applied to them that determines the level of detail. Once this tag has been applied, objects can be selected and shown or hidden.

1)from lodwindow import LODWindow;
  win = LODWindow();
  win.create();
2)import pymel.core as pm;
  for res in range(4)[1:]:
     for i in range(3):
        cyl = pm.polyCylinder(sa=res*6, n='barrel1');
        cyl[0].tx.set(i*cyl[1].radius.get()*2);
        cyl[0].tz.set((res-1)*cyl[1].radius.get()*2);
3)select all of the low-resolution cylinders in the back row, select the Low option from the LOD window dropdown menu, and press the Set LOD button. Repeat the same steps for the corresponding medium and high resolution cylinders.

Then, you could play around with all the buttons to your liking.

PS: here is the code in lodwindow.py

import pymel.core as pm
class LODWindow(object):
    """A pymel class for an level-of-detail editing window"""
    ## unique handle for the window
    WINDOW_NAME = 'LOD Window'
    def tag_nodes(self, node_list, res='Low'):
        """tag the supplied nodes with the supplied resolution"""
        for node in node_list:
            # add gameRes attribute if needed
            if not node.hasAttr('gameRes'):
                node.addAttr('gameRes', dataType='string')
            node.gameRes.set(res, type='string')
    def create(self):
        # destroy the window if it already exists
        try:
            pm.deleteUI(self.WINDOW_NAME, window=True)
        except: pass
        # draw the window
        with pm.window(self.WINDOW_NAME) as res_window:
            with pm.columnLayout(adjustableColumn=True):
                with pm.horizontalLayout():
                    pm.text(label='Resolution')
                    with pm.optionMenu() as self.res_menu:
                        pm.menuItem(l='Low')
                        pm.menuItem(l='Med')
                        pm.menuItem(l='Hi')
                    set_res_btn = pm.button(
                        label='Set LOD',
                        command=pm.Callback(self.on_set_res_btn)
                    )
                pm.separator(style='in', height=4)
                with pm.horizontalLayout() as h1:
                    pm.text(label='Low')
                    select_low_btn = pm.button(
                        label='Select All',
                        command=pm.Callback(
                            self.on_select_btn,
                            'Low'
                        )
                    )
                    toggle_low_btn = pm.button(
                        label='Toggle Visibility',
                        command=pm.Callback(
                            self.on_vis_btn,
                            'Low'
                        )
                    )
                with pm.horizontalLayout() as h1:
                    pm.text(label='Medium')
                    select_med_btn = pm.button(
                        label='Select All',
                        command=pm.Callback(
                            self.on_select_btn,
                            'Med'
                        )
                    )
                    toggle_med_btn = pm.button(
                        label='Toggle Visibility',
                        command=pm.Callback(
                            self.on_vis_btn,
                            'Med'
                        )
                    )
                with pm.horizontalLayout() as h1:
                    pm.text(label='High')
                    select_hi_btn = pm.button(
                        label='Select All',
                        command=pm.Callback(
                            self.on_select_btn,
                            'Hi'
                        )
                    )
                    toggle_hi_btn = pm.button(
                        label='Toggle Visibility',
                        command=pm.Callback(
                            self.on_vis_btn,
                            'Hi'
                        )
                    )
                self.status_line = pm.textField(editable=False)
            res_window.setWidthHeight((350,140))
    def on_set_res_btn(self, *args):
        """action to execute when Set LOD button is pressed"""
        # filter selection to only include meshes
        selected = [
            i for i in pm.ls(sl=True) if (
                type(i.getShape())==pm.nt.Mesh)
        ]
        res = self.res_menu.getValue()
        if selected:
            self.tag_nodes(selected, res)
            self.status_line.setText(
                'Set selection to resolution %s'%res
            )
        else:
            self.status_line.setText('No selection processed.')
    def on_select_btn(self, *args):
        """action to execute when Select All button is pressed"""
        # get all the meshes in the scene
        poly_meshes = [
            i for i in pm.ls(
                type=pm.nt.Transform
            ) if type(i.getShape())==pm.nt.Mesh
        ]
        if poly_meshes:
            # select anything with the gameRes attribute and the appropriate value
            pm.select(
                [i for i in poly_meshes if (
                    i.hasAttr('gameRes') and
                    i.gameRes.get()==args[0])
                ]
            )
            self.status_line.setText(
                'Selected %s resolution meshes'%args[0]
            )
        else:
            self.status('Nothing else selected')
    def on_vis_btn(self, *args):
        """action to execute when the Toggle Visiblity button is pressed"""
        # filter list to only include meshes
        poly_meshes = [
            i for i in pm.ls(type=pm.nt.Transform) if (
                type(i.getShape())==pm.nt.Mesh)
        ]
        if poly_meshes:
            # get everything with the current resolution
            res = [i for i in poly_meshes if (
                i.hasAttr('gameRes') and i.gameRes.get()==args[0])
            ]
            if res:
                for j in res:
                    # flip visibility
                    j.visibility.set(1-int(j.visibility.get()))

Sunday, March 3, 2013

PyMEL

1) Installing PyMEL
2) Introduction to PyMEL
PyNodes:
written more pythonically, faster than maya.cmds counterparts, tracking identities in code much simpler and more reliable than working with object names, speed up node and attribute comparisons.

Advantages:

  • Experienced Python programmers may have a much easier time learning PyMEL due to its object-oriented nature.
  • PyMEL syntax tends to be a bit cleaner and creates neater code.
  • Speed is greater in some cases due to API hybridization.
  • The pymel package is open source, meaning studios can pull their own branch and add their own features and fixes.
Disadvantages:
  • PyMEL's object-oriented nature can present a learning curve to MEL programmers. Switching from MEL to Python and learning a new programming paradigm at the same time can be daunting.
  • PyMEL is not very widely adopted yet. A small community does mean that sometimes getting questions answered is difficult. Nevertheless, the development team is always eager to answer questions online.
  • In some cases, speed can be degraded. Processing large numbers of components, for instance, can be much slower using PyMEL depending on the specific operation.
  • Autodesk's ling-term roadmap for PyMEL is unclear.
  • Because the pymel package is open source, it is possible (though rare) to get into a situation where a custom branch is quite divergent from the main one.

Saturday, March 2, 2013

INHERITANCE


In object-oriented programming (OOP), inheritance is a way to reuse code of existing objects, or to establish a subtype from an existing object, or both, depending upon programming language support. In classical inheritance where objects are defined by classes, classes can inherit attributes and behavior from pre-existing classes called base classes, superclasses, or parent classes. The resulting classes are known as derived classes, subclasses, or child classes. The relationships of classes through inheritance gives rise to a hierarchy. In prototype-based programming, objects can be defined directly from other objects without the need to define any classes, in which case this feature is called differential inheritance.

Friday, March 1, 2013

Human Class


This little program I wrote for practicing basics of class implementation in Python including attributes, methods (static methods and class methods) and properties. Of course, all the statistics I wrote are fake, especially my height and weight~lol~

class Human(object):
    """A basic class to demonstrate some properties of Python classes"""
    ## constant factor to convert pounds to kilograms
    kPoundsToKg = 0.4536;
    ## constant factor to convert feet to meters
    kFeetToMeters = 0.3048;
    def __init__(self, *args, **kwargs):
        """initialize data attributes from keyword arguments"""
        self.first_name = kwargs.setdefault('first');
        self.last_name = kwargs.setdefault('last');
        self.height = kwargs.setdefault('height');
        self.weight = kwargs.setdefault('weight');
    def bmi(self):
        """compute body mass index assuming metric units"""
        return self.weight / float(self.height)**2;
    @staticmethod
    def get_taller_person(human1, human2):
        """return which of the two instances is taller"""
        if (human1.height > human2.height):
             return human1;
        else: return human2;
    @classmethod
    def create_meng(cls):
        """constructor to create Meng Xie"""
        return cls(
            first='Meng',
            last='Xie',
            height=6.083*cls.kFeetToMeters,
            weight=158*cls.kPoundsToKg
        );
    # Begin properties
    def fn_getter(self):
        """getter for full name"""
        return '%s %s'%(self.first_name, self.last_name)
    def fn_setter(self, val):
        """setter for full name"""
        self.first_name, self.last_name = val.split()
    ## property for getting and setting the full name
    full_name = property(fn_getter, fn_setter);
    # End properties
    # Alternate property defs for Maya 2010+
    """
    @property
    def full_name(self):
        return '%s %s'%(self.first_name, self.last_name);
    @full_name.setter
    def full_name(self, val):
        self.first_name, self.last_name = val.split();
    """
    def __str__(self):
        """print the full name"""
        return self.full_name;
    def __repr__(self):
        """return a string that can be evaluated"""
        return "Human(%s='%s', %s='%s', %s=%s, %s=%s)"%(
            'first', self.first_name,
            'last', self.last_name,
            'height', self.height,
            'weight', self.weight
        );